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* Secret Of Yoshi's Island
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - * Secret Of Yoshi's Island
Pages: « 1 2 »
Well, either way, I'm not in need of this at the moment. I just asked out of curiosity. #w{=D}
It's always good to be curious. If no one would be curious, there wouldn't be any progress. However, I made a list of the things I need to do to have the levels exactly like the ones from SMA3. After each issue an estimation of me, how difficult I think it is.

- Change the SFX the green red coins use, so they sound like normal red coins. Another thing is, that they also have to make the "all coins"-sound, when you collect one of them as your 20th coin. Plus, they should be visible as red coins via the Magnifying Glass. Concerning the SFX issue it should be possible to get some info from X17, the red coin in a stump. Or wouldn't it be possible to make, that they turn into S065, once the room is loaded? MEDIUM

- Prevent Bullet Bill Shooters from falling through platforms. (Should be the same setting as for S0F4) HARD

- Prevent !-Switches from falling through the spongy platform. (It doesn't seem to be the same setting as for the platforms, as S0F4, which can stand on platforms falls through spongy platforms. That's a completely new setting, as S0F4 can stand on spongy platforms in the GBA-version:
VERY HARD-IMPOSSIBLE

- Edit the Layer/Ordering Property, so that Yoshi never disappears behind Layer 2 when entering a pipe. Depends on how each L/OP-value is stored; hard to estimate that

- Weird monkey-bug: The monkeys have the same X-position...
Interesting: If you come from the left side, both will hang on the palm. (every time!) It seems to be the thing, that you come from the "bottom". When you go to the left, while you are at the area, where the spongy platform is, this bug will occurr everytime. If you just shoot the ?-cloud and climb up the flower everything will be alright. I don't think it's because of the spongy platform, though.
MEDIUM-HARD

- Unglitch the blue rollable things (S18F). They are displayed glitched until the room is fully loaded. A small trick could help: Make, that the game shows the first frame instead of the default-position of each sprite, when the game loads a room. This seems to be the method Nintendo used in the GBA-version by the way. In Extra 4 the wooden boxes stand on the floor and don't shift a bit downwards when the room is loaded.EASY-MEDIUM

- Improve Sprite Memory (if the old SNES can cope with this. I don't understand why there are no disappearing objects (except coins, as they are collectable), when there are disappearing Sprites, why disappearing objects don't exist???) in order to make the vanishing coins and doors stay.HARD-IMPOSSIBLE

- Edit the auto-scroll-sprites. I have to edit Type-K for this. It is faster in the GBA-version and it will always go to the right.HARD, but once they are found and "decoded" it's probably easy to edit them

- Make, that S0DC only claims 1/2 of the VRAM's Super FX space, so !-Switches can still be used and other Super FX-Sprites. The GFX for the snowball is stored at 0x2B800 in the AllGFX.bin and is 64x64. If it's possible, I would like S0DC's tilemaps to be 4 times a quadrant or 2 times a semicircle to decrease the space of Super FX VRAM the snowball uses. It'd also be an alternative if Super FX VRAM space would be increased by at least 1 32x32 space. Furthermore it would be good to de-Super FX other sprites either. For example the Spiked Fun Guy, the Red Bullet Bill Shooter and the Flower are problems. There's a lot of unused space in the AllGFX.bin. For example the 128x32 space at 0x00A000 or all the space, which is just Xs. VERY HARD

- Edit Yoshi's "Dizziness" (or should I call it Stonyness?): Disable Layer 2 stretching. Edit S07F, so it lies on objects and can't float (so that it goes up and down on the spike logs, when Yoshi is dizzy and won't stay in place, then)MEDIUM-HARD

- Add a light blue palette to the rising balloons. (S052 and S1ED)MEDIUM

- Create a static balloon, which can be destroyed by Yoshi and Koopa-Shell to give 1-Ups, can be shot with eggs and can't be eaten.
Create a Kamek-Blocker, which makes that Kamek stops attacking Yoshi, while he is on his flying besom. (Probably the most difficult thing)HARD-IMPOSSIBLE

Insanely unimportant:
- Make, that the Entrance acts like you would come out of a Middle-Ring entrance, so the screen won't shift around. Example: You have nothing in the screen above and set the entrance to <79. In the GBA-version this is fixed.MEDIUM?

