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Tip: Try sketching out ideas for overworlds and levels. Even if they don't manage to fit into Lunar Magic completely, at least you have a base to work from, instead of doing it all from scratch.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 4 519 20 »
what do you mean by "some object that goes out of the level" do you mean a tile set specific item in a level that doesnt support it?

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Mickey8715, Please subscribe and comment!
Well, since I still use EggVine, where this is labeled Sprite Set, I didn't know what you meant.
In case you got Microsoft Office you can refer to this document. You must convert the values back to Hex, though.

@xxxzzz1:
No, I mean, that if you scale an object too long downwards it leaves the level, as well if you scale it too long right/left/upwards. Since GE doesn't support out-of-level view you must select every object, which touches a level border and test, whether it goes out. If none of them goes out, the level will be playable. (EggVine helps, but people seem to be unable to handle the oh-so-hard-to-understand blocks)

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Well, since I still use EggVine, where this is labeled Sprite Set, I didn't know what you meant.
In case you got Microsoft Office you can refer to this document. You must convert the values back to Hex, though.

@xxxzzz1:
No, I mean, that if you scale an object too long downwards it leaves the level, as well if you scale it too long right/left/upwards. Since GE doesn't support out-of-level view you must select every object, which touches a level border and test, whether it goes out. If none of them goes out, the level will be playable. (EggVine helps, but people seem to be unable to handle the oh-so-hard-to-understand blocks)
Thank you very much!!!! Greatly appreciated! you show so much clarity you should be a moderator! ;D

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Mickey8715, Please subscribe and comment!
@xxxzzz1:
Sorry, but are you making fun of me? #w{=P}

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Haha, no. I have always wanted to make Yoshi's island levels but eggvine as too complicated, and I nearly fainted when I saw a new user friendly editor came out, but I was having tedious problems with that, but since you told me what was wrong, I fixed the problems and now I can make levels with ease! So thanks to you and the programmer romi!

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Mickey8715, Please subscribe and comment!
Well, then, I say: You're welcome #w{=D}
And to be honest: I don't think that I want to be a moderator, but the special name colors and the custom title are cool #w{=3}

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Well, since I still use EggVine, where this is labeled Sprite Set, I didn't know what you meant.
In case you got Microsoft Office you can refer to this document. You must convert the values back to Hex, though.


I thank you, but, the sprite set is not the same in GE which I am currently using because of how Eggvine is a little too complicated for new YI hackers, if it wasn't for GE I would have been deterred from hacking YI and would probably not be asking the sprite set for the koopa in the first place. Again, I do thank you and I hope we can both figure this out because you too do not know what the sprite set is for GE.

Edit: it's just ten below, so therefore, 46 is the sprite set for the koopas
The sprite sets in that document are in decimal, since that's what Eggvine uses. If you convert the numbers into hexadecimal, it should work fine (as long as you haven't edited the sprite sets themselves, but that's not relevant if you're creating a new hack).

So, since Koopas are listed in sprite sets
33, 55, 56, 59, 60, 61, 62, 66, 67, 70, 71, 91, 97, 115, 116, 124, and 125
Converting these to hexadecimal, you end up with
21, 37, 38, 3B, 3C, 3D, 3E, 42, 43, 46, 47, 5B, 61, 73, 74, 7C, and 7D.

I hope this helps.

Edit: Here is a converted-to-hexadecimal version of Yoshis Fan's sprite set document.

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
thanks zeldara, I have one other problem, I can't seem to find the correct pallete for the sky + mountains BG2, I would really like it if someone could help me, thnx!
Is Mattrizzle's background list helpful?

(Remember, the numbers are in decimal, not hexadecimal.)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
Originally posted by Zeldara109
Is Mattrizzle's background list helpful?

(Remember, the numbers are in decimal, not hexadecimal.)


Yes it did, thank you, once again Zeldara!
(I sort of feel like write a YI hacking FAQ v2, though it won't be at least until I come back from the vacation I'll be going on soon...)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
yeah... you should probably do that... cuz, look who is back with another question...

anyway, I tried putting an exit into one of my levels and it leads me to the first level of world 1 even though I set it to send me to level 2f.
Did you set the correct Target Page?

http://www.smwcentral.net/?p=viewthread&pid=631764

–=–=–=–=–=–=–
Alyssa's Unlikely Trap - Zeldara's Glitch City
okay I think I got it, so, I counted 2 screens up and 6 screens to the left, that would be 66?

