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General Golden Egg Discussion Thread

Tool

Yes, EggVine 0.81+ is a thing I can warmly recommend to everyone #w{=P}

No, seriously. If you don't want to have a look on the Sprite Set list every time you want to use a certain sprite, such a feature is really useful. I just guess since nobody of you likes EggVine nor uses it, you will have to wait for Golden Egg having that feature.
But as Zeldara stated out, Golden Egg would have to have a sprite recognition. It would have to read the data said in the Sprite Set table and then determine, whether all of the used GFX files work for the Sprite(s) they are supposed to work for. It would have to check, whether the Sprite looks as it should or not. Since a program can't judge, it must test, whether certain Tilemaps are used for the sprites. If not, then it leaves the not-working Sprites out. Complicated stuff (at least I believe it's complicated). In case nobody is willing to edit the GFX files used by each Sprite Set, such a verification would be pointless. Then a simple list would be enough.

In case anyone wants to give EggVine a chance, here is how to let it show Sprites from certain Sprite Sets.
If your Sprite Set (they are decimal there, so it goes from 0-127, instead from 0x0-0x7F) is one-digit, type:

SS00(Your Sprite Set)

If two-digit:

SS0(Your Sprite Set)

If three-digit:

SS(Your Sprite Set



...Just in case.


*Edit*
Damn, I had to change the background color of my avatar again...
Can't the GIF format simply work with partial Transparency? Oh, well.
Originally posted by Yoshis Fan
Yes, EggVine 0.81+ is a thing I can warmly recommend to everyone #w{=P}

No, seriously. If you don't want to have a look on the Sprite Set list every time you want to use a certain sprite, such a feature is really useful. I just guess since nobody of you likes EggVine nor uses it, you will have to wait for Golden Egg having that feature.
But as Zeldara stated out, Golden Egg would have to have a sprite recognition. It would have to read the data said in the Sprite Set table and then determine, whether all of the used GFX files work for the Sprite(s) they are supposed to work for. It would have to check, whether the Sprite looks as it should or not. Since a program can't judge, it must test, whether certain Tilemaps are used for the sprites. If not, then it leaves the not-working Sprites out. Complicated stuff (at least I believe it's complicated). In case nobody is willing to edit the GFX files used by each Sprite Set, such a verification would be pointless. Then a simple list would be enough.

In case anyone wants to give EggVine a chance, here is how to let it show Sprites from certain Sprite Sets.
If your Sprite Set (they are decimal there, so it goes from 0-127, instead from 0x0-0x7F) is one-digit, type:

SS00(Your Sprite Set)

If two-digit:

SS0(Your Sprite Set)

If three-digit:

SS(Your Sprite Set



...Just in case.


*Edit*
Damn, I had to change the background color of my avatar again...
Can't the GIF format simply work with partial Transparency? Oh, well.

Hmm, I might use it, only to find out what sprites do work iwth the respective sprite GFX. Only one problem: The link to the 0.81 + editor of yours doesn't work.
Eh?
You're right, it's not in "My Files"...
That's very weird. Well, I'll re-upload it for you!
Here you go! (I hope that is the correct package with the newest stuff included.)
This really is useful. Thanks. I wish that sprite set viewer has a Word Wrap function. Some sprites are compatible with a huge numbar of sprite sets and you can't see all of them. The Tap-Tap is an example.
Yeah, sorry, but sadly I cannot do anything about that. EggVine's coding hasn't been developed in years and is unlikely to develop in the future (chances now are even smaller, since Golden Egg came out).
But in order to see, with which Sprite Sets they are compatible, you should use the Sprite Set list. Those Sprite Set markers at the end of each Sprite's description are only to search them efficiently. The feature is supposed to do the same to the Sprites as the "Current" button in Golden Egg does to the objects. In the filter, type in "(AU)" to see any Sprite, which is compatible with any Sprite Set (most of them are SuperFX-sprites).
I will. And you'll be given credit in my next video. Should come soon.
Thanks, appreciated! #w{=D}
By the way, when a list of sprite sets is too long to be displayed in Eggvine, you can view the full description by opening SpriteData.dat in a text editor.

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
@Romi:
When you implement a Sprite-Preview into the editor, you might as well add the Chomp Rock patch, so the editor is also able to preview the correct palette of each Chomp Rock. In the header editor you could make another flag saying "Non-header-settings". There would be two tickable options, there:

- Use Brown Chomp Rocks (Position-Memory)
- Use World 6's Bone-Tileset (requires BG 1 Tileset #01)

For the second one, you would have to implement Kipernal's World 6-Patch (and split the World 6 code off if necessary, since the patch is four patches in one at the moment). You could simply make Golden Egg Auto-Apply those two ASM-patches and then it edits the corresponding bits in the bit-tables for each level you tick those options and save. This way, Golden Egg would become an all-round editor for Yoshi's Island.
Those features would be very nice in the editor.
I agree, it would give the player more options when making levels.Free counters!
Remember, there's a limited amount of space at the end of the ROM... it may be better if Golden Egg doesn't automatically apply the patches (since not everyone is going to use them). Instead, there could be a menu for applying optional patches that the editor supports. If you choose to apply the patch, those check boxes would appear.