- Create a sprite, which doesn't allow the screen to scroll downwards anymore. (Like Sprite 1D6 doesn't allow the screen to move to the right anymore.)VERY HARD

- Make, that you can have a BG-color while using Submarine-LVL-Water. Probably Layer/Ordering Property value 02 must be changed for that. MEDIUM?

- Make a 30-star detection for Mid-Rings, so they don't produce stars, when they destroy enemies while Yoshi has 30 stars, but coins instead. The clouds, which give 3/5 stars and the red flowers, which give 8 stars have this detection.

- Improve the interaction between ?-clouds and blockers. In the GBA-version the ?-clouds open an up-wards blocker, in the SNES version they go through an up-wards blocker.

- Make, that Yoshi looks to the left side when Secret 2 begins. Like in level 1-5; 2-7 and 5-7 in the original.

- Make, that the camera follows Yoshi, when he jumps off the Green Bullet Bills in the first area of Secret 4.

- Make, that Yoshi can be squashed between the Scrolling Screen in the last area of Secret 4 and a Bullet Bill Shooter.

- Make, that when Yoshi dies of Lava, he can't activate !-Switches anymore. (I know this also occurrs in the GBA-version, but this bug is just ridiculous)

Any help is VERY appreciated.

Edit the Sprite Sets. SOLVED!

Correct the wrong-displayed-glitch. When you set S161 and it appears, there will be garbage shown for a VERY short time. Also occurrs in GBA-version

Edit the font, so that [0A] is a slash SOLVED!

Make a tweak, that S1C0 will change the palette to 26 instead of 06 in Secret 6. SOLVED! Changed surplus Layer 1 Palette 00, so it uses the same colors as 26.

I currently have 25 issues.
- 13 of them are important
- 8 of them are not very important, but should be solved
- 4 of them are solved

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
You could "fix" the green red coins by replacing them with the red coin sprite...

Also, you could swap one of palettes 0-15 with palette 26 (not exactly a solution, but it will work)...

I wonder how many other sprites were modified to work more effectively on the GBA version (besides the tileset/palette sprites, the green red coins, and the blue rollable things)?


Originally posted by Yoshis Fan
I don't understand why there are no disappearing objects (except coins, as they are collectable), when there are disappearing Sprites, why disappearing objects don't exist???

Yes, that makes me curious...

I would guess it's because sprites can move independently of each other, and the game cannot handle more than a certain number of sprite locations in memory at once.

As far as I can tell, objects do not move. They may appear (e.g. red bridges from ? clouds) or disappear (e.g. coins) though.

I have noticed that the falling snowcapped platform (object XC3) can cause sprites to disappear after it starts falling but not before, meaning the object is replaced by a sprite (sprite 196 I suppose) once it starts moving. (I had to extend one of my YIKR2 extra levels by several screens to prevent a door from vanishing this way.)


–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Yes, it's the same as with the falling rocks from Secret 1. Once you touch them they are "made" to sprites. Or like the Donut-lifts. Also, replacing the green red coins with red red coins would be a pain in the ass. I guess I'll find out where the palette is stored, then I find out, what the pointer is, and then change it to the pointer of the red red coins. (If this doesn't work I can still replace them). Changing the palettes is a good solution for the moment, as no one seems to know how to make this complicated operation of adding an option to the sprite.

But actually, as we don't have the old SNES now, but more or less modern PCs, it should actually be good to tell the game that it should keep the sprites no matter what. In the GBA-version this bug (or not) is fixed, which is a GREAT progress.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I found a fix for the Barney Bubble/Slugger Sprite Set issue. This will allow Barney Bubble(the purple bubble-shooter) to appear correctly even if his GFX file isn't in the 3rd slot, thus ending the conflict with the Baseball Boy sprites.

