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SMW2 Yoshi's Island offsets and helpful info
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - SMW2 Yoshi's Island offsets and helpful info
Pages: « 1 2 3 441 42 »
Originally posted by S.N.N.
Originally posted by Golden Yoshi

Now I can replace the unlockable Bonus Game with a level in each world...very cool.


Exactly what I was thinking when I saw that.

Mattrizzle: Before I finished my YI hack, I consulted with Golden Yoshi and asked him what he thought about making that "mini-game world" (unlockable through the five button code in 5-4) into levels by repointing each one. It's a little late now, but through extensive work, is it possible that the button input code could be changed and these mini games could be turned into levels? It would certainly be interesting to get a five button code after you beat 6-8, and use it to unlock a special world.

Eh, just my 2 cents.

Very good idea.It can be used to extend YI with the "secret" levels.
Now we just need to figure out how to make levels start from different rooms.


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Your layout has been removed.
Um.

Edit the main entrance >_> Offset xBF671 and on if I recall correctly.

EDIT: Oh right, I didn't explain. The data is organized in clumps of four bytes per level:

XX XX XX XX

First one is the level number, second is the X location, third is the Y location, and fourth is the type. Don't screw around with the fourth though - I think it has something to do with the "next level being revealed event" or something, because when I changed it, it screwed things up.
Yeah, I was thinking of replacing the Bonus game icons with "Secret" levels. If I could rip the Secret level icons from SMA3, that would be very awesome!

But inserting these secret levels is just a tentative idea. I don't think I'll have enough extra level indexes (sorry if that's the wrong plural :P) and free space to make it happen. I'll see when I'm done with 1-1 through Extra 6 though. I really want to go back and do them now, but I don't want to risk running out of space for my later levels ;).
Originally posted by S.N.N.
Mattrizzle: Before I finished my YI hack, I consulted with Golden Yoshi and asked him what he thought about making that "mini-game world" (unlockable through the five button code in 5-4) into levels by repointing each one. It's a little late now, but through extensive work, is it possible that the button input code could be changed and these mini games could be turned into levels? It would certainly be interesting to get a five button code after you beat 6-8, and use it to unlock a special world.
I've thought about that too. And, from the looks of things, it's definitely possible. The only problem would be that the game wouldn't save high scores for these "levels."

As you can see from one of my previous posts, there is an address labeled "Game Mode for Mini-Battles(from Menu)." Change this to 0B to make the game enter a level instead of the mini-battle.

If you just do this, the level you enter will be chosen from the one currently highlighted on the regular map. At $BF5D9 you should see A7 03. Change this to 1A 02 to make the table at $BF5C9 determine the levels.

There's still more that would need to be figured out, though...


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Through ASM and Modifyecation, is it possible to make your own mini games?
We are slowly getting a ram map and I dont see how it cant be possible.
As it is, we can make blocks via the method demo world used(Atleast that is what I have been hearing lately.

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Your layout has been removed.
Hmmm... I had one more question regarding the button sequence on the map to unlock the minigames. You know how when you're entering the sequence, and if you press the wrong button, it makes the "wrong" sound? Is there a way to disable this sound at this point? The reason is because I want to change the button sequence and hide the code somewhere in my hack, and the button can simply be figured out by process of elimination whenever that sound doesn't play.
That wouldent be too hard.
We just need to find "Sound generated" when you get the code wrong.

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Your layout has been removed.
Ok...I'm just about ready to implement the bonus levels as "Secret" levels now. I changed the pointers for these levels, but now there are a couple more problems...

Number 1, I changed it so that all the icons flip over when checking the score, but as you can see, the "flipped" graphics for the Secret level have the wrong border. Plus, before playing the level, the score reads "0" instead of the dash as seen in other levels. (Not seen in this screen)



Number 2, when you beat the Secret level and get a new high score, the Extra level's tile flips over first...



Number 3, after number 2 happens, the Extra icon just disappears from the map screen...



Any idea how to fix these problems?

