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YI Hacking FAQ v1 (outdated)

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Originally posted by Jeorge535
It played the x-8 boss victory music because the x8 boss music or Room Before Boss music was used previously in the level.


Originally posted by S.N.N.
In 6-7, it was actually the Kamek music that did it. If you use any of the two listed above, or that one, it will change the goal music to the x8 boss.


Thanks. So to change it, I would need to use x-8 boss music somewhere, or use Kamek music in a level?

I'm not sure if pre-boss music counts. Isn't it used in 2-4, 5-4, and 4-Extra? None of these have x-8 victory music.

And for that matter, Kamek music was used in Prince Froggy's room. I suppose it doesn't count if Kamek actually appears?


Originally posted by Yoshis Fan
In my 5-8 in the Tap-Tap Reincarnation-part I could determine which music plays during the battle by changing the music values.
X-4 boss music are track 03 and 05 respecitvely 19 and 21
X-8 boss music are track 07 and 08 respectively 23 and 24
The X-8 boss music track itself is number 09 respectively 25.
There's no value for the X-4 boss music.


I completely do not understand this. Can you clarify?

But it reminds me, does anyone have a list of which numbers correspond to each music track?

And does anyone have a link to Mattrizzle's Welcome music patch?

(Yes, I ask a lot of questions. I think I'll link my unanswered questions in my profile like Yoshis Fan does.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Zeldara109
...does anyone have a link to Mattrizzle's Welcome music patch?
Here!

Quote
...does anyone have a list of which numbers correspond to each music track?
Each setting for the music in the header doesn't just correspond to one track, but multiple tracks. However, each of the settings does have a default track value.

The following lists the every music bank in the game, in order by the music setting(s) attached to them.

Unless otherwise noted, 01 is the default music track value for a music setting.

Global Music List
00: Nothing (setting 12 default)
01, 09-0F: Bank-specific music(nothing is loaded here at first)
02: Powerful Mario (setting 11 default)
03: Drums(Start of Level)
04: Game Over
05: Goal Part 1/Obtain Item fanfare
06: Goal Part 2
07: Death
08: Toadies kidnap Baby Mario(resembles a sound effect, but it is music)

Music Setting 0 (Music bank ID $0C)
01, 09: Grassland(Make Eggs, Throw Eggs)

Music Setting 1 (Music bank ID $10)
01, 09: Forest/Jungle(Touch Fuzzy, Get Dizzy)

Music Setting 2 (Music bank ID $18)
01, 09: Castle/Fort

Music Settings 3, 5, and 13 (Music bank ID $1C)
01: Boss Room (settings 3 and 13 default)
09: Kamek Appears (setting 5 default)
0A: Level 4 Boss Battle

Music Setting 4 (Music bank ID $14)
01, 09: Cave

Music Setting 6 (Music bank ID $20)
01, 09: Bonus Challenge

Music Settings 7, 8, and 9 (Music bank ID $24)
01: Boss Room (setting 7 default)
05: Boss Key fanfare (replaces Goal Part 1)
09: Kamek Appears (setting 8 default)
0A: Level 8 Boss Battle(extended)
0B: Boss Battle intro
0C: Level 8 Boss Battle (setting 9 default)

Music Settings 10 and 11 (Music bank ID $28)
01, 09: Athletic

Music Setting 12 (Music bank ID $2C)
01: Big Baby Bowser Battle
09: Kamek flees
0A: Victory Fanfare
**Some sounds do not work properly**

Welcome Level music patch only:
Music Setting 14 (Music bank value 04)
01: Intro
09: Welcome to Yoshi's Island (default)

No Assigned Music Settings:
Title Screen (Music bank ID $00)
01: Title Screen(pre-World 6)
02: Story
03: Title Screen(World 6)
**Other values do not work**

Map Screen (Music bank ID $08)
01, 09: Map(World 1)
0A: Map(World 2)
0B: Map(World 3)
0C: Map(World 4)
0D: Map(World 5)
0E: Map(World 6)
0F: Map(Complete)

Ending (Music bank ID $30)
01: Ending Part 1
02: Ending Part 2(Heroes are born!)
**Other values do not work**
Originally posted by Mattrizzle
The following lists the every music bank in the game, in order by the music setting(s) attached to them...


Thanks, but that was very confusing. It took me a while to understand. It does clarify the x-8 victory music question though.

I had already been making my own reference sheet via testing each setting. Does this basically have everything needed for basic YI hacking purposes?

Originally posted by A text file on Zeldara109's computer
YI Music Header Settings

00- Grassland "Make Eggs, Throw Eggs"
01- Jungle "Touch Fuzzy, Get Dizzy"
02- Castle
03- Pre-Boss
04- Cave
05- Kamek
06- Minigame
07- Pre-Boss (x-8)
08- Kamek (x-8)
09- x-8 Boss
10- Athletic "Hop! Hop! Donut Lifts"
11- Bonus Area / Invincible Mario
12- Nothing
13- Pre-Boss (same as 03, except does not disable items)
14- World 6 title screen music, sound effects become glitched ("Welcome to Yoshi's Island" with patch)
15- World 6 title screen music, sound effects become glitched
16-31 Same as 00-15 respectively

Note: x-8 settings (7,8,9) mean the level victory theme (used at the end of a level) is replaced with x-8 boss victory theme.
Note 2: Settings 3,5,7,8,9 (but not 13) disable items.


