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.
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!
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.
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
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.
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.
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.)
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...
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.
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.
Oh, I didn't realize, yet... 1000th post!!! Woooooooooohooooooooo!!
Location: Washington, DC
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.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
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...