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YIKR2 (Kamek's Revenge 2.0) (v1.96 available, still missing Extra 5)

Hack

Current status: actually in progress, it seems.

If you'd like to play it now, here's a mostly-fixed version, from 2011-7-31:
http://media.smwcentral.net/Zeldara/yikr196.ips

(update 2011-7-30: 4-2's flower should work now)

If you find any issues in the latest release that you think still need fixing (other than that it's still missing Extra 5), I'd appreciate it if you notify me somehow.

Note: The above patch needs to be applied to a Super Mario World 2 - Yoshi's Island (V1.0) (U) headered ROM.
(The ROM should be exactly 2097664 bytes if headered, and 2097152 bytes if headerless.)

If you have a (V1.0) (U) headerless ROM, you may find it easier to apply this patch instead, which should allow you to play the hack. (However, you won't be able to use certain YI hacking tools on a headerless ROM unless you add a header (using HeAdder, SNESTool, a hex-editor, or another method).)

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YIKR2: fixing the Kamek's Revenge glitches

I've enjoyed playing Kamek's Revenge a lot, but I became pretty annoyed at the glitches. (And at the difficulty, the first time around, though now I can handle it.)

So, I've been making a modified version of Kamek's Revenge, fixing as many glitches as I can.

(I originally did this in a few levels to help myself learn YI hacking, but then I became motivated to create a fixed version.)

I call the new version Kamek's Revenge 2.0, which I often abbreviate YIKR2. (To distinguish the original version, I call that YIKR1.)

Note: If you have not played the original version of Kamek's Revenge, this topic might not make much sense. My posts here assume everyone reading is familiar with the original, or at least doesn't care about the way I casually reference various levels by number, as well as what would be considered general YIKR spoilers.

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Progress: ~96% done
49/01/03/01
Intro-level
1-1 1-2 1-3 1-4 1-5 1-6 1-7 1-8 Extra-1
2-1 2-2 2-3 2-4 2-5 2-6 2-7 2-8 Extra-2
3-1 3-2 3-3 3-4 3-5 3-6 3-7 3-8 Extra-3
4-1 4-2 4-3 4-4 4-5 4-6 4-7 4-8 Extra-4
5-1 5-2 5-3 5-4 5-5 5-6 5-7 5-8 Extra-5
6-1 6-2 6-3 6-4 6-5 6-6 6-7 6-8 Extra-6


- Ready for final testing (i.e. release)
- Partially edited, but still requires more edits/testing
- Unedited
- Contains known major glitches
- Corrupted, needs to be copied from backup
- Extra level progress: See below

What remains:
- Finish creating Extra 5
- Fix a list of bugs reported in v1.96
- Make the credits (?) (I think I'll just leave the original credits, actually)
- Release, and fix anything discovered afterward

(Note: Sometimes the number of levels ready for final testing will decrease. This can happen when I edit an area that's shared between two or more levels, when I discover something while randomly playing a level, when I think of a new idea but still need to implement it, or when I find out a level became corrupted due to bad pointers. Also, I've developed a much higher quality standard since I first begun.)

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This is a list of changes I've made or am making (in approximate order of priority), with videos (sorted by wherever they best fit):

Here's a YouTube playlist if you prefer to watch all of the videos without sorting through the links here. (The changes are also listed in the video descriptions.)
Note that most of these videos may be out-of-date.

Make a working, 100%-able 4-3
- This was the first thing I did. I know it fits into the other categories, but it was the highest priority, so I'm listing it first.
- YIKR2 - 4-3: Green Green Bay (100%!)

Fix the glitched Middle Rings in 5-2, 5-5, 5-8, 6-3, 6-4, and 6-8
- For all of these except 6-8, the Middle Ring locations were actually in the ROM, so all I needed to do was change the Midring value in the header.

Make every level 100%-able, with exactly 20 red coins and 5 flowers
- Sometimes fixing item memory glitches was enough for this. Other times, I added one red coin. In one case, I replaced two extra flowers with red coins.
- In the case of levels with too many red coins, I find a group of red coins (preferably a less visible group) and change one to a normal coin.

Prevent item memory glitches
- This was done generally by moving/removing normal coins and other items, or by changing the Midring setting of the headers.
- Note: I am not trying to fix every single item memory glitch; if it only affects a few normal coins, and I can't fix it easily, I may leave it alone.

