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Play as Super Mario and other Yoshi forms
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - Play as Super Mario and other Yoshi forms
Pages: « 1 2 3 4 » Thread Closed
@Yoshis Fan:

Just the first 3.
The first 2 will hijack the game code.
The second two will write over the padding at the end of the rom.

I'll create a IPS for a clean rom soon.

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
@tehaxor69:

Great #w{=D}

Have you already tested, whether they work? Sorry, I couldn't yet, because I had problems patching them... You can use LunarIPS or SNESTool to create the IPS patch.
Can you please make the IPS patch now, please?
I like them more than Xkas patches anyway.

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

Here is the link to the IPS for the Grim Leecher palette fix.

Edit:
Grim Leecher patch
Patch has buggs, use new one.

I have tested it on a clean rom in ZSNES, the palettes change properly.

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Wooooooo!!
Great, greater, this patch. Seriously, you did a splendid job on this! Another big problem is solved now! Excellent! I've tested it with a non-green Yoshi and a custom Yoshi-color and they both work!

*Edit*
There are two other things which bother me aside from the questions you can see in my profile: The first is, that the screen doesn't follow Yoshi, when he climbs a wall using the Car-Morph, or when he jumps off a Bullet Bill. The second thing is, that when Yoshi dies of lava he is still able to activate !-Switches to rescue himself. Also, the screen scrolls downwards until it is not allowed to scroll anymore, when Yoshi dies of lava. The better solution would be, when the would be locked and if Yoshi goes offscreen then, the "Try Again?" is shown. At the moment, as explained, the screen follows Yoshi while he falls down. The "Try Again?" is shown, when he goes offscreen, after the screen stopped.

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

This is the code that creates the balloon colors.
Code
$05/B481 E2 20       SEP #$20                A:0004 X:0038 Y:0001 P:envmXdizc
$05/B483 A5 10       LDA $10    [$00:7970]   A:0004 X:003C Y:0001 P:envMXdizc          Get random number
$05/B485 29 03       AND #$03                A:002D X:002C Y:0001 P:envMXdizc          Limit indexing to 4
$05/B487 A8          TAY                     A:0000 X:005C Y:0001 P:envMXdiZc
$05/B488 B9 1D B4    LDA $B41D,y[$05:B41E]   A:0001 X:0048 Y:0001 P:envMXdizc          Load from balloon data, [0x20 0x22 0x24 0x28]
$05/B48B 9D 42 70    STA $7042,x[$05:707E]   A:0028 X:003C Y:0003 P:envMXdizc


Here is a hack for the light blue balloon you wanted.
I also created a patch to include a black balloon -optional.

Code
BALLOON HACK

HIJACK_3
.ORG	0x2B685
	AND	$1F						//2	0x29, 0x1F
	JMP	0xBFFDC0					//4	0x5C, 0xC0, 0xFD, 0xBF

.ORG	0x1FFFC0
GET_BALLOON_VALUE
	PHX							//1	0xDA
	TAX							//1	0xAA
	LDA	BALLOON_DATA,X					//4	0xBF, 0xCB, 0xFD, 0xBF
	PLX							//1	0xFA
	JMP	HIJACK_3_0_RETURN				//4	0x5C, 0x8B, 0xB4, 0x05
BALLOON_DATA...


Blue
Code
BALLOON_DATA
.DB	0X20, 0X22, 0X24, 0X28, 0X2C, 0X20, 0X22, 0X24
.DB	0X28, 0X2C, 0X20, 0X22, 0X24, 0X28, 0X2C, 0X20
.DB	0X22, 0X24, 0X28, 0X2C, 0X20, 0X22, 0X24, 0X28
.DB	0X2C, 0X20, 0X22, 0X24, 0X28, 0X2C, 0X2C, 0X2C


Black
Code
BALLOON_DATA
.DB	0X20, 0X22, 0X24, 0X28, 0X2E, 0X20, 0X22, 0X24
.DB	0X28, 0X2E, 0X20, 0X22, 0X24, 0X28, 0X2E, 0X20
.DB	0X22, 0X24, 0X28, 0X2E, 0X20, 0X22, 0X24, 0X28
.DB	0X2E, 0X20, 0X22, 0X24, 0X28, 0X2E, 0X2E, 0X2E


