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Posts by Yoshis Fan
Yoshis Fan's Profile - Posts by Yoshis Fan
Pages: « 1 2 3 4 5114 115 »
(restricted)
(restricted)
I don't know if this is a known thing, but:
To make a Tap-Tap chase, Sprite Set 81 is required, or the nose will be glitched and you have to choose 6 (golden) or 15 (silver) for the Sprite Pallette. Maybe Blumiere can add this information to his Sprite Set-list.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Another helpful info for Layer 3:
Type 24 (Castle Towers) can be used with Pallette 17 and 38, 39 looks good, too, but the light is a bit glitched.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
What Special Effect makes Layer2 0 Pallette 33 (the lavafalls) run and at the same time Layer3 24 Pallette 17 Castle Towers the candles work properly?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've made a mean Milde-Boss-Room. It is a flat ground with only one castle BG platform. The platform is behind Milde so you get hit, if you don't know a small trick...

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Another question again...
How can I make that the flying Shy Guys with the Red Coins fly away after a short time?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Thank you! I've added this info to EV :)





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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have another helpful information:
Here is how you can make bonus games in your Hack work properly (Bandit's House-Games)

Make a Screen Exit in the screen, where the House is.

Enter this as destination for the following games:
6E Throwing Balloon
E4 Popping Balloons
E7 Seed-Spitting
E2 Gather Coins

(I guess that were all games, I think there are four; if there should be another one, please tell me and write the level down.)

For the Entrance Type write your level Hex-Number.
For example, when you place your Bandit-Game in level "1F 4-5 Main",

then enter "1F" for the Entrance Type.

For the X and Y position enter the position of the locked door of your Bandit's house.

After the game has ended, Yoshi will land in the level of the Entrance Type and the given X and Y.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Another helpful thing:
If you want a Flying Kamek in a level, which attacks Yoshi you have to set Sprite S125.
Its kind of function depends on X. X1 is the Kamek, which flies away after the Bowser-Fight. If it is set on X2 it is the attacking Kamek.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've the following question:
Is it possible to make 6 worlds + 6 secret levels?
Or will I have problems with the level's names, then?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Nice find!

I've found a thing, too:
Eggvine has two level-kinds, which look strange, when you open them:
-Sewer levels.
Every slope and down right or left ceiling and the stone sewer ceiling and stone sewer ground are just many random-looking objects, looks like those are unfound objects/extreme complicated (why did Nintendo do this?)
-Forest levels like 1-7.
There are some random objects, too; it doesn't look as complicated as in the sewer levels, but strange. I guess that's because of the strange trees (6F) if you make them diagonal it will crash. I think that strange level arranging of 1-7 avoids the crashing. (The same question: Why did Nintendo do this?)



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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
@S.N.N.:
The moon, OK, but I don't think that sewers and forests are something special... Well, fact is: It cannot render them for some reason :(
I've found out, that some objects depend on each other in sewers, so if you delete one of the unfitting tiles, the sewer level will corrupt. So it actually can't be a rendering fault, because then one object would have more than 5 bytes and that's actually not possible. Let's say if the rendering fault gets fixed, there would be tiles, which are 10 bytes or 15 bytes... Or I'm totally wrong and Eggvine displays a wrong amount of usable bytes. I hope Golden Egg, which will hopefully be released sometime hopefully can render that.

@Vandarx:
That's because they are just many random objects in Eggvine.
But there is one single slope in sewer tileset, which can be done with one object:
Its name is "B2: Down-Left Diagonal Ceiling"
Scale it like an upward-down pipe: make it 16*16, then it is 2*2 in the game. If you make it 16*15 it is 3*3, and so on. If you don't scale it 16*X it will crash!
But you can make half-functional slopes with the objects named "Pipe Slope" and "Pipe Slope with Ceiling". In the game they look like this, then:





Isn't it possible to update Eggvine?
OK, if Golden Egg will come out sometime, it will revolutionize YI Hacking, but the Emulator can read the level properly, so isn't it possible to kinda copy the emulator's rendering?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have a problem with YY-CHR:
I can't find the correct pallette for the level icons of world 1.
I've tested all pallettes, but it never looks correct. Does anyone have some tips for me?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
(restricted)
I open the AllGFX.bin, go to the palletes and then scroll through the color-caskets. And from those caskets no pallette looks right.
Here is what I got:
Everything looks good, but I can't find the color for the bush in background.


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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
(restricted)
I HATE the disappearing sprites-bug!!

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I guess I've got the error with the sewers:
Eggvine has rendering problems.
The objects from the B-row are obviously sewer-objects:
B0 Hole in Castle Block? (Background)
B1 Normal Horz. Platform (Correct)
B2 Down-Left Diagonal Ceiling
B3 (That actually MUST be the Down-Right Diagonal Ceiling, but the level crashes, when you set it)
B4 (Probably the Slope to Down-Left)
B5 (Probably the Slope to Down-Right)
B6-B9 (?), could be the stone-sewer tiles (Maybe!)
BA PIpe Ceiling
BB Weird Block (Don't know!)
BC Top right corner of Pipe
BD Top Left corner of Pipe
BE Sewer Spout
BF Water of Sewer Spout

I guess, as Eggvine doesn't render some objects correct, the unfound tiles, B3-B9 are rendered back to the ROM incorrect, too. So you had to make the tiles of the sewers like the wrong-rendered tiles in Eggvine, the wrong back-rendering could be the problem of some objects like B3, that the game freezes.

EDIT:
I've done it!!!
I got a slope in a sewer level!!
Okay, the shadows don't look perfect, but that is incorrectable with the method I've used...



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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Well, this "Sewer Edition" is far away and will be never reached with Eggvine, as it's impossible to make stone sewer grounds and ceilings.
So, at the moment, it is only possible to make Pipe sewers.
But Stone Sewers are less interesting than Pipe Sewers, because in Stone Sewers you can't make slopes, so you could, in fact, also make 2x2 grey stone blocks instead of that. It wouldn't look that good, though, but for the player, it'd be the same.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Pages: « 1 2 3 4 5114 115 »
Yoshis Fan's Profile - Posts by Yoshis Fan

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