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SMW2 Yoshi's Island offsets and helpful info

Resource

Originally posted by Mokou
Ah, thank you very much for the tips ^__^

Any wisdom to share on bosses?


Not that much...just that bosses either use Layer 2 or Layer 3, in addition to the sprite layer, so be cautious when switching around header properties in boss battles.

Also, note that each boss has different palette pointers, so if you use a boss in another level besides the one it was used in the original, there's a chance that its palettes will look wrong. To fix this, refer to the palette pointers Mattrizzle posted earlier:
Boss Palette Pointers

Another fun fact, level CB in EggVine is actually the Raphael the Raven battle! Level CB is currently listed as "Weird logs, unknown", but it's actually the battle arena used in the Raphael battle. You can actually link directly to the battle room without having the Kamek cutscene, but if you do this, you'll be able to take eggs into the boss, and they will glitch when thrown. So, you should probably not link directly to the Raphael battle. Anyway, it helps to know what this level actually is so you don't overwrite it, thinking it was an unused level. ;)

Well, look at that, looks like I did have a few tips. :)
Uh huh...And what happens if we edit whats in that level?
Your layout has been removed.
Originally posted by Mokou
Uh huh...And what happens if we edit whats in that level?


Never tried it. Didn't want to screw up anything by moving objects around. ;)
Originally posted by Golden Yoshi
Originally posted by Mokou
Uh huh...And what happens if we edit whats in that level?


Never tried it. Didn't want to screw up anything by moving objects around. ;)


Oh, that's why I assumed after looking at it after a while, but it doesn't have Raphael the Raven in it and I didn't see him in any other level. If you expand it, will it make the ROM get corrupted or something?
Also, did you use levels after DD in your game? b/c I opened the Rom in Eggvine just to see the level designs and there was one that said "EXIT" but when open up the levels, there are sprites all over the screen so I wasn't sure what that was.

Lespna1

As you may see, after playing an extra level, the position of Green Yoshi will be shifted.
To correct this, change 1 byte at 0xBAA2E to 2E
This seems not to happen with extra levels in 2, 4, 5 or 6 World, though.
Lespna: After DD, the bonus game level indexes start. They'll screw up if you try to exit to them normally.

Also Romi, thanks for that address - I added it to the ROM map.
Originally posted by Lespna1
Originally posted by Golden Yoshi
Originally posted by Mokou
Uh huh...And what happens if we edit whats in that level?


Never tried it. Didn't want to screw up anything by moving objects around. ;)


Oh, that's why I assumed after looking at it after a while, but it doesn't have Raphael the Raven in it and I didn't see him in any other level.

I think it has to do with the layer/ordering thingymajiggercrap in the header.
I actually got the moon thingymahjigger and rapheal flying to the moon in 1-1 but I only caught a glimpse because I was all like "OH SHIT!" and I quickly fixed the header.

How about you try?


Your layout has been removed.
Originally posted by Golden Yoshi
Originally posted by Mokou
Uh huh...And what happens if we edit whats in that level?


Never tried it. Didn't want to screw up anything by moving objects around. ;)


Hm, I edited that level, but it appears that only 2 logs are actually used.
This is meaningless, but we can edit like this by edting a few things. (A problem is, it's still easy to defeat the boss...)
Photobucket

@The Black Yoshi
This is a late responce, though, I made an .asm file which makes Yoshi continue to play the intro level forcibly unless you beat the level. Use xkas to patch.
Code
lorom
header


org $01C155
			JSR DisableEscape
			NOP
org $01E6B3
			JMP DontDisplayBG3
org $01E6C7
			JSR PushButton

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
org $01FFD0
DontDisplayBG3:		LDA $021A
			CMP #$0B
			BNE DontClear
			STZ $0967
DontClear:		JML $1083E2

DisableEscape:		CPX #$0B
			BNE .NotIntro
			PLA
			PLA
			JMP $C16B
.NotIntro		LDA #$F0
			STA $4D
			RTS

PushButton:		ORA $38
			LDX $021A
			CPX #$0B
			BNE .NotIntro
			ORA #$80
			STA $37

.NotIntro		RTS
You know you can also exit the intro level by pressing pause ans select. Does this patch fix that as well? Also you don't lose lives in the intro level either, so it could be annoying to have to play a difficult intro level over and over.......
Yes, that .asm file would disable it too.