Blue and Black
Code
BALLOON_DATA
.DB	0X20, 0X22, 0X24, 0X28, 0X2C, 0X2E, 0X20, 0X22
.DB	0X24, 0X28, 0X2C, 0X2E, 0X20, 0X22, 0X24, 0X28
.DB	0X2C, 0X2E, 0X20, 0X22, 0X24, 0X28, 0X2C, 0X2E
.DB	0X20, 0X22, 0X24, 0X28, 0X2C, 0X2E, 0X2C, 0X2E


IPS files:
Light Blue Balloon

Black Balloon

Light Blue and Black Balloon

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Sorry, that I didn't post a reply recently. I was busy and had not much time, then some problems with the PC... you know.
Well, anyways, those patches are awesomeness #w{=3}
Thank you very much for that, now another problem is over-solved (because now it's even possible to have 6 different balloon-colors and 5 are needed). Oh, and for the IPS patches: Would you mind to write down how many bytes are consumed at which location in the future, please? Because, when I applied the grim leecher patch, it overwrote level data at 0x11554A. If possible, please don't use the large amount of free space in that location, because it's very good for having expanded level data there. For the blue balloon-patch you would write:
Consumes 0x2A bytes at 0x1FFFC0. The 0x5 bytes, which are changed at 0x2B686 are uninteresting, because there is no free space there. Please do that, because then I can relocate former data to another location before applying the patch, which eventually overwrites only-in-a-clean-ROM free space.
Oh, and a question concerning the grim leecher patch:
It overwrote some changed levelname- midring- and entrance-pointers. Why did it do this? The data has nothing to do with the grim leecher. Maybe an error in the IPS?

And a minor bug with the black balloon. The color, which is used on the upper left side of the balloon should always be white.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
That's why xkas patches are useful (though they're slightly more difficult to insert)... you can change the offset so they don't overwrite anything.

(Well, you can change the offsets in IPS patches as well, but it's more difficult.)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Turns out that SNES9X causes more problems than it solves, the debugger is great but the save ROM feature will change a lot more than you expect.

So these new patches were done 100% in a hex editor, and I have checked the originals with the hacks and they are now only different at the .ORG directives now.

Grim Leecher Patch
.ORG 0x0221AC 0x09 Bytes
.ORG 0x022318 0x06 Bytes
.ORG 0x1FFE60 0x13 Bytes
.ORG 0x1FFE7A 0x4C Bytes

Light Blue Balloon Patch
.ORG 0x02B686 0x05 Bytes
.ORG 0x1FFFC0 0x3D bytes

@Yoshis Fan:
The data changed at 0x2B686-0x2B68A is the hijack routine.
That is the code in the rom that controls the balloon palettes.
Those other address changes were unintentional.

Code
Old Code
.ORG 0x2B685
	AND	$03
	TAY
	LDA $B41D,y[$05:B41E]

New Code
.ORG 0x2B685
	AND	$1F
	JMP	0XBFFDC0


byte at 0x2B685 stays 0x29


Here are the new IPS files

Grim Leecher
Light Blue Balloon

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Great!!
By applying those two patches to Secret Of Yoshi's Island it gets a good step closer to completion. I appreciate your help very much #w{=)}

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have modified sprite 0S8, the one that use to crash, to allow you to face left and or start skiing on level start up.

When X is even - Yoshi will start skiing.
When X is odd - Yoshi will be normal.
When Y is even - Yoshi will face left.
When Y is odd - Yoshi will face right.


Code
.ORG	0x18218
.DB	0xEB, 0xFD, 0xBF
.ORG	0x18746
.DB	0x2E, 0xFE, 0xBF


.ORG	0x1FFFEB
SPRITE_0X08_HACK
	LDA	0x703D46				//4	0xAF, 0x46, 0x3D, 0x70		Check if level loading screen wipe
	AND	0xFF					//3	0x29, 0xFF, 0x00
	BNE	CHECK_SECTION_CHANGE			//2	0xD0, 0x02			Bail if not running
	BEQ	SET_VALUES				//2	0xF0, 0x09			OK to set Values

CHECK_SECTION_CHANGE
	LDA	0x7E0387				//4	0xAF, 0x87, 0x03, 0x7E		Check if screen wipe
	AND	0xFF					//3	0x29, 0xFF, 0x00
	BEQ	DONE					//2	0xD0, 0x2F

SET_VALUES
	LDA	0x7027D2				//4	0xAF, 0xD2, 0x27, 0x70		Check Y axis of sprite
	AND	0x01					//3	0x29, 0x01, 0x00
	BEQ	SET_RIGHT				//2	0xF0, 0x02
	BNE	SET_LEFT				//2	0xD0, 0x09