Edit:
look at the pipe in the picture

Pipe picture
No, it's page 65, because the first screen from the left is 0.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Can somebody please make a list of what hex number leads to what room? We have to type a hex number into the box, but I can't figure out what hex leads to which room.

Like:

00 -> 1-1 Main
01 -> 1-2 Main

It would make it better if you can type the specifics of the room.

Like

3A -> 1-1 Underground Bonus

Thanks for anyone who does that.
Originally posted by Eggvine Level List
"00","1-1 Main"
"01","1-2 Main"
"02","1-3 Main"
"03","1-4 Main"
"04","1-5 Main"
"05","1-6 Main"
"06","1-7 Main"
"07","1-8 Main"
"08","1-E Main"
"09","2-1 Main"
"0A","2-2 Main"
"0B","2-3 Main"
"0C","2-4 Main"
"0D","2-5 Main"
"0E","2-6 Main"
"0F","2-7 Main"
"10","2-8 3rd Room (With Arrow Lift)"
"11","2 Extra Main"
"12","3-1 Main"
"13","3-2 Main"
"14","3-3 Main"
"15","3-4 Main"
"16","3-5 Main"
"17","3-6 Main"
"18","3-7 Main"
"19","3-8 Main"
"1A","3 Extra Main"
"1B","4-1 Main"
"1C","4-2 Main"
"1D","4-3 Main"
"1E","4-4 Main"
"1F","4-5 Main"
"20","4-6 Main"
"21","4-7 Main"
"22","4-8 Main"
"23","4 Extra Secondary Room (The one with the boxes)"
"24","5-1 Main"
"25","5-2 Main"
"26","5-3 Main"
"27","5-4 Main"
"28","5-5 Main"
"29","5-6 Main"
"2A","5-7 Main"
"2B","5-8 Main"
"2C","5 Extra Main"
"2D","6-1 Main"
"2E","6-2 Main"
"2F","6-3 Main"
"30","6-4 Main"
"31","6-5 Main"
"32","6-6 Main"
"33","6-7 Main"
"34","6-8 Main"
"35","6 Extra Main"
"36","Lantern Ghost Pipe?"
"37","Ditto"
"38","Error"
"39","Welcome!"
"3A","1-1 Bonus Room"
"3B","1-2 Helicopter Part"
"3C","1-3 Cave Part"
"3D","1-4 Boss"
"3E","1-6 2nd Cave Part"
"3F","1-7 Secret Room"
"40","1-8 2nd Room"
"41","2-1 (Room with Up Autoscroll and Falling Rocks)"
"42","2-2 2nd Room"
"43","2-3 Cave Part"
"44","2-4 2nd Room"
"45","2-5 2nd Room (With Goal)"
"46","2-6 Maze Cave Part"
"47","2-7 Secret Entrance Bonus Room"
"48","2-8 2nd Room"
"49","2 Extra Bonus Room"
"4A","3-1 2nd Room"
"4B","3-2 Poochey Room"
"4C","3-3 2nd Room"
"4D","3-4 2nd Room"
"4E","3-5 2nd Room"
"4F","3-6 Cave Part"
"50","3-7 2nd Room"
"51","3-8 2nd Room"
"52","4-1 2nd Room"
"53","4-2 2nd Room"
"54","4-3 2nd Room"
"55","4-4 Lava Room"
"56","4-5 2nd Room"
"57","4-6 2nd Room (Cave)
"58","4-7 Room With Goal
"59","4-8 (Secondary Room, Lakitu Room, Colored Block Room)
"5A","4 Extra Main"
"5B","5-1 Cave Part"
"5C","5-2 2nd Room"
"5D","5-3 2nd Room"
"5E","5-4 Room w/ 2nd Mid-Ring"
"5F","5-5 Helicopter Room"
"60","5-6 2nd Room"
"61","5-7 Room with Green Pirhana Plant"
"62","5-8 2nd Room"
"63","5 Extra 2nd Room"
"64","6-1 Chomp Shark Room"
"65","6-2 2nd Room"
"66","6-3 2nd Room"
"67","6-4 1st Salvo the Slime Room"
"68","6-5 Room With Goal"
"69","6-6 2nd Room"
"6A","6-7 2nd Room"
"6B","6-8 Kamek's Magic Room"
"6C","6 Extra 2nd Room"
"6D","1-3 Secret Entrance Room"
"6E","1-4 Pre-Boss Room"
"6F","1-6 Mole Tank Room"
"70","1-8 Boss"
"71","2-1 Poochey Room"
"72","2-2 Mole Tank Room"
"73","2-3 Secret Entrance Room"
"74","2-4 Boss"
"75","2-5 Train Room"
"76","2-6 Room with Goal"
"77","2-7 Car Room"
