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SMW2 Yoshi's Island offsets and helpful info

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Sorry, I can't help you :(

Thanks to Jacob and Mattrizzle I know where the pointers to the message boxe's messages are stored. Here is a small tutorial how to use them.
Each of those pointers can only point to 0x11**** To determine the 4 *, do the following: Keep in mind where your message starts. (It always starts with two bytes: FF 05, so keep in mind, the offset of the FF of them.) If the offset was, let's say 0x117AC8, seperate the last four digits so you get 7A and C8. As your pointer write down your last two digits. For the last two digits of the pointer calculate the middle digits of your offset -2, in this case 78. So your pointer is C8 78. It will point to 0x117AC8.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31

Originally posted by Pipoca
The aplicative couldn't be initated because dbgeng.dll was not found. The reinstallation of the aplicative can fix the problem.
Try to download this and place this in your \Windows\System32 folder.


I've found out a few things about the European version 1.0 of the game.
The pointers to the level data go from
0x07FC24 to 0x080157 (the format is exactly the same like in the American YI. And the pointers are the same like in the US-version)

The English (GB) text goes from
0x110458 to 0x114454

The French text goes from
0x1146C5 to 0x11904F

The German text goes from
0x1192C0 to 0x11E38A

The text can be edited with the same .tbl as the American YI can be edited. Due to the reason the game supports three languages, you don't have 44KB of free space for levels, but only 7,7KB. But you can easily expand the ROM and add some FF-bytes to be replaced with level-data.
The nice thing about the European version is, that you can have three languages at once.

With the Offset for the level data pointers, it'd be easy to make an editor like EggVine for it.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
There's been a lot of confusion about the enemies' names, so to put the issue to rest, I scanned the Enemy Index section from the official Nintendo of America Player's Guide:
Page 125
Page 126
Page 127
Page 128
Originally posted by Mattrizzle
There's been a lot of confusion about the enemies' names, so to put the issue to rest, I scanned the Enemy Index section from the official Nintendo of America Player's Guide:
Page 125
Page 126
Page 127
Page 128


Thank you very much for the list.

One question, what in the world is the difference between a Nep-Enut and a Submarine Nep-Enut?
Originally posted by Mippish
One question, what in the world is the difference between a Nep-Enut and a Submarine Nep-Enut?
No difference, other than the fact it lives underground. I'm not sure why they classified it as a separate subspecies though...

There are a few other mistakes in this part of the guide. Blue Boo and Boo Balloon are also two names for the same enemy. Additionally, Kaboomba's picture is of the cannonball instead of the cannon itself.

They probably needed a last monster to "fulfill" the list.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Is there a way that when you beat world 6-8 (King Bowser's Castle), an extra icon is unlocked in all worlds? Sure this is done for the bonus icons, but I want it to unlock extra icons too, without destroying the bonus icons. I'm making a puzzle hack that doesn't have any flowers, red coins, and stars in it.
Well, there is no known way to do that. Maybe Mattrizzle or S.N.N. could help you, but I think such a feature would be extremely difficult to code, as almost nothing about the game's code has been found out yet. We have the level data, the palettes, some pointers and some miscellanous stuff. BTW: If your hack doesn't have flowers, red coins and stars, you will also have to modify the PAUSE-menu in order to remove the stars, red coins and flowers...
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I don't think that would be feasible. There just isn't even enough space on the map screen for an extra icon. To add something there, something else would have to be removed, which is why SMW2+2 only has five worlds.
Originally posted by Mattrizzle
I don't think that would be feasible. There just isn't even enough space on the map screen for an extra icon. To add something there, something else would have to be removed, which is why SMW2+2 only has five worlds.


Not like that. Like Extra 1, Extra 2, etc (those red icons that have a star on them).
Originally posted by Mattrizzle
To add something there, something else would have to be removed, which is why SMW2+2 only has five worlds.


Well, not necessarily. See my 6 worlds + 6 secrets-tweak, which makes it possible to have 6 worlds, 6 extras and 6 secrets:
Tweak
The only thing you have to do then, is to be extremely frugally, as there are 60+1(intro) levels then, and you have a maximum number of 221 editable rooms, so you have
221-1rooms/60levels
=3.683rooms/level then.
But in that case I have to admit, 12 icons are enough.

Originally posted by Mippish

Not like that. Like Extra 1, Extra 2, etc (those red icons that have a star on them).

Now I got it! You want, that the extra stages are unlocked after you beat 6-8, right? Well, then the trigger to unlock them must be re-organisated so, that they aren't unlocked after 100 pts in every level of the corresponding world, but after you beat 6-8. Hm, that's difficult, too I guess.

EDIT: I've found out a bit about the Unknown-value. You can set it to 1, if you are using a special effect which is 55 or lower. Furthermore it will animate Layer 3 Type 4 with the SE-value 34. If you set the Unknown to 0 then, the graphic will be glitched. So this value has something to do with Layer 3.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
About the Extra levels, isn't there a byte or something that determines which level is unlocked after a given level? (That is, 1-1 unlocks 1-2, 1-8 unlocks 2-1, etc.) I saw it somewhere on this forum, but I couldn't find it again.

Anyway, if anyone knows it, what if you set it so 6-8 unlocks Extra 1, Extra 1 unlocks Extra 2, etc.? (I actually had this idea to have GBA-style secret levels that way, though I would replace something other than Extra levels.)