You'll need to make the following changes in a hex editor:

52B04 [1F 00] Which graphics file to use as a tile base for the Barney Bubble sprite
By default, this is 00 00, meaning that the start of the global gfx file gets used as the tile base. With this setting values in the tilemap remain the same regardless of what order the sprite-set dependent gfx files are placed in. Changing this to a value other than 00 makes the first tile of that GFX file into tile 00. It's difficult for me to explain.

D5D95-D5E2A Barney Bubble's Tilemap
Each tile is defined by 5 bytes: X-coordinate, Y-coordinate,
tile value, gfx page/palette/flip attributes, tile size (00: 8x8, 01: 16x16)
Barney Bubble is made up of 6 tiles, so each animation frame is
0x1E bytes long.
Copy & paste friendly-version (.bin format)
[0B 0A 1D 00 00]
[00 FF 0E 08 00]
[08 FF 0F 08 00]
[00 07 1E 08 00]
[08 07 1F 08 00]
[FD 08 0D 00 00]

[0C 07 0C 40 00]
[00 00 0E 08 00]
[08 00 0F 08 00]
[00 08 1E 08 00]
[08 08 1F 08 00]
[FE 07 0C 00 00]

[0B 06 0D 40 00]
[FF 00 0E 08 00]
[07 00 0F 08 00]
[FF 08 1E 08 00]
[07 08 1F 08 00]
[00 0A 1D 00 00]

[0A 09 1D 00 00]
[00 00 0E 08 00]
[08 00 0F 08 00]
[00 08 1E 08 00]
[08 08 1F 08 00]
[01 09 1D 00 00]

[0C 08 0C 40 00]
[F8 F0 00 08 02]
[08 F0 00 08 02]
[F8 00 00 08 02]
[08 00 00 08 02]
[FE 08 0C 00 00]

You'll also have to make a change to graphics file 1F, as Barney Bubble's feet now use the same page as the rest of his body with this tilemap change.

Open this file and copy it, then paste it over C7C00 in your AllGfx.bin file. Keep in mind that I had to sacrifice the unused Muncher graphics.

Here's a screen shot of the result:


Did any other issues arise from porting the GBA sprite sets to the SNES version?

If someone could figure out how the egg-spitting plants are able to sit on platforms, maybe the issue of the Bullet Bill shooters falling through them could be fixed. Unfortunately, I'll probably have to do the dirty work, as no one else is as adventurous when it comes to digging through YI's ASM.

C'mon, not everything's written in Super FX! It won't bite...

(Edit: D'oh, just realized that Yoshis Fan already knew about this. #w{x(})

--------------------


Thanks, that helped a lot. Even if there seem to be a mistake: By pasting the second bin-file over 0xCFC00 in AllGFX.bin you delete the shy guy, which reels up a spike ball... I ask me, what the Crab and the Spear Guy have to do with Barney Bubble.
Plus, the feet of Barney Bubble will be parts of this muncher, in the graphic set of 1F. I guess the purpose of your second bin-file was to overwrite graphic set 1F to give Barney Bubble its feet? However, I edited graphic set 1F in order to give the Barney Bubble its correct feet myself. Aside from this issue there seem to be no conflicts between the Sprite Sets, every other set I ported to the SNES worked very well. However, the Small Boo seems to have this, too. It "refers" to the third graphic set, so if the third byte isn't [48] you are unable to use the small Boo. Means: Baseball Boys and small Boos can't be used in the same room. But with small Boos it's probably harder or even impossible to make, that they can be used together with Baseball Boys, as S071 loads GFX from two different GFX sets, so both of them are this single sprite.

But for "Secret Of Yoshi's Island" this means that the Sprite Set issue is solved now! Thanks alot for your effort and solutions, Mattrizzle!

For the Bullet Bill Shooter: I guess there are tables somewhere in the ROM, which determine special settings of the sprites for example standing on platforms.

Originally posted by Mattrizzle
C'mon, not everything's written in Super FX! It won't bite...