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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Zeldara109
Thanks, but that was very confusing. It took me a while to understand. It does clarify the x-8 victory music question though.

I had already been making my own reference sheet via testing each setting. Does this basically have everything needed for basic YI hacking purposes?

--Zeldara's reference sheet goes here--
For the most part it does, but it should be mentioned that setting 12 loads the music bank with the final battle music, even though nothing is played.

Settings 14 and 15 are actually "empty" settings. Their bank and default track bytes are both set to 00, which just happens to load the title screen music as a side-effect.
When they're empty, would you happen to know how to make, that track #15 plays the X-4 boss battle music? (Doing this should be similar to make #14 play the "Welcome to Yoshi's Island" music, right?)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Hi all, I'm new to this forum and to YI hacking all together. I know only the bare minimum of YI hacking and there's a lot I don't know. The first thing on my mind was 'how do you change the names of levels?' and then I saw a video of a YI hacker who changed the faces on the flower/shy guy sprites. Does anyone know how to do that? Thanks
That would be me, although it's relatively easy. Simply download Ycompress, and use it to extract the graphics from the ROM. You can then edit any graphics you'd like (level icons, sprites, etc) and reinsert it.

As for editing level names, you'll need to load YITable.tbl (included with EggVine) into a hex editor after you've loaded your ROM, and then jump to .. x113000ish? I'm too lazy to check the exact address right now, but you'll see the level names there. You have to edit them in hex.
Thanks so much, that helps a lot. Like I said, I'm new and I'm trying to learn all that I can in one day. I've been doing a little bit of Lunar Magic and wanted a real challenge so I decided to try some YI hacking. What really perplexes me is how the formulas work (x1, y1, and the like). I know that YI is a difficult thing to do that takes years of practice to master and I hope to have a full hack made in the future.
Originally posted by Yoshis Fan
When they're empty, would you happen to know how to make, that track #15 plays the X-4 boss battle music? (Doing this should be similar to make #14 play the "Welcome to Yoshi's Island" music, right?)

Yes, all you have to do is change the two bytes at the following addresses:
73E [1C] Music bank ID for music setting 15
B45A [0A] Default track value for Music setting 15
Thank you so much :D
What'd we do without you? :)
Sorry to bother you with another question, but how do I disable the function to use items with track 15? Music tracks 03; 05; 07; 08 and 09 disable the possibility of using items. Is there a byte for every track, which determines, whether items can be used or not used?
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I made a slight modification to my music list to include which settings disable items.

Is it important to know that setting 12 loads the final battle music if all of the other settings override track 01?

!! Could you tell me how to make the final battle music usable in other levels? (Or would using that music cause problems?)



Edit to avoid a double post:

!! I'm planning on making a hack with 7 levels per world (plus an Extra/Secret) instead of 8. Assuming the Extra unlocking can be changed to work, which level would be best to remove (actually, change into a Secret)? For example, for Yoshi color purposes? And would there be a way to remove that Yoshi from the world map as well? Or at least stack it on top of the next Yoshi? (I would prefer removing the x-6 levels, but that may cause a problem with Yoshi colors. It seems either x-6 or x-8 would be the choice, though, for level select screen purposes.)

!! Alternately, could the Yoshis on the map screen be removed entirely (while still having the map below the level icons, and having it scroll to your position)? Or, could the inactive Yoshis be removed, and the active Yoshis remain? Either of these would allow me to vary the Yoshi colors between worlds. (I would still keep them relatively the same though in each world.)

!! Also, can the x-4 fortress and x-8 castle on the level select screen be moved/removed? (I'm planning on having my mid-world bosses vary between x-3, x-4, and x-5.)

I'd like to know this before I really begin work on my hack, as it will affect which levels I use. (Unless the levels each map icon leads to can be modified... Edit: Yes they can, but I would still like to know about the map icons.)


Yet another edit:

How do you modify screen exits? (I mean add/remove screen exits from a given level - for example, the original 1-5 has no screen exits.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Zeldara109
How do you modify screen exits? (I mean add/remove screen exits from a given level - for example, the original 1-5 has no screen exits.)


Sorry, I can only answer this simple question ;)
To create a screen exit, go to View > Screen Exit Mode
Then hit the "Create" button to create one. To move it, use the four squares in the upper right corner. To edit the parameters, click the orange box of the screen exit and voilà.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
To create a screen exit, go to View > Screen Exit Mode
Then hit the "Create" button to create one.

Thanks.