Also, I plan on taking out World 6 to make room for these six Secret levels per world. Thus, I will need to make World 5 the official last world. Thus, I need to change it so that the title screen changes to that darker alternate version after beating World 4 instead of World 5. Know how I would go about doing that?
Golden Yoshi: To correct the side effects of changing the Bonus challenge icons into levels,
make the following changes in parentheses:

BD2ED (Change to [0E 0B 16 0B 1E 0B 26 0B 2E 0B 36 0B 4E 0C 56 0C 5E 0C 66 0C 70 0C 78 0C])
BD305 (Change to [4E 0B 56 0B 5E 0B 66 0B 6E 0B 76 0B 8E 0C 96 0C 9E 0C A6 0C B0 0C B8 0C])
BD31D (Change to [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C DE 0C E6 0C F0 0C F8 0C])
BD367 [ED D0] Reference: flipped Score tile coordinate table, row 1(Change to EF DC)
BD36C [FF D0] Reference: flipped Score tile coordinate table, row 2(Change to ED D0)
BD371 [11 D1] Reference: Flipped Score tile coordinate table, row 3(Change to 05 D1)
BD376 [23 D1] Reference: Flipped Score tile coordinate table, row 4(Change to 1D D1)
BA8F2 [09] How many icons can flip over after beating a level(Change to 0A)
BD3E1 [12] How many icons have a border when flipped over, x2(Change to 14)
BD399 [D0] Change to 30 (with BD9E6) to make scores beyond the extra level appear green when the levels are incomplete
BD9E6 [D0] Change to 30 (with BD399) to make scores beyond the extra level appear green when the levels are incomplete
BD677 [D0] Change to 30 (with BD6AF) to make scores beyond the extra level display a slash when the levels are incomplete
BD6AF [D0] Change to 30 (with BD677) to make scores beyond the extra level display a slash when the levels are incomplete
BD788 [12] How many icons can flash if the high score is 100, x2(Change to 14)
--------
Sprite Tables (mostly undocumented)
51420 Clipping (8 bytes per clipping type)
51520-5191D bit 7: Makes the sprite inedible if set
5191E-51D1B Determines if the sprite stays on ledges
51D1C-52119 Number of tiles per animation frame
5211A-52517 Graphics-Related (byte 2: Palette/attributes; YXPPCCCT format)
52518-52915 Sprite Gravity (Thanks, tehaxor69!)
52916-52D13 GFX file used
52D14-53111 What SuperFX sprite to use when Yoshi spits out an enemy (Thanks, tehaxor69!)

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Wow, I can't thank you enough Mattrizzle! You really know your stuff.

Thanks for all your help, you've been extremely helpful :D!

EDIT: Alright...I promise these will be my last requests. After this I will be completely set. There are a couple things I want to change due to these new changes, as some are important for the hack to functions properly now. See, since I don't have enough room to create 6 additional levels, I'm knocking out World 6 for these 6 Secret levels. In that case...

1. This one may be a long shot, but since there is going to be only 5 worlds, it will look strange with there being a gap at the end of the game where World 6 "flap" icon on the map should be. Is there any way I could do the following: Make the World 6 flap icon appear permanently from the beginning of the game, and when choosing it, it reveals the scores for the entire World. That way, there's an extra flap there the whole time, and when the 5 worlds are complete, there's no gap. Of course, I'd edit the graphics of the number 6 in that spot accordingly.

2. Change it so that after beating 4-8, it triggers the "Warping to Dark World" sequence, instead of it happening after 5-8, and likewise, the title screen stays with the dark world version?

3. I noticed that if you place Bowser in any other level besides 6-8, after beating him, it doesn't save the level as being complete. So, if I plan on putting it in 5-8, it won't save the score or recognize the level as being complete. This is a big problem, because then I won't be able to unlock Extra and Secret 5. Now, I looked at the fourth byte in each level start offset. After messing around with that fourth byte, I realized that it's related to events triggered after completing the level, such as which level it reveals next. Now, I tried copying the fourth byte from 6-8 onto 5-8, but when beating Bowser, it still doesn't save the score or level as being complete.

4. In some levels, if you put in a chomp rock, it will either beat normal gray chomp rock that warps back to its starting point if the player lets it out of their view, or a brown rock that stays in place even when the player goes off-screen. Examples of levels that use brown chomp rocks are 1-1 and 4-5. Is there way to change it so a different level used the brown "memory" rock?

Thanks for any help, as always.
Originally posted by S.N.N.

What Monkeys Sweat:

D6 - Fireballs (As in, the ones generated when something falls into lava)
D7 - Sweat
D8 - Smoke






i have to say this...


LOL!

also, great list, guys! this will help me ALOT!