I am astonished, that a 15 year old, 2MiB big game is so complicated. Well, for you it's probably much less complicated than for me, as I have no idea of programming and stuff. And to me it seems to be so easy for you to find all this information. I admire you for this BTW.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Even if there seem to be a mistake: By pasting the second bin-file over 0xCFC00 in AllGFX.bin you delete the shy guy, which reels up a spike ball... I ask me, what the Crab and the Spear Guy have to do with Barney Bubble.
Yeah, I made a mistake with the address. It should've been 0xC7C00.

Quote
Plus, the feet of Barney Bubble will be parts of this muncher, in the graphic set of 1F. I guess the purpose of your second bin-file was to overwrite graphic set 1F to give Barney Bubble its feet?
Yes.

Quote
However, the Small Boo seems to have this, too. It "refers" to the third graphic set, so if the third byte isn't [48] you are unable to use the small Boo. Means: Baseball Boys and small Boos can't be used in the same room. But with small Boos it's probably harder or even impossible to make, that they can be used together with Baseball Boys, as S071 loads GFX from two different GFX sets, so both of them are this single sprite.
The "GFX file to search for" setting for sprite 71 (location: 0x52916+(71*2)=0x529F8) is 0061, which is the GFX file of the Big Boo. This complicates things, but I wouldn't rule it out as impossible.

Quote
Thanks alot for your effort and solutions, Mattrizzle!
No problem! #w{=)}

EDIT: Btw, I noticed one inconsistency with the level names. Secret 4 should be called "Fight Toadies with Toadies," not "Fight Toadis with Toadis." The "e"s were left out.

--------------------


Originally posted by Mattrizzle
The "GFX file to search for" setting for sprite 71 (location: 0x52916+(71*2)=0x529F8) is 0061, which is the GFX file of the Big Boo.
Yes, this is the problem I saw, too. If you change the "GFX file to search for" you can't use the Big Boo anymore


Originally posted by Mattrizzle
Btw, I noticed one inconsistency with the level names. Secret 4 should be called "Fight Toadies with Toadies," not "Fight Toadis with Toadis." The "e"s were left out.

Yes, yes, this was done deliberately by me. In the GBA-version the level's name is:
"Secret 4: Fight Toadies w/ Toadies" They added a "/" to the font as "letter" [0A]. As this isn't possible in the SNES version I wrote "with" instead of "w/". Writing "Secret 4: Fight Toadies With Toadies" is impossible as this claims too much space

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Wow, I'm really, really looking forward to playing this as I have never played the version of Y.I. with those levels in. Brilliant work.
Thanks for the feedback! But until the levels are fully identical there is much stuff, which must be done. I appreciate any help concerning those questions. Thank Mattrizzle; he made it possible to use the same enemies as in the GBA-version. I've updated the .ips-patch. Now the enemies are the same as in the GBA-version of the game.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Yes, yes, this was done deliberately by me. In the GBA-version the level's name is:
"Secret 4: Fight Toadies w/ Toadies" They added a "/" to the font as "letter" [0A]. As this isn't possible in the SNES version I wrote "with" instead of "w/". Writing "Secret 4: Fight Toadies With Toadies" is impossible as this claims too much space

The enemies are still called "Toadies", though, not "Toadis"...

How about editing the graphics of one of the other characters (maybe one of the button icons) to look like the slash?

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Originally posted by Zeldara109
The enemies are still called "Toadies", though, not "Toadis"...


I think he knew that. He said writing the whole names out took up too much space.
Yes, I knew that. But better "Toadis with Toadis" than "Toadies w Toadies". Also, Mattrizzle made a patch for that, so eh, it'll be fixed soon :)
Also, I have a question: The small ducks of Sprite 0F6 doesn't seem to react on changes. When I change the search GFX file for S028 (single small duck) to [27 00] as well as the one for S0F6 to [27 00] nothing will happen. 27 must be the first byte of your Sprite-Set, if you want to use the small ducks. Also, what are those explosion-grpahics for? I mean the ones left to the Directional Arrows in GFX Set 1C

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by me
10. Make, that a !-Switch can be used while the rollable snow ball S0DC is near to it. Also, S161 can't appear, when S0DC is near to it.


