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SMW2 Yoshi's Island offsets and helpful info

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Originally posted by Romi
@Golden Yoshi

Changing 0x01 byte at 0x73734 to 80 disables the auto-message at 1-1 when Yoshi collected the first flower.
Changing 0x01 byte at 0x1161F to 80 disables the one at 1-2 when Yoshi got the first mid-ring.
Changing 0x01 byte at 0xC488 to 00 and 01 byte at 0xC48B to 80 disables the one comes up when Yoshi first got hurt at intro level or 1-1.

I hope these help you..


That did it, now I can fix the rest of my message box text.

Thanks for the info, Romi! :)
Originally posted by Romi
@Golden Yoshi

Changing 0x01 byte at 0x73734 to 80 disables the auto-message at 1-1 when Yoshi collected the first flower.
Changing 0x01 byte at 0x1161F to 80 disables the one at 1-2 when Yoshi got the first mid-ring.
Changing 0x01 byte at 0xC488 to 00 and 01 byte at 0xC48B to 80 disables the one comes up when Yoshi first got hurt at intro level or 1-1.

I hope these help you..

Wow,Romi.You started hacking YI?Guess thats another person into the YI empire >=D *shot*

Thank you very much for those offsets.They prove to be very useful.
But would anyone happen to know how to disable the message that comes up when you move in the welcome level?


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@Mokou

Ah, no.. I think I won't make a YI hack.
And to your question, try to change 1 byte at 0x80FA2 to 80.
Using any data gathered from this thread, I've started to compile a Yoshi's Island ROM map of sorts, which can be accessed through my title for now. If anyone has any more stuff they would like to add about anything that could fit in the ROM map, that would be great. I'm going to add in everything that has been posted in this thread so far within the week most likely, so stay tuned.
A YI ROM map would be nice, easier reference then digging through the thread. I'm poking around disassembly of YI and trying to make a log of my finds but it's mostly RAM addresses, a couple routines and a few of ROM pointers as of now (level data, sprite data and anything else you'd need to make a viewer).
Wow! With these Addresses, it might be possible to make a YI Editor, better than Eggvine. At least it will show the whole level and its GFX and whatever. I hope it will happen in the future.

How do I change the YI tress BG to the starry BG? And what's its palette?

Originally posted by MetaKnight
Wow! With these Addresses, it might be possible to make a YI Editor, better than Eggvine. At least it will show the whole level and its GFX and whatever. I hope it will happen in the future.

How do I change the YI tress BG to the starry BG? And what's its palette?

Stars should be Layer 3.
And SMKdan said he was working on a level viewer.

At times when working with tiles such as the diagonal line guide, things can get REALLY annoying as you are blind to what to what you are doing.And the fact that if you stretch a tile the wrong way, your rom corrupts really should be fixed one day the future.
And so, with SMKdan's level viewer we wont need to deal with this crap.The thing is that YI's graphic format can be complicated..
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I don't think they exist.
Originally posted by MetaKnight
I don't think they exist.


Not true. To see the Super Mario World 2: Yoshi's Island title, you need to switch to 2BPP GB mode. The graphics are at 6A360.
Originally posted by The Black Yoshi
Thanks again for your help,GY.I would have never figured THAT out!

But I have a question unrelated to GFX.If you die in the intro level,you can press"No"when it says"Try this stage again"and go to the map.Is there any way to stop that?


What exactly are you trying to stop? Do you want that message not to come up at all when you die, or do you just want the "No" option not to be available?

Either way, I don't know :P. But it'd help to elaborate for anyone who does.
Originally posted by Golden Yoshi
Originally posted by The Black Yoshi
Thanks again for your help,GY.I would have never figured THAT out!

But I have a question unrelated to GFX.If you die in the intro level,you can press"No"when it says"Try this stage again"and go to the map.Is there any way to stop that?


What exactly are you trying to stop? Do you want that message not to come up at all when you die, or do you just want the "No" option not to be available?

Either way, I don't know :P. But it'd help to elaborate for anyone who does.

I understood it well... Let ME try to explain, if possible...

When you play the intro level, go right forward into the Shy Guys. If you do not grab Baby Mario, you lose a life, and are given an option to retry the stage. However... If you say "No", you can go right to the Map screen without clearing the Intro Level. All you waste is 1 life. The Black Yoshi wants to know if it's possible to disable the ability to skip the Intro Level in this way, to make it to where if you die on the Intro level, it's forced into "Restart this level" mode.



Am I right? And is that clear enough?
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
So, while poking around for more addresses today to expand the ROM map with, I found something that may interest some of you.

$8B9DE (B8 01) - What Watermelon Pot 1 generates in the Seed Spitting mini-game
$8B9F1 (B8 01) - What Watermelon Pot 2 generates in the Seed Spitting mini-game
$8BA04 (B8 01) - What Watermelon Pot 3 generates in the Seed Spitting mini-game
$8BA17 (B8 01) - What Watermelon Pot 4 generates in the Seed Spitting mini-game
$8BA2A (B8 01) - What Watermelon Pot 5 generates in the Seed Spitting mini-game
$8BA3D (B8 01) - What Watermelon Pot 6 generates in the Seed Spitting mini-game

The first byte is the sprite number, and the second byte is the high/low byte. Sprite 1B8 is the watermelon that comes from the pot. Changing this can net you various things - I managed to generate a bunch of Arrow Lifts for the heck of it. However, if you were wise, you would only edit a couple of these - changing too many can cause a sprite overflow and make the bandit vanish, thus rendering the mini-game unwinnable.
And what exactly can be accomplished by changing whats generated?Would the minigame still be functional?
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Depends on what you generate I guess. I haven't really tested what sort of sprites can actually HIT the Bandit you're facing yet. It obviously won't work if you generate something like, say, random platforms .. but if you were to generate something like Ice Melons or permanent Fire Melons, it would be interesting.