SET_RIGHT
	LDA	0x0000					//3	0xA9, 0x00, 0x00		Set face right
	STA	0x7000C4				//4	0x8F, 0xC4, 0x00, 0x70
	BRA	CHAR_MOD				//2	0x80, 0x09

SET_LEFT
	LDA	0x0002					//3	0XA9, 0X02, 0X00		Set face left
	STA	0x7000C4				//4	0X8F, 0XC4, 0X00, 0X70
	BRA	CHAR_MOD				//2	0x80, 0x00

CHAR_MOD
	LDA	0x7027D0				//4	0xAF, 0xD0, 0x27, 0x70		Check X axis
	AND	0x01					//3	0x29, 0x01, 0x00
	BNE	SET_SKI					//2	0XD0, 0X02
	BRA	DONE					//2	0X80, 0X07

SET_SKI
	LDA	0x000E					//3	0XA9, 0X0E, 0X00		Set Ski Yoshi
	STA	0x7000AE				//4	0X8F, 0XAE, 0X00, 0X70

DONE
	JSL	$03AA52					//4	0x22, 0x52, 0xAA, 0x03		Make custom sprite invisible.
	RTL						//1	0x6B


IPS FILE:
0S8 patch

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Wow, that's quite cool!!
But one question: What is the odd Y-axis and the odd X-axis for? Placing the sprite on an odd X/Y-axis will do the same like not having placed the sprite at all...

By the way: Can you make that Sprite S1D5 will lock the vertical scrolling of the screen downwards? So it acts like S1D6, but instead not allowing for scrolling right, S1D5 should not allow for scrolling down.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I just remembered a question I had earlier... remember the object editing? Can anyone tell me how to make an object of invisible solid blocks (that is, an object that acts like the stone blocks but uses the blank tile)?

I'm planning to make certain boss battles (such as Baby Bowser) not contain walls, but if I do that, the boss can go off the left side of the screen and vanish, making the battle impossible. (And in the case of Baby Bowser, since the battle needs to be using the left-most screen (I've tested, and Baby Bowser ground pounds Kamek at a very specific location), I can't simply place an off-screen wall with XFE, like I'd do in a normal level.)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
You could use something like Mattrizzle's Yoshi's Island: Magic-Proof Kamek room blocks, but replace the metatile data with:

Code
.db 0xFF, 0x18, 0xFF, 0x18
.db 0xFF, 0x18, 0xFF, 0x18


That would make the blocks invisible.

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
@tehaxor69:
0S8 used to work fine in some of my levels, but when I placed it in 1-3, Yoshi always started leftwards and with skis regardless of the position I placed 0S8... That occured in other levels, too...

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

Turns out the X and Y cords are index as well.
The data at 0x7027D0 XXXXYYYY matches 70% of the time.

During the sprites sub routine:
0x007960 XXXXXX will contain the address of the sprite's sub routine.
0x0470E2 + X will contain the X-axis * 0x10
0x047182 + X will contain the Y-axis * 0x10

This is the updated code

Code
.ORG	0x18218
	0xEB, 0xFD, 0xBF
.ORG	0x18746
	0x2E, 0xFE, 0xBF


.ORG	0x1FFFEB
SPRITE_0X08_HACK
	LDA	0x703D46			//4	0xAF, 0x46, 0x3D, 0x70		Check if screen wipe
	AND	0xFF				//3	0x29, 0xFF, 0x00
	BNE	CHECK_SECTION_CHANGE		//2	0xD0, 0x02			Bail if not running
	BEQ	SET_VALUES			//2	0xF0, 0x09			OK to set Values

CHECK_SECTION_CHANGE
	LDA	0x7E0387			//4	0xAF, 0x87, 0x03, 0x7E		Check if screen wipe
	AND	0xFF				//3	0x29, 0xFF, 0x00
	BEQ	DONE				//2	0xD0, 0x2F

SET_VALUES
	LDA	0x047182,x			//4	0xBF, 0x82, 0x71, 0x04		Check Y axis of sprite 
	AND	0x0010				//3	0x29, 0x10, 0x00
	BEQ	SET_RIGHT			//2	0xF0, 0x02
	BNE	SET_LEFT			//2	0xD0, 0x09