Prevent sprite limit glitches whenever an important sprite is involved
- Important sprites include flowers, ? clouds, up arrows, ! switches, doors, enemies that are required for a puzzle, and so on.
- If I needed to fix a glitch of this type, I either removed one or two sprites that I found to have little effect on the gameplay, or I stretched out the whole room to be a screen or two wider (spreading the stretching throughout the room to be mostly unnoticeable).

Fix the message spacing at the points where it looked strange
- The actual words of SNN's existing messages are unchanged (with one exception: I changed "adventure" to "journey" in the intro message because it fits better-- "adventure" would have needed to be bumped to the next line, leaving a large gap. "Journey" also sounds better to me in the surrounding text.)
- I've also changed the spacing in many level titles, so they're more centered or otherwise look better (including making "2-7: Mt. Stone" fit on one line)

Fix the spelling and grammar in the text
- 5-6 is now titled "Poochy and the Egg" (instead of "Poochey")
- 4-2 is now titled "The Monkeys' Fairground Fun" (I added the apostrophe)
- 3-8 is now titled "Rocky Castle of Chance..." (I added a third dot (this isn't shown in my video, as it was done after))
- Kamek's 5-4 message now says "Well let's see you beat this, you wimp!!!" (I added the apostrophe and the comma)

Modify the text that was left unchanged from the original game
- These are: the Kamek messages in 1-8, 2-4, 2-8, 3-4, 4-4, 4-8, 5-8, and 6-4, all of the boss text in 6-8, the first flower and Middle Ring messages, and the names of Extras 4 and 5.
- I changed Kamek's generic Baby Mario messages into generic revenge messages. (You can see some of them in the videos.)
- My Middle Ring message: "This is a Middle Ring. You'll restart here when you die."  (Notice the "when"...)
(Play the hack when it's done for the other messages. Or wait until someone uploads a playthrough.)
- The pre-title-screen story scene text is mostly unchanged, though. (The images just don't fit with the hack's story. If I tried to add text that works, it may become too similar to my own hack's story...)

Fix the title screen graphics (see beginning of this post)
- Restored black-line borders in Yoshi's Island logo to match original YI
- Completely redesigned the "Kamek's Revenge" text; it now says "Kamek's Revenge 2.0"
- Copyright date is now "2007-2013" and has all black-line borders
- Stars are no longer smiling

Make working, 100%-able Extras 3 through 6
- Be warned, some of these Extra levels are insanely difficult!
- I also gave them custom level icons (well, they're the original icons with different palettes and capitalized "E"'s).
- Note that the level design quality may be a little lower than what I'm satisfied with, as I'm prioritizing glitch-fixing here, not level design. The levels should be at least the quality of the average glitch-fixed YIKR level though (and the original Extra 1 and 2 are basically filler levels anyway, so it shouldn't matter too much if Extras 4-6 are also filler).
- Extra 3: Ice to Meet You! - 100% done (preview)
- Extra 4: Intro to Chaos - 100% done
- Extra 5: The Pit of ?? Trials - 45% done
- Extra 6: Kamek's Revenge 2.0 - 100% done


Make a working intro level (since fixing 4-3 corrupted the original intro)
- I basically used screenshots of the original intro level to reconstruct it in a different level. The new one is almost exactly the same.
- YIKR2 - The Beginning (this video includes up to halfway through 1-2)

Fix glitched message blocks (especially the one in 2-7)
- This was done by setting the Layer Ordering Property to 5.
- I also added a message in 5-4 that was in the ROM but unused.

Fix unfair puzzles / traps / item placement
- There wasn't too much of this (unless the strange difficulty curve is considered unfair, or unless lag is considered unfair-- though lag actually makes some levels easier for me), but besides fixing the 2-7 message block, I've added a few arrows and coin trails.
- Edit: Actually, there were plenty of points where a player would have to die if they had no eggs and no egg refills. I either added egg blocks (or sometimes Shy Guy generators) to those parts, or removed the enemy/obstacle that blocked the path to an egg refill or place to reload the room.
- In addition, I added a message block to 6-2 hinting to the player about a certain Fuzzy glitch...

Prevent places where a player can be permanently trapped with no place to die
- There weren't many of these, and they were mainly caused by sprite limits. (There is still one place where this could happen, but the player would have to cause it deliberately, as it involves destroying 40+ spikes in the 1-8 maze, in a section with no egg blocks.)

