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Tip: Palettes 0-3 do not work correctly on the overworld unless you use LM's option to disable the event reveal animation.
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Trying to find the Sprite Property Table.
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - Trying to find the Sprite Property Table.
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Hey guys. I'm fairly new in this forum... But... Is there any kind of a property table for sprites in this game. Or do all sprites have there properties set through there ASM code?
Like being able to eat a sprite or not being able to eat it, Or the sprite's graphical properties like the YXCCPPPT byte just so happens to be in there. SMB3 and SMW all have property tables like that,(You can use tweaker to change the properties of sprites in SMW.) But I'm not sure with this game... I've looked in the YI ROM Map here, It certainly isn't in the Github page, Just the sprites property setup in RAM. I've also looked in the disassembly. But I still haven't found anything... In the meantime I'll continue to look...
Unlike SMW (and presumably SMB3), the tables are set when the sprite is spawned and don't need to be manually initialised after you found the sprite slot. This is probably where your problem is coming from. Check the routine at $03A364 (or spawn_sprite in the newer disassembly) to see which values are initialised.
Do also note that there is no shared OAM property sprite table unlike SMW's $15F6 – the x and y flip are stored at $701000 (though there also is a facing direction table in both, X and Y direction and they affect the X and Y flip too) and $15F6 also contains the palette but the priority and tile number (including the MSB aka page number) is set (the OAM table also contains the size and individual X and Y flip).

edit: fixed broken links
Pages: « 1 » Link
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - Trying to find the Sprite Property Table.

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