EDIT 3/1/2010: I tested this. It does not work. The Extra levels will become locked again, permanently, once you change worlds or reload the world map.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Yes, it's the "Unknown"-value of Romi's entrance editor. You're right. But every level only unlocks 1 level at once, so it would still be difficult to make 6-8 unlock 6 levels at once.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
!! Now I'm wondering... Does anyone know how to make it so the Extra levels will be unlocked without 100% on every level of the world? (That is, 100% on certain levels of the world.)

My idea was a hack with fewer than 8 levels per world. (That way it could be a shorter hack without removing bosses.) However, I think there should still be a reason to aim for 100% in those levels. (I'm not sure if I would be the one making this, but I'd like to at least get my idea out there.)


Also, does anyone know how to change which levels are entered from each map icon? (For example, to have 1-1 lead somewhere other than level 0? I'm mainly concerned about changing the level arrangement in case I do not like my level order.) -- Yes, using the entrance editor, or using at hex-editor at xBF600.


Edit: Removed the dashes that I had used to separate my questions; the second question looked like a signature.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I don't know...
Depends on how the information is saved. If there is a byte, which determines, how many levels of a world must 100% to unlock the extra and the bonus-stage it would be "easy". You just had to change the byte from let's say 08 to 06. You have to ask Mattrizzle if he can find out the offset(s) you need.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've transcribed all of the messages in the game that you can get from each of the 4 possible message blocks (X1Y1, X2Y1, X1Y2, and X2Y2) in each level. (I hope no one already did this...) Surprisingly enough, most levels with one message originally can also access the next message after their own, but levels with no messages originally cannot access any message.

I've made a Word document with these messages. I've also made an IPS patch that makes all map icons lead to a room with 4 message blocks, a goal ring, and a pipe to the items for 100%.

Can someone recommend a way to upload these?

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
I don't think anyone has done this. The closest thing I remember that's related to the message boxes was just a simple list of each message from whatever level.

Originally posted by Zeldara109
Can someone recommend a way to upload these?

To the top right (or left if you're using the menu to the left) there's a link called "My Files". It's basically a file hosting section of the website where you can upload a file and link it. You can only upload a total of 20MB though.
OK, here they are.

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YI Messages.doc

This Microsoft Word document contains all of the messages in the game (except the pre-title-screen messages), arranged by level and message block position (X1Y1, X2Y1, X1Y2, X2Y2, going by Eggvine's system). You can use this to see which levels can contain messages, how many messages they can have, and how long the messages can be. Messages that do not appear in message blocks (e.g. some Kamek messages) are at the end.

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yimessagev2.ips
NOTE: There was a mistake in my original upload: I only included 18 red coins in the x-8 levels!

Patch this to a Yoshi's Island ROM to make every level (including the intro level and the Extra levels) lead to a room with the 4 message blocks (same order as the Word document) and a goal ring.

Each level also contains a pipe to 4 flowers. Yoshi will automatically collect the 5th flower and the 20 red coins at the goal. A hex-edit was used to make Yoshi start with 99 stars (the goal will only count 30 though). (Note: These also appear in the intro level. If you use the goal there, the controls icon will flip over and the 1-1 icon will not appear, until you press the score or controls button or enter 1-1.)

All x-8 levels, and Extras 1-5, contain a slightly different room down the pipe; this room also contains boss doors to Burt the Bashful and the Potted Ghost, for viewing boss messages. (Note: Boss doors may vanish; if they do, scroll the other boss door on-screen, then try again. (Is this worth a re-upload?) Also, bosses may glitch, though if they do, it's after the Kamek message.)

Extra 6 contains a door to the final battle. (As well as a little surprise for those with the skill/patience to reach it...)

This patch is mainly for viewing the in-game messages (e.g. to plan out your edits), though it may also be useful to quickly create a 100% save file for use in testing other Yoshi's Island hacks. (Note: The game will not save after completing Extra 6.)

(By the way, I am not sure if this patch will work for viewing messages of a modified ROM, though it won't hurt to try.)

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By the way, from doing this, I also discovered that the castle destruction scenes for Worlds 1-5 are linked to completing the x-8 level, regardless of whether there is a boss or not (unlike SMW), while the castle destruction scene for World 6 is linked to the final boss battle, not level 6-8.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Thanks, Zeldara109 :D
Mattrizzle already made a similar list, but yours is more extensive :)
BTW: I don't really understand how your patch works. When I apply it to my ROM it does nothing??? And: Actually your list is variably, as the pointers to the messages of the editable levels are stored from 0x1112DB to 0x111502. Open Romi's Entrance editor to find out, which number your level has. F.E. LVL 3-6 is number 1D. To find out the Offsets you need to edit, take the number and multiplicate it with 8. In this case 1D*8, which is E8. Then add E8 to 1112DB and you will be on the pointer to the X1/Y1 message box. Each level has four pointers à 2 bytes. The second pointer is the message at X2/Y1, the third for X1/Y2 and the fourth for X2/Y2. To explain how to enter a pointer to an individual message correctly, I refer to a former post of me:
Originally posted by Yoshis Fan (slightly edited)
Thanks to Jacob and Mattrizzle I know where the pointers to the message boxe's messages are stored. Here is a small tutorial how to use them.
Each of those pointers can only point to 0x11**** To determine the 4 *, do the following: Keep in mind where your message starts. (It always starts with two bytes: FF 05, so keep in mind, the offset of the FF of them.) If the offset was, let's say 0x117EC8, seperate the last four digits so you get 7E and C8. As your pointer write down your last two digits. For the last two digits of the pointer calculate the middle digits of your offset -2, in this case 7E-2=7C. So your pointer is C8 7C. It will point to 0x117EC8.

NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31

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