Make the Layer 1 palettes more consistent throughout each level
- This was done especially in castles. (I switched between tilesets 6, 10, and 14 to make the castle graphics consistent as well.)

Fix any other glitches that I happen to encounter
- I sometimes fixed strange screen scrolling glitches by adding an XFD, XFE, or XFF sprite, or by adding death spikes below the screen.
- I added walls to prevent the player from skipping the keys in 5-3 and 6-6. (Yes, I fixed the helpful glitches as well.)
- I replaced 3-8's glitched boss explosion with a not-so-glitchy level-ending key sprite. It still doesn't play victory music though. (Would a standard goal ring be better?)
- I corrected the x-2 and x-7 Yoshi colors on the map. (Yes, I realize that was a glitch in the original YI, but that doesn't prevent me from fixing it!)
- I removed the Podoboo from the Salvo battle (it sometimes had graphical glitches during Kamek's magic, and was pretty pointless anyway).
- I fixed 3-4's victory music to be the normal victory theme instead of the x-8 theme. (I left 6-7's victory music alone, though; I think x-8 victory music works fine for the second-to-last level. I originally assumed it was intentional, anyway.)

Edit the level titles to be more centered

And various little touches of my own... Here are just a few.
- There was some space left after I modified the spacing in the intro message; I added "Hack by S.N.N.; v2.0 by Zeldara." in those lines.
- Moved the Yoshi colors in World 6 back one level (so 5-8's is green, 6-1's is pink, 6-2's is light blue, and so on; 6-7's is dark blue)
- Added some red coins to the intro level
- Changed a few decorations (only if I needed to modify the area for another purpose, or if the existing decorations were glitchy)
- Modified a few bosses (nowhere near the modifications in my own hack, though)
- Added a Middle Ring to 6-3 (that level is so long...), 6-7 (same here), 6-2, 2-Extra, and 5-3 (In YIKR1: 4 elemental trials, 3 have Middle Rings. Consistency anyone? And the one with no Middle Ring was the most difficult).
- Reduced the length of 1-8's spike maze (it still has every intersection, but the corridors are much shorter)
- The x-7 levels have standard music now (bonus area / invincibility music is definitely unfitting there)
- 4-2 has invincibility music now (as it works better than bonus game music)
- Swapped 6-3 and 6-5 (to hopefully make the original 6-5 a bit less of a blatant level edit (I also renamed it "The Cave of Insanity" for the same reason))
- Swapped 2-3 and 2-4 (The Haunted Garrison is more of a castle than Edge of the Sky; also, Edge of the Sky ends with a castle portion)
- Made Naval Piranha the boss of 4-8 (after all, 4-8 is a sewer, with no Koopas but plenty of Piranha Plants)
- Similarly, changed the bosses of 5-4, 5-8, and 6-4 to be more fitting to the level themes
- Renamed 4-4 "The Sealed Ruins" (the level is neither crumbling nor aquatic, but it does contain a lot of keys)
- Renamed 1-2 "Spike Garden" (the original title, "Saws and the Donut", really doesn't make sense to me)


I've also tried to reduce the worst of the lag (4-3, 5-1, 5-4, and the Tap-Tap chases come to mind). I used the same techniques as when dealing with sprite limit glitches.
However, I have a feeling that there will still be major lag for some people who have different play styles than I do... that may be something that will need to be addressed after the release.

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If anyone know of glitches etc. that I did not list here, please tell me.

The videos in my YIKR1 99.2% playthrough may help.

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√ Also, does anyone know a way that I can change the title screen graphics? (fix the missing black lines, and make the year 2010, or 2006-2010 if it fits)
Ycompress does not work, due to the ROM being 0x202000 for some reason instead of 0x200200. (The Entrance and Midring editors do not work either-- I used Translhextion for those.)
(I now know how to change the title screen graphics. Directions are in this post if anyone is curious.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Well, this is an interesting surprise. It's very nice to see you going back and fixing this hack up for S.N.N. It seems you have a very organized plan for this...cool.

Most of all, it's great to see that the missing Extra levels are going to be complete. Looking at your preview for Extra 3...it looks quite nice, and really appears to be in the same spirit as S.N.N.'s levels. The only thing I don't really like is how the doors hang off the left end of those ice blocks. Just looks a bit weird.

I don't think I'll play through the entire hack again, but I'll definitely look forward to playing those new Extra levels. Nice.
Originally posted by Jacob
Well, this is an interesting surprise. It's very nice to see you going back and fixing this hack up for S.N.N.