Well, since I just made the code for his request, I really don't know how he would make an intro level...
But I also think that an intro level shouldn't be as difficult as a player can't even beat, and the one which would let the game have the a little important message for its story like Golden Yoshi did or give a player an advice seems good.
I agree. I'm just saying I could see some hackers doing that. It's not a problem, though.
Originally posted by Romi

This is meaningless, but we can edit like this by edting a few things. (A problem is, it's still easy to defeat the boss...)
Photobucket


Yeah, did something like that in YIKR, except the poles wouldn't disappear when I deleted them (hence making one set "disabled")

Since we're on the topic of Raphael, I remember finding an unused Raphael the Raven sprite while playing around, that seemed to take unlimited hits to kill, and get got faster and faster each time. It was pretty glitchy though (graphically that is) I'll get the sprite number of it in this post soon, though if anyone knows what I'm talking about without me posting the number, I'd love to hear your input.
Ah,Rapheal seems like an interesting topic.
But about him not being hard:
There has to be offsets for his running speed and the time he spends "Looking around"
And don't forget the beam things he shoots.

All these offsets can really help us revamp the boss.
Your layout has been removed.
Hey guy's. I was wondering is there any way to disable the story intro before the tittle screen? I ask this because my story doesn't pertain to the original, so It wouldn't fit correctly in my hack. Thanks in advance.
Originally posted by S.N.N.
Originally posted by Romi

This is meaningless, but we can edit like this by edting a few things. (A problem is, it's still easy to defeat the boss...)
Photobucket


Yeah, did something like that in YIKR, except the poles wouldn't disappear when I deleted them (hence making one set "disabled")


Since we're on the topic of Raphael, I remember finding an unused Raphael the Raven sprite while playing around, that seemed to take unlimited hits to kill, and get got faster and faster each time. It was pretty glitchy though (graphically that is) I'll get the sprite number of it in this post soon, though if anyone knows what I'm talking about without me posting the number, I'd love to hear your input.


does it have to do w/Sprite 0C? I don't know which one is the unused one? b/c why doesn't Raphael the Raven appear in the logs level? I was trying to change the boss and the battle to see if there was another way to kill him, and I was going to make a video on it on YouTube, but I think I made it too long, but it says it can be 1024 MB so I'm not sure. I was trying to add the log spike thing, but then you land on it w/out being able to see it and if you get hit, the graphics glitch or something.
Send it to me via mediafire or rapidshare.I can upload for more than 10 minutes.Worse comes to worse you could always split it into two parts.
Did you compress it in windows movie maker?
Your layout has been removed.
Originally posted by B.B.Link
Hey guy's. I was wondering is there any way to disable the story intro before the tittle screen? I ask this because my story doesn't pertain to the original, so It wouldn't fit correctly in my hack. Thanks in advance.


Code
;Use xkas to patch
lorom
header

org $0FBCCB
			db $00,$00,$00
org $0FBDFB
			NOP
			NOP
			NOP
org $0FBED1
			BEQ $00

Try this code. I hope this works fine.
I can't help but thank you Romi for all your contributions and help towards YI hacking.

I noticed you seem to know a lot about Yoshi's Island hacking.
Do you think you can possibly document the information you have in which we are most likely not currently aware about?
It could really be useful for others.
Your layout has been removed.
I need help, identifying which decimal value and palette has the starry BG? Not he one with the far moon and not he one with the closest moon, the BG with a 'C' moon, other stars and wavy ground or sky or whatever it is below? (back further): Can that level viewer SMKDan is making be combined with EggVine?
Originally posted by MetaKnight
I need help, identifying which decimal value and palette has the starry BG? Not he one with the far moon and not he one with the closest moon, the BG with a 'C' moon, other stars and wavy ground or sky or whatever it is below? (back further): Can that level viewer SMKDan is making be combined with EggVine?


This is actually a layer 3 effect. So, you may have this effect, plus a layer 2 BG. :)

Anyway, here are the appropriate layer 3 values:

Layer 3 Type: 36
Layer 3 Palette: 30
Layer 3 Tileset: 0

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