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General Golden Egg Discussion Thread
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - General Golden Egg Discussion Thread
Pages: « 1 217 18 19 20 »
For Hex-Editing, you can use any Hex-Editor you want. However, Translhextion is used mostly, I think, at least it is recommended for ROM-Hacking.
In order to make the edits you want, open the ROM-file in the Editor and hit Ctrl+G, then type in "x36e2" (without quotation marks). It will then directly jump to the Offset you want to edit; in this case it's for the 1 graphic file. As Mattrizzle stated with the brackets, there is only one byte you want to edit at that address, so make sure to leave everything that is not the 6 Offsets for the 6 GFX Files untouched or you can (and most likely will) get into a hell of a mess.
As for other tools being usable after editing these Offsets, yes, everything will work just fine. The tools you use do edit other areas in the ROM; the Sprite Set Editor edits Offsets in the range starting from 0x3239 and going to 0x3239 + 6*0x80, which ends shortly before the Offsets you want to edit. The Message Editor is not even close, it operates in the range from 0x110200 to 0x1201FF.
With a little ASM work, it should also be possible to reference a certain Sprite Set Index instead of hard-coding the values this way.
Whether it is possible to use the Sprite Set specified in the Level-header depends on whether the value determining the Sprite Set exists in RAM when using Kamek's Room.

*EDIT: I've tried to use Kaboomba and Bumpties independently of each other in Kamek's Room. However, altering the values does not really seem to do anything, I've tried altering both 1A and both of them separately to 5E and 4A, but both times, the Sprites were still using the Graphics of Hookbill's Mountains. Changing the "good" values, however, that is the 67, 3D, 55 and 29, Kamek and the Fangs and Mildes do glitch. That is some weird stuff going on there :/
I actually thought, that the subroutine just imitates the normal behavior of loading Sprite GFX Files, but that does not seem to be the case, else the edits would work. Either that, or there are some other edits to be made.
Seems like more edits are required to make it work.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
The tools you use do edit other areas in the ROM; the Sprite Set Editor edits Offsets in the range starting from 0x3239 and going to 0x3239 + 6*0x80, which ends shortly before the Offsets you want to edit. The Message Editor is not even close, it operates in the range from 0x110200 to 0x1201FF.

*EDIT: I've tried to use Kaboomba and Bumpties independently of each other in Kamek's Room. However, altering the values does not really seem to do anything, I've tried altering both 1A and both of them separately to 5E and 4A, but both times, the Sprites were still using the Graphics of Hookbill's Mountains. Changing the "good" values, however, that is the 67, 3D, 55 and 29, Kamek and the Fangs and Mildes do glitch. That is some weird stuff going on there :/
I actually thought, that the subroutine just imitates the normal behavior of loading Sprite GFX Files, but that does not seem to be the case, else the edits would work. Either that, or there are some other edits to be made.
Seems like more edits are required to make it work.


Thanks for the information! Hmm... So there doesn't seem to be a way to edit the sprites in Kamek's Room. Fortunately I've found other ways to make use of it. The skinny platforms from the flower garden, though not part of the set, actually look pretty good and relatively usable. Also, fortunately the world sprites like the Burt Bros., Hootie the Blue Fish and all the Morph Bubbles work so I'll just use these instead of fiddling with the sprite sets in the room. Thanks anyway!
I'm hex-editing to allow for the use of World 6 graphics and this is the first input.
0x313C: [69 6A 6B] lead to the underlined number.

The numbers shown are

00003138| 64 5C 1C 32 | 33 34 41 4C | 54 64 1E 41 |...

The numbers in the brackets, do those and the two other numbers to the right (34 and 41) need to be changed or only changing 33 work? Sorry if this seems simple to everyone else but I haven't ever done this before.
Well, I hope you haven't edited a thing, because you are clearly using an unheadered ROM and editing this address will make unexpected things happen. Use this tool on your ROM to give it an SMC header: HeAdder
This will come in handy, because 99.9999% of the Offsets given here are for headered ROMs (or are the SNES addresses, but that's another thing that has nothing to do with a ROM being headered or headerless)
Then jump to the Offset again, but FIRST, change your Translhextion settings, your bytes per row settings give me cancer. Options > Preferences. There, choose 'Number of bytes to display per line:' and in the textbox below you write '16'.

This is the correct Hexdump:
00003130 | b3 00 d4 00 10 aa 00 5c ff 00 01 40 02 03 41 08

You have to replace the [02 03 41] at the end of the row; normally, the cursor should automatically jump to the very correct spot, though.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Well, I hope you haven't edited a thing, because you are clearly using an unheadered ROM and editing this address will make unexpected things happen. Use this tool on your ROM to give it an SMC header: HeAdder
This will come in handy, because 99.9999% of the Offsets given here are for headered ROMs (or are the SNES addresses, but that's another thing that has nothing to do with a ROM being headered or headerless)
Then jump to the Offset again, but FIRST, change your Translhextion settings, your bytes per row settings give me cancer. Options > Preferences. There, choose 'Number of bytes to display per line:' and in the textbox below you write '16'.

This is the correct Hexdump:
00003130 | b3 00 d4 00 10 aa 00 5c ff 00 01 40 02 03 41 08

You have to replace the [02 03 41] at the end of the row; normally, the cursor should automatically jump to the very correct spot, though.


Thanks for the warning. I added a header and now it works just fine.