This was a major part of my motivation. That is, that others would appreciate it. (Actually, that was a major part of my motivation for my YIKR 99.2% playthrough in the first place. And if I hadn't done that, I may never have learned the level layouts well enough to do this...)

Originally posted by Jacob
It seems you have a very organized plan for this...cool.

Organized? Just about every change here was made when I was just randomly thinking about it. (I have been making a list of which levels I test, though, so I don't miss any.)

It's certainly a very organized summary. I probably spent an hour on it, plus 3 hours of additions while refreshing repeatedly waiting for a post.

Originally posted by Jacob
Most of all, it's great to see that the missing Extra levels are going to be complete. Looking at your preview for Extra 3...it looks quite nice, and really appears to be in the same spirit as S.N.N.'s levels. The only thing I don't really like is how the doors hang off the left end of those ice blocks. Just looks a bit weird.

The fact that I could actually test the level enough to get the ceiling to work right, as well as the jumps to be just the right length (first attempt with the cave tileset as well)... I wonder who else could even do that.

I don't know what to do about the doors on the ice blocks. It's not like I'll add a glitched half-ice-block there, and a second ice block would make it too easy... (I believe YIKR has a few doors that are on single blocks, anyway, though doors on one-block platforms look better than doors on two-block platforms. I would prefer that these blocks remain icy, though.)

Did anyone notice that I put the bonus flower inside an ice block?

As for the Extra levels in general, I deliberately tried to copy SNN's style more in Extra 3 than in the others. (Looking back, though, I find my half-level reminds me of TSRP2, the way you have to deal with one jump at a time before moving on to the next.)

Extra 5 may be a bit boring, as I'm holding back for a possible Pit of (insert number here) Trials in my own hack. (And there were very few places I could add rooms.)
Currently, I've already made the level's generic rooms and screen exits; I just need to add enemies, obstacles, and score items to the other 2/3 of the level. (The score items will be scattered by the way, not in any real pattern.) Oh, and add a boss of some kind for the final room.

Also, Extra 4 is currently pretty easy. I ran out of levels to use, so Extra 4 is made entirely of parts of existing levels, wherever there was both free object data and free sprite data. (It's sort of a level of personal remembrance, made in a way that will probably make no sense to anyone else... Note to players: Focus on the 100%.)

Originally posted by Jacob
I don't think I'll play through the entire hack again, but I'll definitely look forward to playing those new Extra levels. Nice.

Well, if you still have your original save file, you can continue from there. Any 100%s you collected should be the same or easier in YIKR2. And YI save files (unlike SMW save files) can easily be transferred between ROMs.

(Note to Jacob: Sorry if it was strange that I basically dissected your post. I respond to nearly everything. And it gave me a chance to give out more facts to everyone.)


Random thought: I wonder how many people completed YIKR1 (meaning defeated the final boss) without using any non-Middle-Ring savestates? And I wonder if anyone at all actually completed YIKR1 without using ANY mid-level savestates? (I gave up at 5-8... Even now, I'm not sure if I could handle going from the first Middle Ring all the way to the boss. Let alone completing the entire 6-4 in one try...)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Originally posted by Zeldara109
Organized? Just about every change here was made when I was just randomly thinking about it. (I have been making a list of which levels I test, though, so I don't miss any.)


Well, your list of things to do seemed pretty organized.

Originally posted by Zeldara109
Random thought: I wonder how many people completed YIKR1 (meaning defeated the final boss) without using any non-Middle-Ring savestates? And I wonder if anyone at all actually completed YIKR1 without using ANY mid-level savestates? (I gave up at 5-8... Even now, I'm not sure if I could handle going from the first Middle Ring all the way to the boss. Let alone completing the entire 6-4 in one try...)


I use savestates on all ROM hacks that I play...including this one. It's just become a habit, since it's a really convenient feature to have if I mess up. Although, given the high level of difficulty of YIKR, it'd be very hard for me to beat it without savestates.
It's very nice that you improve that hack! I thought it had very many bugs and some cutoffness. Plus, sometimes I found the style a bit weird. E.g. bonus room, which is open to left and right, but no entrance to left/right. Another thing, which quite annoyed me a bit was, that bad palettes were used. I really like that S.N.N. experimented around with them and that's no offense, but sometimes I found them really bad-looking.