SET_RIGHT
	LDA	0x0000				//3	0xA9, 0x00, 0x00		Set face right
	STA	0x7000C4			//4	0x8F, 0xC4, 0x00, 0x70
	BRA	CHAR_MOD			//2	0x80, 0x09

SET_LEFT
	LDA	0x0002				//3	0XA9, 0X02, 0X00		Set face Left
	STA	0x7000C4			//4	0X8F, 0XC4, 0X00, 0X70
	BRA	CHAR_MOD			//2	0x80, 0x00

CHAR_MOD
	LDA	0x0470E2,x			//4	0xBF, 0xE2, 0x70, 0x04		Check X axis of sprite 
	AND	0x0010				//3	0x29, 0x10, 0x00
	BNE	SET_SKI				//2	0XD0, 0X02
	BRA	DONE				//2	0X80, 0X07

SET_SKI
	LDA	0x000E				//3	0XA9, 0X0E, 0X00		Set Ski Yoshi
	STA	0x7000AE			//4	0X8F, 0XAE, 0X00, 0X70

DONE
	JSL	$03AA52				//4	0x22, 0x52, 0xAA, 0x03		Make are custom sprite blank.
	RTL					//1	0x6B


IPS file:
0S8 patch


Now only if I could get the sprite offsets for the ones > 0x1B9.

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Sorry again, that I didn't reply, but I was working on Jacob's SMW2+2 Extra, as you might have noticed. Anyways, now the patch is fixed, it works 100% on all the levels I tested it in. Really good stuff! But position X1/Y1 seems redundant to me. Also, if Yoshi is skiing with his face on the left he still skis rightwards. So X2/Y2 is buggy. Having this Sprite, the left-looking Yoshi feature can be imitated quite well, which is great. I wonder, whether you can make it so, that X1/Y1 will do what the Ski-Mode does. If placed in a level, it checks whether the Tileset is Snow and Item Memory index is #3. If the condition is satisfied, it completely locks any screen scrolling and using a door will automatically make Yoshi ski and unlocks the screens. This can be seen in levels 5-3 and Extra 5. If you can do this, then Sprite 08 could also imitate the Ski-Mode.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Zeldara109
I think what we need now is the location of the table of pointers to each object/sprite's code (it must exist somewhere right?). Being able to edit existing or unused sprites would be very useful.


After much Rom disassembling I have found the other sprite table:

Sprite Table 2 - 0x1BA-0x1FF is only 2 bytes, instead 3.
ROM:0x1D66D-0x1D6F9
SNES:0x03D46D-0x3D4F9

OBJ - Offset - Address
0x1BA = 0x02 - 0x03D55B
0x1BB = 0x04 - 0x03D55B
0x1BC = 0x06 - 0x03D55B
0x1BD = 0x08 - 0x03D55B
0x1BE = 0x0A - 0x03D55B
0x1BF = 0x0C - 0x03D55B
0x1C0 = 0x0E - 0x03D55B
0x1C1 = 0x10 - 0x03D55B
0x1C2 = 0x12 - 0x03D55B
0x1C3 = 0x14 - 0x03D55B
0x1C4 = 0x16 - 0x03D55B
0x1C5 = 0x18 - 0x03D55B
0x1C6 = 0x1A - 0x03D55B
0x1C7 = 0x1C - 0x03D55B
0x1C8 = 0x1E - 0x03D55B
0x1C9 = 0x20 - 0x03D55B
0x1CA = 0x22 - 0x03D83D
0x1CB = 0x24 - 0x03D83D
0x1CC = 0x26 - 0x03D83D
0x1CD = 0x28 - 0x03D83D
0x1CE = 0x2A - 0x03D83D
0x1CF = 0x2C - 0x03D83D
0x1D0 = 0x2E - 0x03D83D
0x1D1 = 0x30 - 0x03D83D
0x1D2 = 0x32 - 0x03D83D
0x1D3 = 0x34 - 0x03D83D
0x1D4 = 0x36 - 0x03D83D
0x1D5 = 0x38 - 0x03E3B1
0x1D6 = 0x3A - 0x03E2B5
0x1D7 = 0x3C - 0x03D9CA
0x1D8 = 0x3E - 0x03DA58
0x1D9 = 0x40 - 0x03DA5E
0x1DA = 0x42 - 0x030C3E
0x1DB = 0x44 - 0x030C46
0x1DC = 0x46 - 0x03DA70
0x1DD = 0x48 - 0x03DB85
0x1DE = 0x4A - 0x03DA70
0x1DF = 0x4C - 0x030C48
0x1E0 = 0x4E - 0x03DB8B
0x1E1 = 0x50 - 0x03DC2E
0x1E2 = 0x52 - 0x03DC38
0x1E3 = 0x54 - 0x03DDA3
0x1E4 = 0x56 - 0x03DDB8
0x1E5 = 0x58 - 0x03DDBE
0x1E6 = 0x5A - 0x03DE5A
0x1E7 = 0x5C - 0x03DE60
0x1E8 = 0x5E - 0x03DF0C
0x1E9 = 0x60 - 0x03DF12
0x1EA = 0x62 - 0x03DFF0
0x1EB = 0x64 - 0x03DFF6
0x1EC = 0x66 - 0x030C72
0x1ED = 0x68 - 0x030C74
0x1EE = 0x6A - 0x03E124
0x1EF = 0x6C - 0x03E142
0x1F0 = 0x6E - 0x03E1E2
0X1F1 = 0x70 - 0x03E2A1
0x1F2 = 0x72 - 0x03E2A7
0x1F3 = 0x74 - 0x030C7C
0x1F4 = 0x76 - 0x03E2CC
0x1F5 = 0x78 - 0x03D615
0x1F6 = 0x7A - 0x03D615
0x1F7 = 0x7C - 0x03D615
0x1F8 = 0x7E - 0x03D615
0x1F9 = 0x80 - 0x03D615
0x1FA = 0x82 - 0x03D615
0x1FB = 0x84 - 0x03D615
0x1FC = 0x86 - 0x03D615
0x1FD = 0x88 - 0x03D615
0x1FE = 0x8A - 0x03D615
0x1FF = 0x8C - 0x03D615