Wow, that seems like it should be obvious, but it's very counterintuitive.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
You're welcome.
BTW: Does anyone know how to make the small form of Naval Piranha immune to eggs, so you have to fight the boss-form of Naval Piranha?
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Can anyone tell me how to edit level icons? (Specifically, how rearrange them, though I'm also planning on adding a few, including the Secret icons from GBA YI.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by The FAQ
Q: How can I edit the graphics in Yoshi's Island?
A; You can edit the graphics through a graphics editor, such as Tile Layer Pro or YY-CHR.

Those can be download here:
http://www.romhacking.net/utils/tlp11.zip
http://www.romhacking.net/utils/yy-chr_e.zip

You will also need a program called ycompress to extract and re-insert the graphics to the ROM. That can be downloaded here:
http://fusoya.eludevisibility.org/yoshi/download/ycompress.zip

Q: What do I do once I have these programs?
A: 1. First, place ycompress in the same folder as your YI ROM.
2. Next, go into your Windows System 32 folder. Copy the "command.com" program into your hack's folder.
3. Open the command.com prompt. To extract the graphics from the ROM, enter the following command:

ycompress 0 ROMName.smc GraphicsFileName.bin*

So, a good example would be:

ycompress 0 SMW2+2.smc AllGFX.bin

*Note, you may name the graphics file whatever you like.

4. You will now have a graphics .bin file in your hack folder. You may now open that in your graphics editor to edit the graphics. Make sure you set the graphics mode to SNES.
5. Once you are finished editing the graphics through the editor, it's time to re-insert them to the ROM. Open your command.com prompt again and type the following:

ycompress 1 120200 ROMName.smc GraphicsFileName.bin

Once this is done, your graphics are now in your hack! :)
I meant, is there a quick way to rearrange the level icons, or do I have to manually change each icon to look like the one I want?

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3

Yes, it should help.


!! Does anyone know how to make it so the x-6 icon does not flip over after completing a world?
(The score button works normally by the way, and you can scroll right from 1-5 to the original 1-7, but you cannot scroll left from the original 1-7 to 1-5.)

YIATC - 7 levels per world glitch...




EDIT!!!:

Does anyone have any idea what happened to my hack?

I was just beginning to set up testing out Naval Piranha battle edits in YIATC. (The other one was on a different ROM.)

First, I removed a few blocks from level 19 to clear some space, and added a pipe, and a screen exit so the pipe led to the boss room. (I've been doing this with each boss level.)

Then, I went to level 7F (the Naval Piranha boss room) and erased it.

After realizing that level 7F does not have enough sprite room for my testing purposes, I went to level 51 and erased that as well.

It seems the one remaining object was a screen exit (didn't know that was possible)-- when I tried to delete the screen exit, it gave an alert that there would be nothing left in the level.

Anyway, I reconstructed part of the Naval Piranha room (I had done it once before, after all) and loaded level 19 again to change the screen exit...

And it was full of random sprites all over the place! (Also, the sprite data had expanded to 3312. That level originally had 0.)

Any idea what happened? (I think whatever signifies that there is no sprite data in level 19 was somehow removed, so it was loading data from something else. I did not delete anything from level 19 though, except the blocks earlier.)

What, if anything, can be done to reverse it?

(My most recent backup seems to be accurate, though. I'm now working from there.)

And more importantly, what can I do to prevent this from happening again?




Yet another edit:

OK, I've gotten over the surprise of having my hack glitch up. Now I'm making backups even more often.

Anyway, does anyone know how to
!! disable the sprite with the moon, clouds, etc. in the giant Bowser battle? (Yes, it's a sprite, or at least it's on the sprite layer when I turn it off in snes9x)
!! change the gradient in the background of the giant Bowser battle?

What I'm looking to do is to make the purple and blue colors from the center fill up the whole screen, to give it an interdimensional feel (like many Final Fantasy final battles). (Besides, in my hack, it will be... never mind, no spoilers!)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Yoshis Fan
NEVER delete any number of sprites in LVL 51 and save afterwards...
The result is HORRIBLE. Open LVL 19 afterwards, but MAKE A BACKUP BEFORE YOU DO!!
I guess it's because LVL 19 has no sprites in it.
This warning was posted by me in the Helpful Info Thread a while ago.
To prevent this you have to relocate LVL 19. By letting the pointers point to another location. The Object-Pointer is at 0x0BFA59 [23 BD 14]. The Sprite-Pointer is at 0x0BFA5C [C6 C6 14]. [23 BD 14] points to 0x0A3F23 and [C6 C6 14] to 0x0A48C6. The latter is more interesting. It only points to the end of a data string, [FF FF]. Now it happens that it accidental points to the end of LVL 51's Sprite-Data. So if you delete any Sprite in 51, the pointer won't point to [FF FF] anymore, but to another level's data, which is displayed as Sprites, then. If you don't understand that, it's not bad, however, changing the Pointer at 0x0BFA5C [C6 C6 14] to [A5 F7 00] will fix the problem.

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