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Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.Not logged in.
General Golden Egg Discussion Thread
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - General Golden Egg Discussion Thread
Pages: « 1 2 3 419 20 »
A new, more user-friendly YI editor, Golden Egg, is now in our hands, and I thought it'd be a good idea to have a general discussion thread for people to throw out their questions, concerns, and suggestions. I figure it's better to have everything regarding Golden Egg in one place rather than cluttering up all the stickies.

Some good topics would include:

-Questions/help with editor
-Bug reports
-Additional feature ideas
-FAQ/tutorial requests/ideas

So...I'll start out with the essentials:



Editor Download

Golden Egg Yoshi's Island Editor

Current Version: 0.005

Net Framework 4.0. Required to run editor.




Features which are not currently implemented which Romi plans on in future releases:
- BG2/BG3 viewer
- custom palette editor, including custom animated palette and custom gradient.
- function to scan illegal item placement. In other words, this'll warn if you placed items in the same vertical line in the same screen.
- entrance editor
- midway entrance editor
(these were once made in the C++ version.)
- sprites preview with in-game graphics
- message editor, once I disassembled the code
- better error-handling (sorry)
- maybe some others

I'll organize any bug reports and feature ideas people post here in this section, that way we can get more organized.



Bug Reports
-It's not possible to horizontally-scale the cross-section slopes and ceilings.
-If scaled odd, A9 is glitched in Tileset 3. A5 is displayed glitched, when used in Tileset 3.



Feature Ideas.
-Saving levels to external files and importing them.
-"Recent ROM" option in File menu
-Add Width & Length view to the program, so if you move the mouse on an object, the size is shown. Another thing, which should be implemented is a tile grid like in EggVine.
-Also a screen exit editor for the four rotating doors would be nice.
-Preview of the object/sprite you are about to place.




So...I got a question...has anyone figured out exactly how screen exits work? It says to set a "Target Page" in the screen exit editor, but I'm unsure how that's determined.

Also, is there a specific reason why .sfc is the default extension when opening a ROM. If there isn't, shouldn't .smc be the default one?
This is prince froggy's throat it is so glitched and I don't know why I didn't even touched the tileset but I find it trippy.

I'm guessing Prince Froggy's battle uses a special level mode that GE cannot render yet. I'm not sure how flexible it would be to edit, either.
yeah, I won't be surprise if it's like the roy boss battle. But I can't think of a reason why you would what to edit the prince froggy's throat battle but I guess it nice that you can.
For bug reports and feature ideas, there were plenty in the later pages of the Golden Egg C3 announcement, and a few in the YI hacking FAQ topic once C3 closed.

(And yes, Prince Froggy uses a special level mode, though it appears some portion of the effect is activated by the sprite itself being on a certain odd/even X/Y position. (At least the sprite 045 still displays there-- Lunar Magic doesn't display sprites in the Iggy/Morton/Ludwig/Roy/Larry/Bowser/defaultReznor battles, requiring you to change the level mode to be able to edit sprites.))

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Alyssa's Unlikely Trap - Zeldara's Glitch City
@Jacob:
I have figured out how they work:
1. Click on the pipe on Golden Egg to open its the Screen Exit editor.
2. Determine, in which screen your screen exit should be. First, count the vertical screens. They start from the upper row of screens. Those numbers go from 0-7, 7 is the lowest screen. Then count the horizontal screens. Those go from 0-F starting from the left end. Let's say, your screen exit is in screen 5E. Then you open the Target Page menu and hit Enable Screen Exit. Now you can edit it. The bad thing is, that you cannot see in which screens they are placed, yet. Plus, to edit them you have to open the corresponding Target Page. For example in level 0, there is a screen exit at screen 75, read 7|5. You will see, this is the screen, which has the pipe in it, which leads to the small cave bonus room. And tada, if you open that page in Golden Egg, the coordinates are shown.

I'm sure Romi will make it a lot more user-friendly in the future.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Got it, that makes sense. Thanks.

Well, upon sifting through the previous GE threads...there are quite a bit of good suggestions for future releases. However, I don't want to bombard Romi with too much stuff. I'd like to prioritize the most urgently needed features rather than dumping a whole bunch of stuff on him. So yeah...if anyone can explain which features they think are the most important to implement, let me know.
How in the world do you open the ROM? The file required to open is an .sfc instead of .smc...
Easily choose all Files and take an SMC.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Actually that did not work for me. I can't open the levels in the level editor.

Son of a bitch. It was acting stupid on me.
Originally posted by Mippish
Actually that did not work for me. I can't open the levels in the level editor.


File-->Open Level in ROM
I know this sounds dumb to ask but how do you add sprites and other things like that i selected the item and left cliked and right cliked and nothing new is added.
You need to drag the object/sprite name from the list onto the level area.
I think it would be nice if you could see a preview of the object/sprite you are about to place. When I say sprite, I mean of course, when Romi makes GE show sprite GFX.

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Mario's Journey for the Seven Mystic Gems - World 1 Demo
Firstly, thank you for creating a thread in place of me, Jacob.

Quote
-BG1 in Header/Palette Editor should be FG

The term 'BG' is more common in SNES, so I'll keep it.
Quote
Also a screen exit editor for the four rotating doors would be nice.

The four rotating doors' screen exit information is hardcoded and I have posted the offset and information before.
Quote
Also, is there a specific reason why .sfc is the default extension when opening a ROM. If there isn't, shouldn't .smc be the default one?

I support byuu's view about the ROM image extension. But well, I may add a support for it.

Many people made suggestion as to visualization, but I have many things in my mind, so don't worry.

Well, C3 being over, I suppose the pace will be slower again, as I just had rushed into making the editor functional enough to at least edit levels in order to have been in time for the event.

Lastly, here's one tip, which you might've noticed already.
- Clicking on the mini map viewer's screen, you can scroll the main display to that area where the mouse pointed in the mini map.
Originally posted by Romi
The term 'BG' is more common in SNES, so I'll keep it.


Got it. I'll just remove that from the Bugs list.

Also, I'm just compiling feature ideas in the first post. Obviously, it's all up to you what you implement or not, since it's your editor, we just want all of our ideas in one place. ;)
Random question: There's apparently a Yoshi color editor? How does that work? (The Yoshi colors are based on the map icon, not the 0-DD level number...)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
I have a question:

I recently edited the map icons in my hack. I saved the AllGFX.bin file and re-inserted the graphics. But since using Golden Egg, for some reason, whenever I save my level, the icons return to how they were before editing them. Why is this happening, and is there any way to fix it? I can re-insert the graphics after saving, and they appear fine, but next time I save, they'll change back to how they were before.

Edit: The same thing seems to be happening to the level names too.Free counters!
@Zeldara:
The indexes at 0x10200 determine the Yoshi color used for each level.

@Jeorge:
You must restart Golden Egg everytime you re-insert the graphics. Golden Egg is not a realtime editor. It will take the ROM's hex-code from the moment you opened the ROM. So using the hex-editor or do something different to the ROM while editing it with GE is a really bad idea!

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
@Yoshis Fan: So, should I redo the changes I made, but without the ROM opened in Golden Egg at the same time?

Edit: Don't worry about it, I did the above and it worked fine. Thanks for helping me with it! #w{=D}Free counters!
Pages: « 1 2 3 419 20 »
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - General Golden Egg Discussion Thread

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