Here is the code that reads the table and jumps:
This code is jumping to the "Lock Horizontal Scroll"
Code
	$03/979E DA          PHX                     A:001C X:0000 Y:0000 P:envmxdizC
	$03/979F A0 06 00    LDY #$0006              A:001C X:0000 Y:0000 P:envmxdizC
	$03/97A2 BE 04 0C    LDX $0C04,y[$03:0C0A]   A:001C X:0000 Y:0006 P:envmxdizC
	$03/97A5 F0 07       BEQ $07    [$97AE]      A:001C X:0000 Y:0006 P:envmxdiZC
	$03/97AE 1A          INC A                   A:001C X:0000 Y:0006 P:envmxdiZC
	$03/97AF 99 04 0C    STA $0C04,y[$03:0C0A]   A:001D X:0000 Y:0006 P:envmxdizC
	$03/97B2 0A          ASL A                   A:001D X:0000 Y:0006 P:envmxdizC
	$03/97B3 FA          PLX                     A:003A X:0000 Y:0006 P:envmxdizc
	$03/97B4 DA          PHX                     A:003A X:0000 Y:0006 P:envmxdiZc
	$03/97B5 48          PHA                     A:003A X:0000 Y:0006 P:envmxdiZc
	$03/97B6 BF D4 27 70 LDA $7027D4,x[$70:27D4] A:003A X:0000 Y:0006 P:envmxdiZc
	$03/97BA 99 0C 0C    STA $0C0C,y[$03:0C12]   A:002D X:0000 Y:0006 P:envmxdizc
	$03/97BD BF D0 27 70 LDA $7027D0,x[$70:27D0] A:002D X:0000 Y:0006 P:envmxdizc
	$03/97C1 8D 60 79    STA $7960  [$03:7960]   A:001F X:0000 Y:0006 P:envmxdizc
	$03/97C4 BF D2 27 70 LDA $7027D2,x[$70:27D2] A:001F X:0000 Y:0006 P:envmxdizc
	$03/97C8 8D 62 79    STA $7962  [$03:7962]   A:0076 X:0000 Y:0006 P:envmxdizc
	$03/97CB 68          PLA                     A:0076 X:0000 Y:0006 P:envmxdizc
	$03/97CC AA          TAX                     A:003A X:0000 Y:0006 P:envmxdizc
	$03/97CD FC 6D D4    JSR ($D46D,x)[$03:E2B5] A:003A X:003A Y:0006 P:envmxdizc



@Yoshis Fan:
Now I can work on those other hacks you wanted.

I would be happy to work with anyone who wants a custom sprite.
I already created one for S08, but now S1F5 - S1FF can be used.


