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SMW2 Yoshi's Island offsets and helpful info

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O_O I wonder where Hookbill's, Froggy's and Raphael's palettes are?

Lol at Tap-Tap The Rainbow Body ^~^Free counters!
WOW, this is absolutely GREAT!!! I'll use this in my hack!
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I finally got around to adding these to the ROM Map. The ones doing the palette searching can confirm my byte lengths if they want, though I'm pretty sure they should all be correct.

Good finds.
Hookbill the Koopa probably consumes the most palettes.
The first one is found at:
x1FDC80-x1FDC9C(0x2 bytes)-Hookbill the Koopa's shell(don't change the 5 pink colors you'll find at the address)
Second:x1FDCA0-x1FDCBC(0x2 bytes)-Hookbill's head, tail, hand and foot palette(not sure if changing the last 3 black colors does something, but you might not want to)
Last:x1FDCC0-x1FDCDC - hookbill hand and foot(the last 4 colors found at this address are used by the mountains seen on the background)

Changed the colors and the results are shown below:


For some reason, he looks waaay better in green sheel rather than the red shell. So Hookbill the koopa turns into Hookbill the Angry sick green koopa.

Lol Hookbill the sunburnt, angry, sick green Koopa. All these finds are very interesting. Good job MetaKnight and CD Productions ^_^Free counters!
Giga Bowser's palette is found:
x1FF682-x1FF69E(0x2 bytes) - Giga Bowser's palette

The results are shown below:



One problem. When Giga Bowser gets too close to Yoshi, its palette almost goes back to normal:




EDIT: wait a minute: I found the problem! Hold on for a few minutes.
EDIT2: Giga Bowser seems to use a second palette when he gets too close to Yoshi. Found the address with that palette: x1FF6FA-x1FF716(0x2 bytes). Here is the final result:



Bonus: Both rising and falling rocks' palettes have been found. The rising rocks palette is at x1FF6A0-x1FF6BC(0x2 bytes). Don't change the pink colors. If you change the other colors, you can get this kind of thing:

And the falling rocks' palette is at: x1FF6DC-x1FF6F8(0x2 bytes) again don't change the pink colors. Should you change the falling rocks colors, you obtain this:



i still get dizzy to the boxes in the editor
And what about the "before transformation"-colors? Are they changed, too? I mean, when you colored Hookbill with a green shell, does he have a green shell before Kamek makes him bigger or not? Or Bigger Boo? When you made him golden-orange; is he golden-orange before Kamek make him bigger?
I haven't tested the coloring yet, sorry if it appears as if I'd be a lazy a** XD
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Well, no. But if I change Hookbill(small red koppa and give it the green colors followed by the rest of the color modifications, I'll surely mess every red koopa in the game.
Credit goes to Romi for these:

Originally posted by Romi
0x3C bytes from 0x1FA806

These are Marcing Milde's lip, shoe and cheek palettes. Although, Marching Milde could be considered one of the bosses in YI where its palette can't be changed design wise, since superstomping it turns it into lower forms of Milde, which means to have a matching palette to it's large form you have to edit it's smaller form's palettes, which won't exactly look good if you have, say, purple mildes walking around everywhere (since they might not match the palettes of your level) whereas the original palette matches a variety of them.

That is, unless the smaller Marching Mildes are seperate sprites to the ones used in normal levels.
A good find, indeed. Now another discovery made by myself:

x1FA626-x1FA642(0x2 bytes)
This address leads to Tap-Tap the golden's palette. Just don't edit the pink color you see. Editing the other colours will give you the result below:


Tap-Tap the Golden into Giant Choco-Tap.
Whoa! Some creative new bosses can be made just by changing the palettes! :)Free counters!


hello im new in this hope u gay can help me with this

anybody can help me.

this is my problem




The music values control how layer 3 is handled in the level.

0-15 are the music tracks available. 16-31 are the same but when set to these values control how layer 3 is handled.

0 = 16
1 = 17
2 = 18
3 = 19
4 = 20

And so on. Change the one on the right which matches your value to the one on the left, and it should work.Free counters!
Originally posted by Jeorge535
The music values control how layer 3 is handled in the level.

0-15 are the music tracks available. 16-31 are the same but when set to these values control how layer 3 is handled.

0 = 16
1 = 17
2 = 18
3 = 19
4 = 20

And so on. Change the one on the right which matches your value to the one on the left, and it should work.





its so hard to learn all these convination there aint a diferent way

and thank you!!!
^ Did it work?Free counters!
Originally posted by Jeorge535
^ Did it work?



yep, but the water disappear

is there a match list witch sprite can bu use with an stage and witch not or some way to find out quick!!

cuz ive been tring and tring over and over and thats endless

im tring to make a stage but a lot of sprites does not work it appear like a bunch of images thks for helping me out
Found Burt's nose, feet, red cheek, eyes and hands' colours. They're found at addresses x1FA7CA-x1FA7E6(0x2 bytes) and x1FA7E8-x1FA804(0x2 bytes). Don't edit the last 4 colours you see at these two addresses, though changing the rest of the colours and give you something like this:


^ Lol: Burt The Frostbitten XDFree counters!
Click here for the sprite set list that Blumiere made, swordfishx

To answer your second question, you cannot have a lot of sprites in a screen because it causes cluttering and some of them disappear.

Also, that Burt looks awesome to fit in an ice world.

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