I'd like to break down this mini-game and see what I can get from it. It would be nice to see how it is built.
Schweet.So it is unfolding that we can make our own minigames?Perhaps we can even "fix" the unused beta ones :O
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Originally posted by pikaguy900
Originally posted by Golden Yoshi
Originally posted by The Black Yoshi
Thanks again for your help,GY.I would have never figured THAT out!

But I have a question unrelated to GFX.If you die in the intro level,you can press"No"when it says"Try this stage again"and go to the map.Is there any way to stop that?


What exactly are you trying to stop? Do you want that message not to come up at all when you die, or do you just want the "No" option not to be available?

Either way, I don't know :P. But it'd help to elaborate for anyone who does.

I understood it well... Let ME try to explain, if possible...

When you play the intro level, go right forward into the Shy Guys. If you do not grab Baby Mario, you lose a life, and are given an option to retry the stage. However... If you say "No", you can go right to the Map screen without clearing the Intro Level. All you waste is 1 life. The Black Yoshi wants to know if it's possible to disable the ability to skip the Intro Level in this way, to make it to where if you die on the Intro level, it's forced into "Restart this level" mode.



Am I right? And is that clear enough?


Yes, I suppose that's clear. I just didn't completely understand what he was asking about...relax o_O.
1112DB-111532 Text pointers (2 bytes per pointer; 4 pointers per level)

For a complete list of text values, refer to this document.

Also, here are some of the special control codes used by the text:
FF 30- Text width 1; text height: 1 (default)
FF 31- Text width 2; text height: 2
FF 32- Text width 3; text height: 3
FF 33- Text width 4; text height: 4
FF 34- Text height: 1
FF 35- Text height: 2
FF 36- Text height: 3
FF 37- Text height: 4
FF 38- Text width: 1
FF 39- Text width: 2
FF 3A- Text width: 3
FF 3B- Text width: 4
FF 3D- Display hundreds digit of lives
FF 3E- Display tens digit of lives
FF 3F- Display ones digit of lives
FF 60 00 vv VV 80 LL 00 YY Loads an image with the following parameters:
VVvv= Image Value
0000= Picture of Yoshi making an egg (LL= 30)
0030= Picture of Yoshi pounding the ground (LL= 30)
0080= Picture of Yoshi throwing an egg(LL= 30)
00B0= Picture of Yoshi eating a watermelon(UNUSED!)(LL= 30)
0100= A bunch of Xs with a half-eaten watermelon(unused)(LL= 40)
0140= Blank space, looks like a picture was originally here...(LL= 40)
0180= Picture of Yoshi pounding the ground with japanese text above it(UNUSED!)(LL= 40)
01C0= Picture of Yoshi throwing an egg with japanese text above it(UNUSED!)(LL= 40)
YY- y-coordinate of picture(increments by $10)

Here's what all of the unused images look like:


Text format example:
[FF 05]Line 1
[FF 06]Line 2
[FF 07]Line 3
[FF 08]Line 4
[FF 0E]Line 5[FF 0A]
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 6
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 7
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 8
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 9[FF 0A]
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
...etc...
[FF 0F FF FF] End text string

...and here's the format of the level name text, using "Welcome to Yoshi's Island as an example:

FF Start of string
00 X-coordinate of first line(Y-coord is always 00)
D0..E6 Text: ______Welcome_To
FE End of first line
10 Y-coordinate of second line
00 X-coordinate of second line
D0..DB Text: ___Yoshi's_Island
FD End of string
Thank you for that info.
It makes text editing sightly easier..
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I thought I'd share some of helpful tips to a few oddities I've found while hacking YI.

Tip #1: Avoid placing items such as regular coins (the objects or sprites), red coins, ? clouds, and flowers directly above or below each other on the same screen. What will happen is, if you collect one of these items, leave the screen, and come back, the rest of the items that were directly above or below than the one you collected will vanish. So, let's say you put a flower in a level, and right below, you put a red coin. If you collect just the red coin, leave the screen, and come back, the flower will be gone! So, it's best to avoid placing these items right above or below each other on the same screen. It applies for the items I just mentioned, but also applies when you place other collectable items, such as keys, wooden boxes, and special eggs (yellow, red, or flashing). Basically, it applies to any item that can be collected and doesn't regenerate when re-enterting the room.

Tip #2: Avoid using the tall, Seed Spitting Shyguy around moving platform sprites (e.g. the horizontal or vertical moving platforms, or the line-guided platforms). If the Seed Spitting Shyguy is near these platforms, it will cause the player to pass right through the moving platform! So, if you are going to use moving platforms, avoid using the Seed Spitting Shyguy, and vice versa.

Tip #3: Having trouble getting the yellow spear Shyguy to work? You're putting the appropriate sprite in the levels, but they're not appearing when you play the levels? Well, that's because you also need to use sprite 1E2 to enable to yellow spear Shyguys. When you are going to use them, you should place sprite 1E2 in the screen before these Shyguys appear in order to enable them. Note, you must use this sprite every time you want to enable these enemies. In other words, if you have multiple entrances to the room with the Shyguys, you must use sprite 1E2 each time before they appear. If there is just one entrance to the room, then you only have to worry about using sprite 1E2 right before the Shyguys appear.
Ah, thank you very much for the tips ^__^

Any wisdom to share on bosses?
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