"78","Several Rooms in 2-8"
"79","3-1 Goal Room"
"7A","3-3 Submarine Room"
"7B","Several Rooms in 3-4"
"7C","3-5 Room With Goal"
"7D","3-6 Room With Goal"
"7E","3-7 Room With Goal"
"7F","Error"
"80","4-1 Mario Star Room"
"81","4-2 Room With Goal"
"82","4-4 Boss"
"83","4-5 Small Room With Flower"
"84","4-6 Room With Goal"
"85","4-7 Balloon Pump Room"
"86","4-8 Boss"
"87","5-1 Snowy Room"
"88","5-2 Room With Goal"
"89","5-3 Pre-Skiing Room"
"8A","5-4 Boss"
"8B","5-5 Room With Goal"
"8C","5-6 Room With Switch"
"8D","5-7 Room With Goal"
"8E","5-8 Small Room With Arrow Lift"
"8F","5 Extra 2nd Skiing Room"
"90","6-1 Room With Goal"
"91","6-2 Room With Goal"
"92","6-3 Bonus Room"
"93","6-4 Dark Room"
"94","6-5 Bonus Room"
"95","6-6 3rd Room"
"96","6-7 Room With Goal"
"97","6-8 Pick a Door Room"
"98","6 Extra Falling Room With Thorns"
"99","1-4 Sparky Room"
"9A","1-6 Dark Cave Part"
"9B","1-8 Main"
"9C","2-1 Mario Star Room"
"9D","2-4 Room Opened With Key"
"9E","2-5 Mario Star Room"
"9F","2-6 Room With Little Gusties"
"A0","2-7 Falling Stone Room"
"A1","2-8 Several Rooms"
"A2","3-1 Bonus Donut Room"
"A3","3-4 Pre-Boss Room"
"A4","3-5 Bonus Room"
"A5","3-6 Lantern Ghost Pipe"
"A6","3-7 Bonus Melon Room"
"A7","3-8 3rd Room"
"A8","4-1 Bonus Cave Room"
"A9","4-2 Bonus Falling Room"
"AA","4-4 Bandit/Thorn Room, Spike Heads' Room"
"AB","4-6 Bonus Room With Weird Arrow Thingy"
"AC","4-8 Giant Milder Bonus Room"
"AD","5-1 Bonus Tulip Room"
"AE","5-2 Bonus Room"
"AF","5-3 1st Skiing Room"
"B0","5-4 Pre-Boss Room"
"B1","5-5 Bonus Flower Room"
"B2","5-7 Bonus Room with Switches"
"B3","5-8 Pre-Boss Room"
"B4","5 Extra 3rd Skiing Room"
"B5","6-1 Bonus Room"
"B6","6-4 Bonus Rooms"
"B7","6-7 Bonus Room"
"B8","6-8 Door 1"
"B9","6 Extra Room With Goal"
"BA","2-1 Castle Bonus Room"
"BB","2-4 Dark Bonus Room"
"BC","2-5 Bonus Room with Spinny Log Thingies"
"BD","2-6 Small Crossover in Cave"
"BE","2-8 Room With Bandits and Flower Pots"
"BF","3-4 Boss"
"C0","3-7 Submarine Part"
"C1","4-4 Key-Opened Rooms"
"C2","5-1 Helicopter Room"
"C3","5-3 2nd Skiing Room"
"C4","5-8 Boss"
"C5","6-4 Pre-Boss Room"
"C6","6-8 Shyguy room?"
"C7","2-4 Wavey Lava Room"
"C8","2-8 Pre-Boss Room"
"C9","Prince Froggy's Throat"
"CA","5-3 3rd Skiing Room"
"CB","Weird Room With Logs, Unknown"
"CC","Tap-Tap Boss"
"CD","6-8 Bonus room after Tap-tap chase?"
"CE","2-4 Pre-Boss Room"
"CF","2-8 Boss"
"D0","3-4 Boss Again?"
"D1","5-3 Room With Goal"
"D2","5-8 Train Room"
"D3","6-8 Door 4 (Bonus coin room)"
"D4","2-8 Train Room"
"D5","Funky Redish-Colored Room in 3-4"
"D6","6-8 Door 3 (Tap-tap chase) ?"
"D7","3-4 Submarine Part"
"D8","6-8 door 2, second room"
"D9","6-8 Door 2 (Salvo Room)"
"DA","(Unknown, possible ghost room)"
"DC","(Unknown, possible ghost room or unused level)"
"DD","Baby Bowser"
Firstly, I have a quick glitch report: If you place one sprite on top of another, those two sprites will become "stuck" together. If you move one, for example, the other one will automatically move with it. Deleting one will delete both. The only way to fix this is to delete the offending sprites.

