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SMW2 Yoshi's Island offsets and helpful info

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Originally posted by Zeldara109
I just thought I would post that it seems Sluggy's spots are incompatible with spat-out Shy Guys-- both the spots and the Shy Guys have glitched graphics as soon as you spit a Shy Guy out.

(Mattrizzle or anyone else, do you know if it's possible to fix this-- maybe by modifying the sprite set?)


I'm not sure how to fix it, but it appears that the spit out Shy Guys occupy the same Super FX VRAM area that is reserved for Sluggy's spots.

The only solution I have for now is to remove the Shy Guys or replace them with something else.

@ Yoshi's Fan: Hate to say it, but there's another issue in addition to the sound effects. The Magnifying Glass item can't be used to reveal the Red Coin objects.

Originally posted by Mattrizzle
I'm not sure how to fix it, but it appears that the spit out Shy Guys occupy the same Super FX VRAM area that is reserved for Sluggy's spots.

The only solution I have for now is to remove the Shy Guys or replace them with something else.

I've already tried Lantern Ghosts (same problem). Boo Guys aren't in that sprite set, and if I modified the sprite set, they would probably would have the same problem as well. Egg blocks and egg plants generate eggs much faster, making the battle significantly easier.

Any way to change the VRAM area so the spot doesn't use it? (I could edit the graphics so the large spot would be reduced in size...)


(By the way, the glitch isn't that noticeable to me. Especially since not everyone will spit out a Shy Guy during that battle. I would still prefer not to have it if possible, of course.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Mattrizzle
@ Yoshi's Fan: Hate to say it, but there's another issue in addition to the sound effects. The Magnifying Glass item can't be used to reveal the Red Coin objects.


Oh, that's bad. Are you already working on solving the problem or do you still try to find a way to solve the snowball-issue?
If you're already trying to solve the thing with the "green" red coins, would it be possible to make, that Yoshi can't obtain the Magnifying Glass?
If you're not, then I'll probably resign one time and replace every single of those coins, even if it'll be a real pain and even if Sprite Memory issues will appear then.

BTW: When I calculated it correctly, the Super FX space of VRAM is 2KiB, right? 64x64pixels at 4 bits per point. I am just asking because it will probably not be possible to make the game work properly without kind of expanding the Super FX space. In Secret 1 there's a place after the second blue rollable thing. When you reach the end with the blue rollable thing, the door won't be there. Reason: 2 Blowhards, 1 Spiked Fun Guy and 1 Blue Rollable thing, that means: No space for a door... Maybe we could edit the spiked fun guys, so they don't use Super FX anymore, but has three frames, which could be the unused graphics at 0x2B000 in the AllGFX.bin.

The thing in Secret 6, when the Red Bullet Bill Shooters don't shoot is real tricky, though. Maybe you could make it so, that only the door-sprite, which is the nearest to Yoshi counts as Super FX, as they are not permanently Super FX, but only, when you open them.

I know this all is very complicated stuff, but it's really necessary to find a way to either expand Super FX space or make, that Super FX isn't overloaded.

The progress/future of Secret Of Yoshi's Island depends on your success. I count on you, but of course I understand if some of my requests should be very time-consuming or even impossible to implement.

(I've already built an acknowledgement into the hack, btw)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Just wondering, do you think it would be a good idea to create a topic that compiles all of the boss-editing information so far?

It could start with the boss relocation offsets (they're a bit difficult to find currently), then include things like which header settings are required for the boss to work correctly (including whether it's safe to change Layer 2 and/or Layer 3), how relevant the boss sprite's location is, and any additional information (such as the part about the Tap-Tap boss death only working on certain screens). The boss palette offsets could go here as well, along with the other Hookbill and Raphael offsets that were discovered a while back.

(Just getting the idea out there-- I personally believe it would be pretty useful, considering how a lot more can be done to edit boss rooms than I've seen in YI hacks.)

---

Edit:

I just discovered something interesting...

It appears the X-position of the sprite that triggers Kamek (sprite 48 for some bosses, the boss sprite itself in others) determines whether the x-4 or x-8 boss settings are used in a particular world.

I've only seen it happen in the Raphael battle and the Sluggy battle (both by accident), but both times, Kamek said the wrong message, the boss had the wrong palette, and the music was glitched up...