Oh, and I NEVER use savestates, I want to have the game so, that it's doable for a mere mortal to solve it like on the SNES. I find it kinda sad, that people use savestates to "cheat", no offense to people, who use them, though :P I find it O.K., if there's a part in the game, which is RIDICULOUSLY hard.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
As I said to Zeldara in a PM, this is what I consider to be one of those projects which I can look back upon and think about how much I`ve improved. It has been nearly five years since I designed the first level for it .. hard to believe, really.

The interest and motivation you have shown is very pleasing for me, and you clearly have enough skill to handle fixing this up. I'm glad it's in good hands, and I'll definitely check out the fixed version when it is completed.
Originally posted by Yoshis Fan
It's very nice that you improve that hack! I thought it had very many bugs and some cutoffness. Plus, sometimes I found the style a bit weird. E.g. bonus room, which is open to left and right, but no entrance to left/right. Another thing, which quite annoyed me a bit was, that bad palettes were used. I really like that S.N.N. experimented around with them and that's no offense, but sometimes I found them really bad-looking.

Um... I'm not changing the style of the hack. (Yes, a few of the palettes were hard to handle, but they were SNN's choice. If you're looking for me to make my own palette choices, wait for my own hack. Maybe help me with my existing palettes. I'm looking for others' opinions on those.)

I do fix graphical glitches if I see any though. (At least, I try to not have any more cutoff etc. than the original YI. However, leaving puzzles the same takes priority.)

Originally posted by Yoshis Fan
Oh, and I NEVER use savestates, I want to have the game so, that it's doable for a mere mortal to solve it like on the SNES. I find it kinda sad, that people use savestates to "cheat", no offense to people, who use them, though :P I find it O.K., if there's a part in the game, which is RIDICULOUSLY hard.

Yes, I never use savestates either, except:
- Between levels in most hacks (simulating most newer games' save systems, which are generally much better than in SNES games and especially NES games)
- At checkpoints (usually, after a death or during 2nd+ playthroughs only, as savestates at checkpoints can give an unfair advantage-- such as the way YI Middle Rings turn enemies into stars)
- Before places where, on previous attempts, I encountered freezing or other major glitches
- In extremely long hack levels (I only did this maybe 8 times ever, all in VIP4, and I probably would not do this anymore in any hack)
- When testing graphics in a hack I'm making, I occasionally use a savestate before the game loads a new room. (But for testing level design, I always start from the beginning or a checkpoint.)

I certainly believe YI hacks should be possible without using savestates. Though I approve of using savestates between levels to prevent your lives from being reduced to 3 when you stop playing-- that's the way GBA YI works, anyway, and I played that version first.

I asked the question because YIKR is so difficult that I was wondering how many people actually managed this. (Yoshis Fan, does this mean you actually completed the hack without using savestates at the glitched Middle Rings? Or does that count as "RIDICULOUSLY" hard?)

Originally posted by S.N.N.
As I said to Zeldara in a PM, this is what I consider to be one of those projects which I can look back upon and think about how much I`ve improved. It has been nearly five years since I designed the first level for it .. hard to believe, really.

S.N.N., you certainly have improved-- I look forward to Keytastrophe! (Though I really hope the final version will work on snes9x without freezing...)

Originally posted by S.N.N.
...and you clearly have enough skill to handle fixing this up.

Skill in hacking or in playing Yoshi's Island? Or in both?

(I'm actually surprised at how much I've achieved with YI hacking in just 1 1/2 months.)

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Another question: Had anyone here already encountered my YIKR2 videos before I posted them here? (They were pretty obvious on my YouTube channel, if anyone looked at it.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I've done it without savestates, I didn't find it THAT ridiculously hard, it was very challenging though, but not so hard, that it's "unfair". Oh, and I recommend you to fix this bug of the Eternal Palace - Lobby, you know, what I mean? In the goal room with the four keylock-corks, just make the castle bricks 16 tiles or so higher and then set objects XFE on the screens, which shouldn't be shown. Or easily add a ceiling, so that you can't do this:

<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/gjLMkMwkqTI&hl=de_DE&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/gjLMkMwkqTI&hl=de_DE&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Haha, wow. I can't even believe I missed something like that.

While you're at it, I'd suggest removing the key corks completely and replace them with locked doors. Those are some of the buggiest sprites when they aren't used in the pseudo-3D rooms (as in, you can unlock them without even having to touch them).
I already knew about that...

Originally posted by Zeldara109's YouTube channel

And fixed it.