Secondly, I have the first 129 object descriptions done:

Originally posted by me
01: A ledge; the most commonly used ground object in the game.
02: The left edge of a ledge.
03: The right edge of a ledge.
04: A gradual downwards slope facing to the right.
05: A gradual downwards slope facing to the left.
06: An average grade downwards slope facing to the right.
07: An average grade downwards slope facing to the left.
08: A steep downwards slope facing to the right.
09: A steep downwards slope facing to the left.
0A: The left edge of a ledge without a protrusion at the top.
0B: The right edge of a ledge without a protrusion at the top.
0C: A stake which you can pound into the ground.
0D: A skinny wooden platform which you can attach to ledges.
0E: The left pole used to hold up a ski lift.
0F: The right pole used to hold up a ski lift.

10: A ski lift wire with a gradual downwards slope.
11: A ski lift wire with an average grade downwards slope.
12: A ski lift wire with a steep downwards slope.
13: A ski lift wire.
14: A cross section used to cut away the ground.
15: A small cloud that Yoshi can stand on.
16: Transparent water that Yoshi can swim in. You can size it to fill up all the bottom screens (70-7F).
17: A stone with grass on it. If it is placed on either object 16 or 19, it will be covered with water.
18: A large stone that, if placed on either object 16 or 19, will be covered with water.
19: The water and stone background used in lake areas. You can size it to fill up all the bottom screens (70-7F).
1A: A wooden platform that is seen in lake areas.
1B: A vertical log that is seen in lake areas
1C: A horizontal log tied to a wooden platform. It is used in lake areas.
1D: A red mushroom used as decoration.
1E: A white flower used as decoration.
1F: Wavy lava, found in castle levels. You will have to set the level mode to the correct value to enable the effect.

20: A 3D stone found in castle areas.
21: A muddy ledge with grass covering it.
22: The left edge of a muddy, grass-covered ledge.
23: The right edge of a muddy, grass-covered ledge.
24: A muddy ledge.
25: The left edge of a muddy ledge.
26: The right edge of a muddy ledge.
27: A muddy slope facing to the left.
28: A muddy slope facing to the right.
29: The left half of a large treetop canopy seen in jungle areas.
2A: The right half of a large treetop canopy seen in jungle areas.
2B: A stake which you can pound into the ground. It is used in jungle areas.
2C: A large vertical stone seen in jungle areas.
2D: A muddy, grass-covered ledge with a vine hanging off of it.
2E: A muddy, grass-covered ledge with a leaf-covered vine hanging off of it.
2F: A jungle tree.

30: A jungle vine which can occasionally hide sprites.
31: A jungle vine with leaves which can occasionally hide sprites.
32: A large stone with a pattern on its top.
33: A large stone without a pattern on its top.
34: A cattail found in swampy areas.
35: Animated water which will allow you to see some tiles (mostly solid jungle tiles) in it.
36: A vine with leaves which, unlike object 31, will not hide sprites.
37: A horizontal red platform which is used often throughout the game.
38: A large castle stone used in the room in which you fight Hookbill the Koopa.
39: A small red stone used in the room in which you fight Hookbill the Koopa.
3A: A steep upwards slope facing to the right
3B: A steep upwards slope facing to the left.
3C: An enterable vertical pipe. Sizing it negatively makes it face downwards instead of upwards.
3D: An unknown object.
3E: Two poles of a ski lift wire immediately next to each other.
3F: A left facing spike which kills Yoshi instantly.