Originally posted by Golden Yoshi
3. I noticed that if you place Bowser in any other level besides 6-8, after beating him, it doesn't save the level as being complete. So, if I plan on putting it in 5-8, it won't save the score or recognize the level as being complete. This is a big problem, because then I won't be able to unlock Extra and Secret 5. Now, I looked at the fourth byte in each level start offset. After messing around with that fourth byte, I realized that it's related to events triggered after completing the level, such as which level it reveals next. Now, I tried copying the fourth byte from 6-8 onto 5-8, but when beating Bowser, it still doesn't save the score or level as being complete.


i dont know much about YI hacking, but...

can you make it so the 5-8 tile actually takes you to level 6-8?

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<TLMB> I use YY-CHR to edit DNA
Yeah, you can change it so 5-8 takes you to 6-8, but that doesn't seem to matter. It looks like that event is specific to the actual last level in World 6, so there has to be some other way to change it.
Another idea:

can you cahnge it so after you beat W4, it does the w6 warp (which you asked already) then go to the world 6 area? (level select thingy)

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<TLMB> I use YY-CHR to edit DNA
Originally posted by Golden Yoshi
2. Change it so that after beating 4-8, it triggers the "Warping to Dark World" sequence, instead of it happening after 5-8, and likewise, the title screen stays with the dark world version?
Changing the following offsets should do the job:
B8351 [05] How many worlds must be completed before the dark world appears on the title screen
B8724 [0A] Which world doesn't show flags from the previously completed worlds on the title screen
B8E95 [14] Which world triggers the transport to dark world, x2

These offsets involve RAM address $7E0218, the current world number. The values for this are as follows:
00-World 1
02-World 2
04-World 3
06-World 4
08-World 5
0A-World 6
0C-Not a world, but it is used when showing the final cinema sequence of the island(Baby Bowser's castle explodes, and the stork flies away)

Quote
3. I noticed that if you place Bowser in any other level besides 6-8, after beating him, it doesn't save the level as being complete. So, if I plan on putting it in 5-8, it won't save the score or recognize the level as being complete. This is a big problem, because then I won't be able to unlock Extra and Secret 5. Now, I looked at the fourth byte in each level start offset. After messing around with that fourth byte, I realized that it's related to events triggered after completing the level, such as which level it reveals next. Now, I tried copying the fourth byte from 6-8 onto 5-8, but when beating Bowser, it still doesn't save the score or level as being complete.
For some reason, 6-8's fourth byte is set to 42, which opens 6-7 when used on other levels. I haven't thoroughly tested this yet, but changing the fourth byte in 5-8 to 48 should trigger the last cinema sequence.

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Ive wondered something.
How do you get stuff such as the "welcome level" music in normal levels?
I noticed some stuff have to do with songs 30 and 31(Title Screen and opening) but for stuff like the "welcome level", I am clueless.

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Your layout has been removed.
Nice, thanks for that info. I should be good for now, as I'm currently finishing up World 4, and needed that info. I haven't gotten up to 5-8 to actually test everything, but I'll worry once I get there :).
Originally posted by Troopa Pride
Ive wondered something.
How do you get stuff such as the "welcome level" music in normal levels?
Normally, you can't. Squash Monster didn't realize it, but bit 4(10) in the Music variable seems to be related to how layer 3 scrolls. Because of this, there are only 16 different choices for level music, and the Welcome level music isn't one of them. You can use the following addresses to assign any music to any value...

...or simply stated: Change 73D to 04 and B459 to 02 to make value 14 yield the Welcome to Yoshi's Island music.

There are a couple of side effects when using the Welcome level music in an area, one of which is unavoidable:
  1. Using a Powerful Mario Star in an area that uses the Welcome level music will cause the music to start over again instead of playing the Starman music.
  2. Using a goal ring in a level with this music will make the music get stuck on the last note played. This happens even if the Welcome level music isn't used in the area with the goal ring.

6AC-6E7 SPC data block pointers
Example: 4E169C - 400000 + 200= E189C
01: 00 00 4E Samples: Athletic
04: 9C 16 4E Music: Athletic
07: BF 23 4E Music: Bonus Challenge
0A: 39 2C 4E Music: X-4 Boss
0D: D2 38 4E Music: Cave
10: FE D0 4E Music: Forest/Jungle
13: D0 D5 4E Music: Grassland
16: 79 E2 4E Samples: Forest/Jungle, Cave, X-4 Boss
19: 85 EC 4E Samples: Grassland, Bonus Challenge, X-8 Boss
1C: 22 41 4F Music: Map
1F: 48 5C 4F Music: X-8 Boss
22: 5A 6E 4F Samples: Intro/Welcome to Yoshi's Island, Map, Castle/Fort
25: E6 82 4F Music: Default
28: B2 FC 4F Music: Castle/Fort
2B: 42 03 50 Music: Title Screen/Story
2E: F0 33 4F Music: Intro/Welcome to Yoshi's Island
31: C1 FE 4E Samples: Big Baby Bowser Battle
34: 5D 20 4F Music: Big Baby Bowser Battle
37: 90 3E 4E Samples: Ending
3A: EC BB 4E Music: Ending