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I have been trying to figure out the location of the Naval Piranha's HP and I think I found it:

Yes, it's a PAR code:
7E1082XX-Naval Piranha's HP(PV=01)
XX must be replaced with a number(01,02,03,04,etc.)
I don't know what address does it have.
(Setting a higher value makes him take hits, yet it doesn't die)
Here I've made a list of all the sprites, which use SuperFX and how many of the 4 SuperFX slots they use.
Keywords:
(Nothing): Means, that this sprite won't appear without the number of free SuperFX slots, which is said.
(Indirect): Means, that the Sprite isn't SuperFX, but it will generate a SuperFX-using sprite. Most of them also don't appear, if there aren't enough slots.
(Not necessary): Means, that the sprite will work without using SuperFX. In most cases, it decreases the sprite's "quality" (?-clouds won't enlarge, they just pop, Tap-Taps don't spin while being hit, they just fall back...)



000 FX1
001 FX1
003 FX1
00D FX2
012 FX1
021 FX1
03C FX4
04C FX1
04E FX1
054 FX1
059 FX1 (Indirect)
063 FX1
066 FX1
067 FX1 (Not necessary)
06C FX1
06F FX1 (Not necessary)
070 FX1
073 FX1
074 FX1
076 FX1 (Not necessary)
077 FX1 (Not necessary)
078 FX2 (Not necessary)
079 FX2 (Not necessary)
07A FX1 (Not necessary)
07F FX1
080 FX1
081 FX1
082 FX1/FX3 (FX1 Small bite, FX3 giant bite)
085 FX1
088 FX1 (Indirect)
08F FX2
093 FX1
094 FX1
095 FX1
096 FX1
097 FX1
09B FX1
09D FX1
09E FX1
09F FX1
0A0 FX2
0A6 FX2
0A7 FX2
0AD FX1
0AF FX1
0B0 FX1
0B1 FX1
0B2 FX1
0B4 FX1
0B5 FX1 (Not necessary)
0B6 FX1 (Not necessary)
0B7 FX1 (Not necessary)
0B8 FX1 (Indirect/Not necessary (SpriteSet-depending))
0B9 FX1 (Not necessary)
0BA FX1 (Not necessary)
0BB FX1 (Not necessary)
0BC FX1 (Not necessary)
0BD FX1 (Not necessary)
0BE FX1 (Not necessary)
0BF FX1 (Not necessary)
0C0 FX1 (Not necessary)
0C1 FX1 (Not necessary)
0C2 FX1 (Indirect)
0C3 FX1 (Not necessary)
0C4 FX1 (Not necessary)
0C5 FX1 (Not necessary)
0C6 FX1 (Not necessary)
0C7 FX1 (Not necessary)
0C8 FX1 (Not necessary)
0CA FX2
0CB FX1 (Not necessary)
0CC FX1
0D3 FX2
0DC FX4
0E1 FX1
0E7 FX2/FX1
0EC FX1
0ED FX1
0EE FX1
0F3 FX1
0F6 FX1
0F7 FX1
0F8 FX1
0FA FX1
101 FX2
102 FX2
104 FX1
109 FX1 (Not necessary)
10A FX1 (Not necessary)
10B FX1 (Not necessary)
10E FX1
116 FX1
119 FX1
11E FX1
11F FX1
120 FX1
122 FX1
123 FX1
124 FX1
126 FX1
131 FX1
135 FX1
136 FX1
13C FX1
141 FX1
142 FX1
144 FX1
148 FX1
155 FX1
156 FX1
158 FX1
15F FX1
160 FX1
161 FX1 (Indirect)
162 FX2
177 FX1
17E FX1
180 FX1
18F FX1
199 FX1
1AB FX1

NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Are you going to add this information to the next version of Eggvine v0.81+?

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
So it is! I will use abbreviations, though.
For example for S0B5 I'll write:
FX1N
For S059 I'll write:
FX1I
And for the 'normal' stuff like S000 it'll say:
FX1
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
When Yoshi eats any watermelon, the game is locked for a short while, but in the GBA version it doesn't.

