Views: 934,166,959
19 users online:  Anorakun, blueribbonhighlife,  Deeke, GatoSlashFish, HammerBrother, HaruMKT,  icrawfish, Isikoro,  JamesD28, jc5500, kuroki, Luis Carrasquero, Magi, Mr. MS, orka-bln, Runic_Rain,  Tahixham, Von Fahrenheit, WMS95 - Guests: 104 - Bots: 158 Users: 52,114 (2,118 active)
Latest: CleveEichmann
Tip: Use ledge tiles (Act as: 100) before and after slopes. Using solid tiles (Act as 130) makes Mario lose speed while running on the slope.”
Not logged in.
EggFlutter v1.02
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - EggFlutter v1.02
Pages: « 1 2 » Link
Originally posted by Yoshimaster96
Not sure if it'd work with ZMZ or not. Since it's just a GUI change, I'd imagine it wouldn't affect compatibility.

ZMZ runs off the libretro snes9X core, which will need to be updated separately from the standalone emulator to support expanded SuperFX ROMs. The same applies to any other ports or forks of these emulators, which is one of the reasons I recommend including 2MB support.
Even if what you say is true, then I also recommend including 4 MB support if possible. I tested level design and it does work, although I found this weird lottery glitch with the sunflower.
After I designed the middle ring, I went to the right where a chomp rock is. I rolled it to the left for a hidden winged cloud with a flower. I got it, but the chances to obtain the flower depend on the level setup. I either got that flower and it registered or I got it, but didn't add up to the score. Now it works.
I still hope you make it work with SNES9x. bsnes does work, but does have a chance to slow down.
The editor is great and not sure if I chose this version or the next as this might bring a possbility to continue my hack.

So it seems I may have made a major mistake in the v1.0x patch.

Apparently accessing banks $70 and $71 via the ROM pointer is not allowed. bsnes just happens to allow this, which is why it wasn't noticed before. However the Snes9X modification I'm working on correctly does not allow this, and so hacks made with v1.0x won't work on it.

This will be fixed in the v1.1x patch however along with the newly added features, so don't worry. Hacks opened up in the upcoming 1.1x version will be automatically patched to correct the issue.

I'm also working on creating a pull request for both bsnes and Snes9X to add support for extended 8MB SuperFX ROMs, so we'll see where that goes.
While I tried something goal ring related, I found another glitch. Look at 9:05 in the video in the link to the right: Here. I tried replicating this with EggFlutter and test it. I got to the end, but when baby Mario was thrown to the next Yoshi. no Yoshi was in sight. It's unusual.
Edit: There's also a problem with level messages. If I edit one, save and then test the level with the new message, the level loads the text and that's it, the level is black from here.
Does it work for GBA roms?

- Nara
It's been many years since I looked at YI hacking. Editor limitations were one reason, so I thought I'd check in now that I've heard about a new editor.

The emulator restrictions make this unappealing, though. It feels like it'd seriously limit any hack's audience. A lot of people won't bother downloading a new emulator just to play a hack (as I've seen in other hack communities, when an essential tool forces hacks to be played on a specific emulator)... and does it even support however SD2SNES runs SuperFX games, for the players who never use emulators? I've encountered many such players in the SMW hack Twitch community, so it seems important to account for them.

Have you considered support for the GBA version?

It's almost a direct port, but on a console that supports much larger ROM sizes, and no more SuperFX limitations. The level format is nearly identical (just 4 bytes per sprite instead of 3, and some bit-shifting in the header), so all vanilla edits should port over easily; I was able to document the differences back in 2010, when I had no ASM knowledge and several header bits were still undocumented. 8-bit sprite set IDs instead of 7-bit should even allow every sublevel to have its own sprite set without extra coding. I'm aware the Better Middle Rings patch wouldn't immediately port over, but if porting it is an issue, I don't think the vanilla 4 middle rings per level, in an expanded table that gives every level the full 4 slots, would be very limiting?

Edit: I also looked at the Better Middle Rings patch, to see how complex it might be to port over, and for some reason it forces all entrance types to be 0? Midway entrances can use nonzero entrance types, even though they're not used in vanilla, so I don't think an editor should forcibly remove support for that. It allows for checkpoints on skis, among other things.

Alyssa's Unlikely Trap (demo 3)
Pages: « 1 2 » Link
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - EggFlutter v1.02

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Follow Us On

  • YouTube
  • Twitch
  • Twitter


  • Super Mario Bros. X Community
  • Mario Fan Games Galaxy
  • sm64romhacks