While we're on the topic of applying patches through Golden Egg... I think that whenever Golden Egg adds support for midway entrance editing, it should also include an option to expand the Midring data (like Yoshis Fan's patch). (It would be even better if Golden Egg could automatically preserve the existing midway entrances when changing the midway pointers.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
Good points, Zeldara.
Another advantage of the World 6 patch is, that Golden Egg will be able to preview the World 6 Tileset in levels automatically (not that it would be much of an effort to manually tick that feature, but it surely is an improvement).
Another thing is the (already planned) implementation of the Entrance and Midring-Editor. However, Romi, those editors shouldn't be such dicks to pointers. The applications should read the pointers and then display the data they point to. They should not (as they do now) only show data in a certain range. Another thing they should not do is editing the pointers automatically (bad glitches already happened, when I restarted from a Midring...).
I have a minor problem that has been annoying me, I have a pipe (before anyone asks me the statistics of the pipe, yes it leads to the right coordinates) that works fine but when Yoshi traveles up the pipe, his warping animation is not present, I have no idea why this is occurring whether its a sprite limitation glitch or something else.

Mickey8715, Please subscribe and comment!
Sprite Limitation-Glitch:
Simply nonsense.
If everything's right, when you use Layer 2 BG #1B, then I know, what's the problem and you should either.

In case you are using a special Layer 3 (for example mist), you must keep the level mode. You can work around using a pipe by either letting Yoshi fall from the sky or use Entrance Type #9. Level modes that generally work with pipes are:

#5
#6
#7
#B
#C
Thanks, I changed the level mode to five and now it works, although i did place the castle wall, object 44 but I removed the piece that was obstructing the animation procedure. once again, thank you.

Mickey8715, Please subscribe and comment!
I see you've figured this out yourself, but I might as well explain in more detail for anyone else having trouble with the same problem:

It's generally not a good idea to have Yoshi be in front of Layer 1 decorations (such as cross sections) during pipe entrance/exit animations. If you need an exit/entrance there, either remove the decoration, or use another method (such as a door).

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
@Zeldara:
It is possible to let Yoshi appear in front of Layer 1 Decorations when he comes out of a non-usable pipe (F4). You simply must use Entrance Type #8. The animation, however, is not the original pipe exit-animation. F4 is a special pipe, because all of its tiles cover Sprites (that's why it's usable for Shy Guys/Ghost Shy Guys and Lantern Ghosts coming out of a pipe). The reason, why Yoshi disappears is, that the game makes, that he's covered by all Layer 1 objects, when entering a pipe. That must be done, because every other pipe than F4 would not cover Yoshi, then. I can't understand, however, why Yoshi is covered by Layer 2 objects, when he enters pipes or comes out of them. I actually can't think of a situation, where Yoshi would have to be behind Layer 2. In the GBA version of the game, Yoshi is never covered by Layer 2 objects, when he enters a pipe. Nintendo seems to have edited the Level Mode in a way, so that does not happen anymore. Another thing they did is, that the mist, which must be used with a certain Level Mode fastly appears, once Yoshi enters the level and disappears, when he dies. Its animation doesn't change, when he enters a pipe, though. Fixing the thing of Yoshi being covered by Layer 1 tiles would be senseless in my opinion, because he must be covered by Layer 1 tiles. Even if we could make, that he is only covered by certain Map16 tiles, we'd get problems with the special warp S0D1.
That reminds me... do you know what the purpose of entrance type #8 is in the first place? I see you've just told me one potential use for it, but is it useful in any other ways?

(As for the GBA version, I know the GBA has a different layer system (not sure about the details, but I've seen documentation of it somewhere), so they probably had to reprogram all of the layer-ordering anyway... possibly everything graphics-related, actually, considering it's GBA and not SNES+SuperFX. I have no idea.)

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Advynia: a Yoshi's Island editor - Alyssa's Unlikely Trap demo 3
@Zeldara:
I still find it weird, that Yoshi disappears behind Layer 2 sometimes. I don't think it has any purpose. Anyways, Nintendo either were too lazy to fix it or they couldn't, since you can see work-arounds for the problem (for example in 1-6 in the cave you can see a Latern Ghost pipe. You can enter it, even if Yoshi would disappear behind Layer 2 (Because it's dark there, so they had to use Level Mode #E). But he doesn't because in that certain place there are no Layer 2 objects).

Yes #8 is for Sewer-Entrances from above. Open level number #19 from the original game to see it. It's functionality is simple: Would they use another warp type, Yoshi would be below the Layer 1 Sewer Tiles. I think it would not make sense to use it for a Cross-Section Entrance. I would either do the trick with F4 or easily use Entrance Type #0. In Sewer-Areas #8 is required, though, except you want to let Yoshi start a few Ys below the actual warp-object. I mean object X6D.

Tool