40: A right facing spike which kills Yoshi instantly.
41: A horizontal platform used in castles.
42: A castle pillar, divided into two block-tall segments.
43: A castle pillar.
44: The background wall of a castle.
45: The downward end of a castle wall facing right.
46: The downward end of a castle wall facing left.
47: Lava found in castles that will kill Yoshi on contact.
48: A brick-based ground found most commonly in castles.
49: A window in a castle wall.
4A: A pillar found in a castle, usually used as support for 3D objects.
4B: A checkered block that is four blocks wide and three blocks tall.
4C: A checkered block that is five blocks wide and four blocks tall.
4D: A checkered block that is seven blocks wide and five blocks tall.
4E: A block made out of sand.
4F: This will remove areas of sand. Use this object only to remove sand and not as a blank tile; use object A8 instead for that purpose.

50: A vertical railroad rail on a castle wall used for Train Yoshi.
51: A horizontal railroad rail on a castle wall used for Train Yoshi.
52: A diagonal railroad rail on a castle wall used for Train Yoshi.
53: A horizontal platform on a castle wall. If it is not placed on a wall, it will not appear.
54: A gradual downwards slope on a castle wall.
55: An average grade downwards slope on a castle wall.
56: A steep downwards slope on a castle wall.
57: A wooden platform attached to cross sections.
58: The ceiling of a ledge. Attaching this to solid ground allows you to connect this with a ledge edge.
59: A gradual downwards slope facing to the right, found in cross sections.
5A: An average grade downwards slope facing to the right, found in cross sections.
5B: A steep downwards slope facing to the right, found in cross sections.
5C: A gradual downwards slope facing to the left, found in cross sections.
5D: An average grade downwards slope facing to the left, found in cross sections.
5E: A steep downwards slope facing to the left, found in cross sections.
5F: A gradual upwards slope facing to the right, found in cross sections.

60: An average grade upwards slope facing to the right, found in cross sections.
61: A gradual upwards slope facing to the left, found in cross sections.
62: An average grade upwards slope facing to the left, found in cross sections.
63: A generic horizontal platform.
64: A generic horizontal platform.
65: A generic horizontal platform.
66: An ice block that can be melted with fire. Placing shy guys, flowers, or bumpties causes them to be frozen within the ice.
67: A solid ground object.
68: A coin. It affects item memory.
69: A castella. Yoshi will sink into the top of it, and get stuck in the bottom.
6A: An unknown object.
6B: A goal platform.
6C: A gray cement block. Unlike colorful cement blocks, this object can cast shadows on castle walls.
6D: A stake sharpened to a spike. It will hurt Yoshi if he touches it.
6E: A colorful cement block. Unlike gray cement blocks, this object cannot cast shadows on castle walls.
6F: A twisted tree trunk.

70: Plants found on the forest ground.
71: Large yellow flowers found in the forest ground.
72: Large yellow flowers found beneath the forest ground.
73: Leaves found on a twisted tree.
74: Leaves found on a twisted tree.
75: Left facing leaves on a twisted tree.
76: Right facing leaves on a twisted tree.
77: Leaves in the center of a twisted tree.
78: A slanted twisted tree. Sizing it negatively makes it grow to the left instead.
79: A red staircase, styled similarly to object 37. Sizing is negatively makes it face left.
7A: A large dirt wall. It looks like a cross section, but it does not cut away the ground
7B: A diagonal wall used in conjunction with object 7A. Sizing it negatively makes it face left.
7C: An upside-down diagonal wall used in conjunction with object 7A. Sizing it negatively makes it face left.
7D: A ledge found on a wall.
7E: A wooden platform attached to cross sections. It is similar to object 57, but it will never cast a shadow.
7F: A hole in the wall. It will not appear if it is not placed on a wall.

80: An upside-down diagonal wall used in conjunction with object 7A. Sizing it negatively makes it face left.
81: A diagonal wall used in conjunction with object 7A. This is like object 7B, except it does not have a vertical edge.


Also, Romi, your English is actually very good; and is certainly much better than some of the other foreign users here. #w{=)}
I should get a new layout.

Probably won't, though.
You know, I thought I noticed one of my sprites disappeared in the editor when it was still actually there in the game. I'll add that to the bugs list.

Also, nice job with those new object descriptions.
Pages: « 1 2 3 4 519 20 »
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - General Golden Egg Discussion Thread

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