6E8-71B SPC data block sets
Each byte is added to 6AB. FF means no more data is loaded.
Example: 6AB+2B=6D6, which is the pointer to the Title Screen music data)
00: 2B FF FF FF
04: 25 22 2E FF
08: 25 22 1C FF
0C: 25 19 13 FF
10: 25 16 10 FF
14: 25 16 0D FF
18: 25 22 28 FF
1C: 25 16 0A FF
20: 25 19 07 FF
24: 25 19 1F FF
28: 25 01 04 FF
2C: 31 34 FF FF
30: 37 3A FF FF

72F-742 [0C 10 18 1C 14 1C 20 24 24 24 28 28 2C 1C 00 00 00 04 08 30]
SPC data block set to use for each level music setting
B44B-B45D [01 01 01 01 01 09 01 01 09 0C 01 02 00 01 00 00 00 02 01]
Table of music values to use for each level music setting

Default Music List
02: Powerful Mario
03: Drums(Start of Level)
04: Game Over
05: Goal Part 1/Obtain Item
06: Goal Part 2
07: Death
08: Toadies kidnap Baby Mario

Set 00
01: Title Screen(pre-World 6)
02: Story
03: Title Screen(post-World 5)

Set 04
01: Intro
02: Welcome to Yoshi's Island

Set 08
01, 09: Map (World 1)
0A: Map(World 2)
0B: Map(World 3)
0C: Map(World 4)
0D: Map(World 5)
0E: Map(World 6)
0F: Map(Complete)

Set 0C
01, 09: Grassland(Make Eggs, Throw Eggs)

Set 10
01, 09: Forest/Jungle(Touch Fuzzy, Get Dizzy)

Set 14
01, 09: Cave

Set 18
01, 09: Castle/Fort

Set 1C
01: Boss Room
09: Kamek Appears
0A: Level 4 Boss Battle

Set 20
01, 09: Bonus Challenge

Set 24
01: Boss Room
05: Boss Key fanfare
09: Kamek Appears
0A: Level 8 Boss Battle(extended)
0B: Boss Battle intro
0C: Level 8 Boss Battle

Set 28
01, 09: Athletic

Set 2C
01: Big Baby Bowser Battle
09: Kamek flees
0A: Victory Fanfare

Set 30
01: Ending
02: Heroes are born!
So each song is actually a music bank?
I noticed this because when playing YI title screen, it has title screen sfx and a star makes the intro prologue play.

And would it work if you had the goal in a level other than the level with welcome music?

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Your layout has been removed.
Nice info there.

Let's see, there are a couple more things I have to figure out to make everything consistent, seeing as SMW2+2 will be a five-world hack...

1. How to change which map image appears at the bottom of the screen in each world on the level select screen.

2. I see you posted information on music, but how exactly do I change the map music assignments per world? Is there an offset for each world with a value you can assign to it? Basically, since there's going to be five worlds, I think the best choice would be to push all the map music back a world.
BA9FC [08] Base value to use for world map music, -1 (the value at $7E1146 is added to this)
BAA04 [09] Track value 09 check?
@ Golden Yoshi: Change BA9FC to 09 and BAA04 to 0A to push the map music back a world.

35F4-35FF Tilemaps for each world map (2 bytes per world: BG1, BG2)
3609-3638 Graphics files for each world map (8 bytes per world)
3D17-3D46 Palette pointers for each world map
(8 bytes/4 pointers per map: palette lines 0, 1, 2, and 7)
E2 3A = 1FDCE2
Since the palettes are loaded individually by line, you can mix and match them as you see fit.

@ Troopa Pride: As I mentioned before, even if you put the goal in a level other than the level with welcome music, the music will still hang at the goal. This patch I made last night should completely resolve the problem, though.

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Pages: « 1 2 3 441 42 »
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - SMW2 Yoshi's Island offsets and helpful info

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