Changing the byte at 0x19DAD [10] to [00] makes the SNES version work like the GBA version.
@Romi: Nice find! That's great. I'm serious! I ever wanted to have it like this, but I never minded to ask, because it seemed too minor to me. The byte at 0x19DAD determines how long the delay takes, is that right? (How long is the delay; a half second?) Does it also apply to the Fire Guys and Fireballs? (You know, the things, which can be eaten and then you can shoot fire three times. I'm not at home now, so I can't test it. Anyways, I'd say it also applies to them, because they all seem to use the same delay-code)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Offtopic: Is that THE Romi or is that some other dude?

Ontopic: I never knew that Yoshi's Island were so Hard to hack =( (You to are great, but I can barely hack a level)

Anyway, Fireballs? what?
YouTube <-- Let's Plays and stuff.
^ Made by Tahixham
@RivalNightmare: Yes, he is THE Romi. (This is why I want him to do some things I can't do (yet)). Also, with Fireballs I mean the thingies, which jump out of the lava and then go back into it. In EggVine, it's Sprite #080 and #081.
And for the levels: Yes, it is hard to make a proper-working level, but we have plenty of info on how to do this. Once you get used to it (I guess like me #w{=P}) it's not hard anymore and you are making most things right and know how it works without having to test every single change you do. (If it would be a pain in the ass to make a level for me, would I do an extra effort and make six additional Secret-levels?) However, it can be a pain in the ass to make something work so it works as you want from time to time.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Oh that's awesome (I saw Romi tihi xD)

So, Oh, those things, Well, Yeah, it's not like hacking SMW this =p
YouTube <-- Let's Plays and stuff.
^ Made by Tahixham
I'm not sure wheither this has been found already or not, but here:

Rom Offset 0x033D = A piece of code that is executed continuously.

Here is an example Xkas patch to take advantage of it to continuously set a ram address, like action replay:


Code
lorom 
header

 
org $00813D ;;0x33D
	jsl $3FFCE8 ;;Jump to rom address 0x1ffee8, where the FF's 
;;are.
	nop
	nop
	db $80,$AB,$40,$40 ;;These bytes were overwritten before. 
;;Fortunately, a series of nop instructions exist here, so we just 
;;add them here instead. The second byte had to be adjusted, though.


org $3FFCE8 ;;0x1ffee8
	lda #$00 
	sta $7001EE ;;The ram address that tells how long
;;Yoshi has left before he has to swallow whatever is in his mouth.
	rtl ;;Return to the main loop code piece, or whatever it is.


If this information is completely useless, let me know so I can shut up. ;D
Sounds like it could be useful if someone wants to make a hack that changes major gameplay mechanics or something.

Do you know how to find RAM addresses in the first place?

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Sort of. I just use the cheat search tool on emulators. For complicated stuff, I'm lost. I found out that address above by using the "step out" feature on the debug version of Snes9X. I saw the same instruction in the log no matter what state the game was in. So I took a major guess, backed up my rom, and converted the address in lunar address. It gave me address 0x033A. Then, I did my asm stuff from there.
The lack of a 'search thread' function and the fact that this is one thread with multiple replies instead of one comprehensive ROM map, I can't really guarantee that this discovery is entirely new, but doesn't hurt to still post it.

one byte = one 8x8 tile.

0x1F9800 : $400 bytes : The physical mode7 tilemap of the daytime Island from the intro.
0x1F9C00 : $400 bytes : The physical mode7 tilemap of the nighttime Island from the intro.

Unheadered 1.0 (U) ROM was used.
I think this thread's data should be organized into this very incomplete ROM map, but I have no idea if anyone will help with that. (I'll probably gradually edit it in myself over time, but still...)

Anyway, we normally use headered ROM offsets here... just thought I would point that out. (It would be easier to use headerless, but most YI hacking tools only support headered ROMs...)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Here is a list of each Layer 3 Type that is compatible with the text within a message box or Kamek's Speech without causing any glitchiness to the text itself or to the "wooden" logs around it. Make sure the level mode is one of the following:

0
1
5
6
C
D (That's Froggy's Stomach...)
F

Make sure to use one of those Layer 3s:

00
04
0A
0C
0D
10
12
13
15
19
1A
1B
1F
21
22
25
26
27
28
29
2B
2D
2E
2F
@Yoshis Fan

To make Naval Piranha(small form) immune to eggs
Change
SNES 0x05A087 ROM 0x02A287 from 0xB9 to 0x6B

You could also move the position that starts the boss fight
Change 2 Bytes at
SNES 0x05A5F6 ROM 0x02A7F6, default value is 0x0300
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.

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