Originally posted by Zeldara109
- I added walls to prevent the player from skipping the keys in 5-3 or 6-6. (Yes, I fixed the helpful glitches as well.)


As for replacing the key corks with doors...

Originally posted by Eggvine (or just displayed, not posted)
Bytes/Available 464/467
Sprite 105/111

I would need to create 4 separate rooms (separated by XFE/XFF or screens with no objects), as well as 4 locked door sprites, 3 doors for going back if you do not have every key, and 7 screen exits, and still keep a portion of the original room for the goal.

(I would just create a 2.5-D pipe room and use the key corks there, but I only have one unedited level left, and I'm saving it for in case I run out of object/sprite data in the Pit of ?? Trials. Unless there's a way to fix level 39 or one of the "CRASH!" or "Glitched" rooms. (By the way, SNN, thanks for the level data file with YIKR labels that was accidentally included in one of the Eggvine downloads.))

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Edit!:

I accidentally loaded level 29 (5-6 Main)... And it was corrupted. There are random sprites all over, and only a few objects, all at huge sizes.

After checking my backups, I found it seems to have been corrupted sometime between my backup 19 and backup 20. That is, sometime on February 28. (If only I could remember what I was doing on that day... I didn't upload any YIKR videos on or near then... Though I have a feeling I was making Pit of ?? Trials rooms. That's likely to have caused it.)

"Expanding" level data redirects the pointers, right? I would try out expanding it, but I have no idea which (if any) of the scattered sets of "00" bytes from x11554A to x1201FF are unused, and which are just blank data in other levels... (Edit: After checking, none of them are longer than x2C0 bytes or so, anyway.)

I would reconstruct the first room of 5-6 on my emergency unedited level (level 23), but how can I be sure this will not happen again? (For that matter, this may have occurred in another level...)

So now what do I do?


Edit:

I think my best bet is to check every level's object and sprite data to make sure it starts and ends properly (can someone tell me how to do this? Or even help do this for me? I could make a patch), redirect level 29 (or another corrupted level) into data that is all either blank or corrupted, and overwrite that data with a reconstructed first room of 5-6.

In the meantime, I'll just continue working from my current version. (If it really came down to it, I could start 5-6 in the original second room and add items, or replace 10 or so Po?T rooms... Not that I'm planning on either of those.)

(I could restart from my backup 19, assume every change I made needs to be made again except those in videos before that date, and check level 29 every so often for problems, but that would probably take longer than checking the object/sprite data, as well as still be pretty risky. And it would be no fun.)



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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
i can imagine
hacks in progress;

mario's evil vacation
attack of the stickmen
the last mage
monster mash
the long trail
minded wall
bowsers airship (1 big level)
Originally posted by swamp cecil
i can imagine

No idea what this post is supposed to mean...

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Anyway...

YIKR2 - 5-3 end (key skip fixed)

I used part of the 2.5-D pipe room in 6-8 for the key room. (Unfortunately, the locked corks still release themselves automatically when they're not in a pipe...

And yes, I really did put a red coin there.


Edit: I changed 5-3's goal room back to the way it originally was. I like it better that way. (Also, I added a visible normal coin hinting towards the hidden red coin.)

By the way, 5-3 is pretty difficult to test. When I do my final testing, I'll need to play the level 4 times, so each of the trials can be completed last... Otherwise there may be item memory issues.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Well, this is certainly interesting. I'm glad that I haven't played Kamek's Revenge yet; this looks like it'll end up being the definitive KR experience.
YIKR2 - 1-7: A Flowery Finale (100%)

I took Yoshis Fan's advice and changed the strange-looking dark-pinkish palette into a standard yellow palette (the yellow was unused in the rest of the level anyway).

By the way, I noticed this level seems to be lacking decorations. (I suppose there isn't much you can add with that tileset...)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
It looks pretty good, like the rest of your touch-ups.

As for the corrupted level, if you got an "overflow" error while working on that level, then it's gone for good and you might want to transfer what you've done so far to another ROM, if you can. If not... I have no idea what happened.
I have not worked on level 29 at all yet. What I think happened was that level 29's data was overlapping another level, which was unused in YIKR1-- probably part of the original Extra 4, as Extra 4's second room (level 23) froze when I tried to enter it in my YIKR1 playthrough. (Strangely enough, level 23 is the only level I have not modified yet... I suppose the overlap could have been part of the original Extra 6.)