Not sure if this should go in "SMW 2 Yoshi's Island Offsets and helpful info"

--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
It definitely should. Those are very, very great finds! Finding such tables opens fully new possibilities to Yoshi's Island hacking.

Do you know SuperFX? If yes, I got another custom Sprite request for Secret Of Yoshi's Island (In case you don't know: It's a Mini-Hack of me where I ported the Secret-Levels of the GBA-version to SNES). Can you make a snowball, just like Sprite 0DC. But this one should only use 2 SuperFX slots instead of all 4. This can be done by using 2 different parts of the snowball instead of all 4 and mirroring it. It's the same like Sprite 102. It uses 2 SuperFX slots, because the mace and the spiny chain is the same as on the other side, just mirrored. Using this technique for the custom snowball, it's possible to decrease its SuperFX size from all 4 slots to 2.

Oh, also is it possible to edit the Tileset&Palette changers now?
Those are Sprites S1BA to S1C9. At the moment they work like this:
If placed on even X, the Tileset changes to the Tileset according to each sprite (Tilesets 0-F). If placed on odd X, the Layer 1 Palette changes to the palette according to each sprite (Palettes 0-F). Well, you see that it's impossible to use paletes 10-1F using those Sprites. So it would be great, if they'd work like this:
X1/Y1 Change Tileset
X1/Y2 Change Tileset
X2/Y1 Change Palette to 0-F
X2/Y2 Change Palette to 10-1F

So if placed on odd X and Y coordinates they should load the Palette they usually load plus 0x10.

Aside from that, when you use those Sprites, all SuperFX sprites will not be shown. Do you know why this happens?

Some other requests from Secret Of Yoshi's Island:
Create static balloons, which have the following properties: The graphics are the ones, which are used for S17E. The left of the three balloons is the first frame, the one in the mid is the second and the right one is the third fram, then it goes back to the second frame and then starts again. If Yoshi's tongue hits it, it stops at the balloon. While it flies off, it can be destroyed, if it's hit by an enemy or an egg, the enemy/egg is destroyed, then, too. If "explodes" using a ring of stars. While it's on the earth, Yoshi can easily run trough it and nothing happens. Hitting a "tied" balloon with a koopa shell will destroy the balloon and the koopa shell goes on and can hit other enemies. Hitting such a balloon with a shy guy will destroy both, the balloon and the shy guy.
Create a second Kamek, which attacks Yoshi. It flies 4 coordinates higher than the normal Kamek, which attacks Yoshi (S125 at X2). Then, a Kamek-Blocker. When Yoshi gets near to it, it works similar to the Lakitu-Blocker. Kamek makes a final attack and then, when he goes offscreen he won't come back anymore.

Sorry, this is very much I request... If it's too much work for you, you don't need to do this for me. I won't press you to do this for me.

*Edit*
Oh, I didn't realize, yet...
1000th post!!! Woooooooooohooooooooo!!
@Yoshis Fan:

I know why the FX-sprites are disabled, its cause of the FX-memory allocation flag.
SNES:0x037ECC - FX-Slot 1 usage: 0x00 = Free, 0xFF = Full
SNES:0x037ECD - FX-Slot 2 usage: 0x00 = Free, 0xFF = Full
SNES:0x037ECE - FX-Slot 3 usage: 0x00 = Free, 0xFF = Full
SNES:0x037ECF - FX-Slot 4 usage: 0x00 = Free, 0xFF = Full

Each sprites routine will check, use, and free it self from here.
If a sprite requires 1 FX-slot, and non are available, it will not show up, if four are required, the same thing, the only exception to this flag is Super Mario who uses a 5th FX-slot, strange thing is the snowballs, and flowers will work but not the piranha plants.

To get the snowball to claim half its normal allocation
change ROM:0x01B0F1 from 0xFFFF to 0x00FF

I got the other half of the snow ball to mirror the first half

Now I need to limit the FX-rendering from 4 to 2 slots, then I'll be done.

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
@tehaxor69:
Wow, that's quite impressive what you've found there.
Also, are you sure, that a flower + a snowball works? A flower S110 works for sure, but S0FA should actually not work. So if I understood right, this allocation flag is activated, when such a sprite from S1B9-S1CA works? But why? Changing current Tileset/Palette of Layer 1 should actually claim nothing of SuperFX, since nothing stretches/rotates/scales...

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
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Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - Play as Super Mario and other Yoshi forms

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