@Mattrizzle: Is this even possible? I mean, how much space of the VRAM's Super FX space does the snowball claim? It seems to claim all of it, as it's very large, it's 64x64 at its full size (Super FX VRAM space is 4x32x32, which is the snowball:
To make it claim 1/4 of the Super FX space, I would have to make it so, that it is made up of 4 times the same quadrant. The thing, that it claims all space of VRAM's Super FX space is the reason, why neither the !-Switch will appear nor S161 (The Tap-Tap Chase also claims all of the Super FX space, so any other Super FX effects don't work while he's near Yoshi (if you hit a ?-cloud it won't pump up before it bursts, it just bursts)(Bonus item; in my case the Flower, which also uses Super FX (red coins work near S0DC, as they aren't Super FX))

By the way: Is there any space of VRAM, which is unused or rarely used? If so, couldn't we expand the Super FX space?


--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've encountered two other problems. But before I list the really important problems, which have a bad influence on the gameplay:


1. The Snowball claims all of VRAM's Super FX space.

2. An !-Switch falls through the Spongy Platform.

3. Bullet Bill Shooters fall through moving Platforms.

4. Bullet Bill Shooters won't shoot in the room with the locked door in Secret 6. (That's a new problem, so here is an explanation: The room which has the locked door in it in Secret 6 castle part, where there are the many rooms with the many doors, the Bullet Bill Shooters won't shoot. The problem is: VRAM's Super FX is overloaded once again. I don't know, if each door claims one space of VRAM's Super FX, but if it does, it's even worse. There are 2 normal doors in the room, one locked door and 2 Red Bullet Bill Shooters. OK, so I calculate: Each of the doors uses one space, the locked door, too. The Before-Shoot Animation takes one, too. And each Bullet Bill itself either. Makes 7 altogether. I think in this case it can't be done without expanding VRAM's Super FX space... I think 6 32x32 spaces would also be enough. The GBA rescues itself with its Sprite Rotation and large VRAM... Or just another method: Couldn't you modify the doors in order to let them be handled only as Super FX, when Yoshi uses them (the Bullet Bill Shooters already do this, there are 5 Super FX sprites, there, but none of them disappears; means: The Bullet Bill Shooters are only handled as Super FX, when they shoot a Bullet Bill)

5. The Tall Shy Guys shoot too high. The last melon seed must go under the tile they stand on to hit the Flower in the cave area of Secret 6.

6. Edit the Auto-Scroll Sprites' paths.

7. Edit Yoshi's Dizziness.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Couldn't we unglitch the blue rollable things with a trick?
Maybe we could make it so, that the game doesn't show the default state of the Sprites, when loading the room, but their 1st frame? Or maybe we could make the game load the level and then display its "open- room"-animation. Would this be doable? This way it would also be possible to make, that the moving line-guided platforms are on their lines, when Yoshi enters the room. Now they are a bit next to the line guide and then are warped to their correct spot.

Or at least it would be a good idea to make all the line-guided sprites start acting before the room is fully loaded.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
That would probably work quite well, Yoshis Fan. I don't know if it would be possible or not though. I wonder why the blue rollable things are glitched in the first place.Free counters!
Lol, Secret of Monkey Island reference?
Who knows...
However, it wasn't really my intention to let it look like a reference to this. I just looked for a name with "Secret" in it.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Thanks for the feedback, guys! Yes, it's only a mini-Hack. Well, the levels are only a tad little bit by me. Those are the Secret-levels from the GBA. They're not identical but PRETTY much the same.
@ManuMaster:
I have made a patch for you, so you can play with the green Yoshi:
Green Yoshis.ips
Easily apply it to the "Secret Of Yoshi's Island"-ROM (NOT to the original YI-ROM) and you will be able to play with the classic green Yoshi.



HI,
LOVE your work with the New Yi! THANKS~~!!!!

Do you still have the patch for the "green Yoshi" ?

Mark
Pages: « 1 2 »
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