I'm pretty sure I can fix the problem by manually changing the level pointers to point to only blank or corrupted data, then overwriting that data. (Unfortunately, to know that a particular section of level data is unused, I think I'll have to manually check the pointers for every single level. And the levels go from 0 to DD-- that's 222 (decimal) levels, with object and sprite data for each.)

As for transferring to another ROM... I have a feeling the same thing would happen again if I try restarting from backup19 (my newest backup that does not have the corrupted level, which is 8 days old; my most recent backup is backup29 or so) or from a newly patched YIKR1, if I make the same changes. (If I did this, I would have to take the backup, try to remember every minor change I've made, and check level 29 over and over for corruption. I would probably have more patience manually checking all 444 pointers-- at least then the problem probably wouldn't happen again.)

And starting from a completely new YI ROM is completely out of the question, considering I have no idea what changes SNN made to the original, I think it's been too long for SNN to remember either, and even if the changes were known, it would take way too long to be practical. (There are all of those graphical edits, for example, and Ycompress doesn't work with YIKR1 due to it being 0x202000 instead of 0x200200. Then there's the modified music... And then there's the fact that reconstructing 220 or so levels would take much longer than checking 444 pointers.)

So, does anyone have any ideas how I can go about checking the 444 pointers, in a reasonably easy manner?

(I hope I'm using the word "pointer" correctly... I'm referring to the bytes starting at xBF9C3, which are involved in the "Expanding the Amount of Bytes a Level can use" section in the offsets/info topic.)

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Edit - 2010-3-8:
Extra 6 is just ridiculous. I was testing it today (as I've said, I have probably been testing it around 30 times more than I need to), and I died over 20 times (a few intentionally due to not collecting a red coin or flower) without completing it!

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Edit - 2010-3-9:
Since I seem to be uploading a video every 2-3 days...

YIKR2 - 2-2: The Nimbus Sprint (100%)

This time, I had to figure out how to deal with 2 extra red coins and 1 unnecessary key...

Details are in the video description.

Random fact: I first typed "Sprite" in the video name instead of "Sprint". (Then I fixed it, of course.)

Random irrelevant fact: With all of these YIKR2 videos I'm uploading, I need to think of an idea for a 301st video, and quickly, since I can't seem to successfully record my original plan...

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I loved Kamek's Revenge, and am certainly looking forward to this new version, in particular getting 100% on all levels and then playing the new bonus levels. Good luck with it all.
OK, the usual 2-3 day video update.

YIKR2 - 6-7: Kamek's Revenge (100%) Part1 Part2

(I did say somewhere that I plan to upload 100% videos of every level I could not complete 100% during my YIKR1 playthrough. Not counting my 4 new Extras.)

The usual changes here (unfortunately it's still somewhat laggy, but there's not much else I can do about that), plus changing bonus room music to castle music, and adding one Middle Ring (not shown in the video).

Is the spiral section near the end of the level (with the crabs and Spear Guys) fair? If you run out of eggs, it may be impossible to pass the last crab without touching the spikes... Edit: I added an egg block right before the Spear Guys.

By the way, I'm pretty confident that I can find a way to fix the first room of 5-6. (I'm waiting to make attempts to fix it until I'm nearly done going through the levels, just in case another room becomes corrupted, as I think I may need to move some levels around the ROM to use space more efficiently.) Anyway, I realized there's probably no need to check all 444 pointers; I can just look at level 29's, as well as all of the rooms that were unedited in YIKR1 to see which ones are nearby.


Random: Did you know that I've been "signing" some of the levels (all 4 Extras and a few others)? It should be pretty obvious what my "signatures" are (once the hack's released and people can play the levels). (There are two different signatures by the way.)

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Also, does anyone have any suggestions for which music to use in level 2-7?

1-7 - Sky level music
2-7 - Not sure yet (I could just keep bonus room music...)
3-7 - Cave music
4-7 - Land level music for the first part, castle music for the last part
5-7 - I'm keeping the bonus room music here so it will remain in one level. (I chose this level because the music seems to fit the morphing theme.)
6-7 - Castle music

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
In the flowery room of 6-7, shouldn't there be no HDMA at all? I think replacing it with just black seems to be better.
Originally posted by Ripperon-X
In the flowery room of 6-7, shouldn't there be no HDMA at all? I think replacing it with just black seems to be better.


I second this. It looks better in entering.

Hack