To go along with my other question about will a screen exit cause the World 6 tileset to stick or change I've got another. With a headered rom I can now edit the entrance and mid-rings in each level. To test it out I took an earlier version of my rom and changed it so 1-2 starts in a separate area I made in 5-1. I was pleased to see it worked flawlessly but this begs the question. If I were to edit say world 2 to have the world 6 tileset and started 1-2 in one of the world 2 side areas, would the change stick?

Hopefully it does because it would really alleviate so many of my concerns.
Originally posted by rkb1723
Thanks for the warning. I added a header and now it works just fine.

To go along with my other question about will a screen exit cause the World 6 tileset to stick or change I've got another. With a headered rom I can now edit the entrance and mid-rings in each level. To test it out I took an earlier version of my rom and changed it so 1-2 starts in a separate area I made in 5-1. I was pleased to see it worked flawlessly but this begs the question. If I were to edit say world 2 to have the world 6 tileset and started 1-2 in one of the world 2 side areas, would the change stick?

Hopefully it does because it would really alleviate so many of my concerns.


You can see for yourself. But to answer your question: It depends on the Translevel (1-1, 1-2, ... 1-8, 1-E, 2-1, ... 6-E) you've chosen in the menu. The Levels actually are loose parts of data in the ROM, the whole thing about them is the Entrance and Screen Exits (and Middle Rings, which behave exactly like Screen Exits). There is no pre-determined relation between a Level and a Translevel, it all depends on the Entrance and the Screen Exit data within that and the following Levels.

--------------------
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Originally posted by rkb1723
Thanks for the warning. I added a header and now it works just fine.

To go along with my other question about will a screen exit cause the World 6 tileset to stick or change I've got another. With a headered rom I can now edit the entrance and mid-rings in each level. To test it out I took an earlier version of my rom and changed it so 1-2 starts in a separate area I made in 5-1. I was pleased to see it worked flawlessly but this begs the question. If I were to edit say world 2 to have the world 6 tileset and started 1-2 in one of the world 2 side areas, would the change stick?

Hopefully it does because it would really alleviate so many of my concerns.


You can see for yourself. But to answer your question: It depends on the Translevel (1-1, 1-2, ... 1-8, 1-E, 2-1, ... 6-E) you've chosen in the menu. The Levels actually are loose parts of data in the ROM, the whole thing about them is the Entrance and Screen Exits (and Middle Rings, which behave exactly like Screen Exits). There is no pre-determined relation between a Level and a Translevel, it all depends on the Entrance and the Screen Exit data within that and the following Levels.


Just tried it in the hex-edited rom. It didn't work. When the 5-1 area loaded up it did in fact have the world 6 graphics. So this means that an exit from an area in 1-2 with a regular forest 1 tileset into an area with the World 6 look would change it to look like the regular forest 1 set. Quite disappointing since I had hoped to include some real diversity in the appearance of my levels, the World 6 look being one of them.

I suppose now all I need to know now is how to change the world 2 palette and tileset only to display the world 6 graphics. Thanks for all the help figuring out this game and the myriad of difficulties editing it.
Recently I started working with the entrance editor and I noticed a, fairly big issue. When editing an entrance so there is an empty screen to the right or left of the starting position and the entrance is above the lowest set of screens, the opening screen is broken. Meaning there is some jumbled colored pixels along with broken ledges. If anyone knows how to fix this I would really appreciate it.

EDIT:Thankfully I was able to find a way to prevent this.

The edited entrance is where the 067 sprite is and before when there was nothing to the left and above the entrance there was a graphical issue. Now, as can be seen from the bit of tree in the screenshot there is a small area above to the left so this doesn't happen.

As saying for 'Editing Grafics', you mean edit level icons too?

The same person? Oh nevermind.

When using Golden Egg and editing the scroll rate of the backgrounds I see there is something regarding a BG4? What is this BG4 and how does level scrolling affect it?
BG4 can be only used in Mode 0 rooms (BG mode, not level mode). Look into room 6B (room before battling against baby bowser) to see what do I mean

--------------------
Okay, my layout looks ugly.
Unsure if this is the correct spot, but can someone post the download link of the BG3/ Leyer 3 list to me?
i was wondering wich is the latest GE i have 0.005 /retroknuckles
Yes, that's the latest one.
Sorry about the bump ;)

But uh, how do I place objects and sprites? Right click nor left click works. :(

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Snake Block! Rattle rattle!
Just drag them into the level space. And no need to apologize for bumping a stickied thread.

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Legacy custom music


How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.
Okay, thanks ;)

But one more thing: I can't find the flower garden ground, slopes, ledges and etc. etc.! I need them to make a level. Object E4 is an undefined object which only once yielded me a flower garden ledge object but then when I try to place it again it won't work! Any help?

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Snake Block! Rattle rattle!
Hit the "current" button, then type "edge" into the text field.
Oh, thanks!

And finally...

How do I set a Yoshi spawn point? :) I'm new to this, sorry if I'm asking too many questions!

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Snake Block! Rattle rattle!
Assuming you mean changing Yoshi's starting position, you can't change it in Golden Egg, so in the meanwhile, you might want to use these tools to edit them instead. They require a headered ROM. If that's not what you meant, you might need to be more specific, though.

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Pages: « 1 217 18 19 20 »
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - General Golden Egg Discussion Thread

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