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* SMW2+2 Extra

Oh, thanks for finding this.
I've noticed that issue once, when Secret 6 led me to World 2 and then I switch back to World 1... I'll try to fix this, please be patient. If I can't however, you need to ask someone more capable.
A thing I noticed: After making it through a level will turn everything back to normal, even if the configuration is "Hasty". When you made it through, then and change back to "Patient", this will occurr.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
I'll try to fix this, please be patient. If I can't however, you need to ask someone more capable.


Sure. I appreciate your help. =)
Sorry, I can't seem to figure that out...
Anyways, here is what I've done and what effect it has (in case someone wants to help me with it, but doesn't know where to start):
0xBDEDF [90 21 91 21 92 21 93 21 94 21 95 21 96 21 97 21]
Changed: [95 21 91 21 92 21 93 21 94 21 90 21 96 21 97 21]
Effect: Turns all ones into sixes and all sixes into ones on the map. Might be kind of cheap, but I was unable to find a way to let the game use World 6's numbers.

0xBDF07 [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C]
Changed: [B6 0B 96 0B 9E 0B A6 0B AE 0B 8E 0B CE 0C D6 0C]
Effect: Changes the position of the number below the 1st and the 6th level.

0xBDAF9 [9D D4 0D]
Changed: [4F 25 DF]
Effect: Enables the whole tab-bar without having completed any Worlds before.

The problem probably is:
Somewhere in the ROM the original position of the numbers are stored, that's why they change back. I've already searched for a copy of the position written at 0xBDF07 and found one, but changing it does not affect this. It's at 0xBD31D.
I don't know about the Tab-bar. Maybe there's a backup somewhere in the ROM or I've used the wrong bytes, so something different must be typed at Offset 0xBDAF9. I've tested out some other values, but that didn't work, so I think the problem comes from another location.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Well, thanks for your help so far. Don't worry, right now, it's still really early. I'm still working on the first level, so for now, I'll just be focusing levels. I generally save a lot of technical stuff for later. I usually figure something out one way or another. =)
Maybe you can help me, Jacob. Did Mattrizzle or the one, who helped you with SMW2+2's ASM stuff, tell, what each Hex-Edit is good for? A part of the code I need is already in SMW2+2. SMW2+2 shows 5 more tab-tilemaps each World you won, the original game only shows 4 more.
Maybe, if someone, who knows ASM and reads this could help, please?
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Did Mattrizzle or the one, who helped you with SMW2+2's ASM stuff, tell, what each Hex-Edit is good for?


Yep, Mattrizzle was the main one helping me out with ASM stuff. Was there a particular hex edit you'd like me to track down?
Thank you for sending me the Hex-Edits.

Here is an IPS, which solves the problem partially. The tab-problem is COMPLETELY resolved by this, the problem with the numbers, however will still be there. But at least the more important thing is fixed, because it's a lot more obvious than the number-shift.

SMW2+2 Extra ASM-stuff.ips

Patch this to a clean ROM, patching it to the already existing version of SMW2+2 Extra should be no problem... But I can't give warranty.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
No problem I'm also trying to fix the number shift at the moment, but it's not that "easy" as it was with the tab-bar...
One personal question: Do you use Hasty by default or did you activate it for testing purpose?

*Edit*:
The problem could get solved much easier, if I'd know how to make, that the game treats World 1 as World 6...
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I actually use Hasty myself. I know most people use Patient. I don't know, I've always found it more convenient just to release the key to throw the egg rather than pressing it twice.
Nothing much to say other than this looks very interesting. I enjoyed SMW2+2 but found it to be too easy as well. And I do love hard hacks, so will look forward to the challenge.
Alright, finished 6-1. Some more screens...

Firstly, I fixed this part so that you can't hover under and toss an egg to get the items. Some cement blocks instead of a log bridge did the trick.



More enemies to avoid.



A thorn descent, like in Secret 6 of the GBA version.



And after descending the skies, Yoshi returns to land. I'm trying to make my levels flow more naturally like this.

All those look very nice, Jacob! I like the palettes used in both 6-1 and 6-2.Free counters!
Jacob, seriously, I always admired you for your BG/FG palette-combinations. Your level-style is definitely very good.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Whoa, Jake, everything you've showcased so far looks pretty awesome. Really digging the looks of that jungle-themed level especially - it just has something in it that kind of makes it stand out among many other levels by the same theme. It is most certainly your palette choices, as well as how well they blend together, but still, awesome.

Cool that you're working on an "expansion pack" of sorts for SMW2+2, especially since that hack was one of your biggest pieces of success, possibly only losing its spot for SMW2+3. Not to mention that I still ask myself why the hell didn't Nintendo whip up something like THAT to be a sequel of YI. ;)

All in all, I am liking what I see. Carry on the good work.
Another section of 6-2: Jungle Gym.



Since you don't have the danger of bottomless pits in a water environment, I'm jam-packing the area with jungle and aquatic baddies.
Looks very nice so far, Jacob. But you can make instant-death stuff in such an area. Easily place object F5 in the water.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Looks very nice so far, Jacob. But you can make instant-death stuff in such an area. Easily place object F5 in the water.

That would be unfair. (Unless the spikes are visible, but then it might look strange...)

–=–=–=–=–=–=–
Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Yeah, I definitely wouldn't want the players to walk into a trap they can't see. :x

Hopefully this section will be decently challenging on its own.