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YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Forum Index - Sunken Ghost Ship - Display Case - YI hacking FAQ v2 (updated for 2018) - Ask questions here!
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Nice info there, maybe I can use it in the future

But tehaxor69, I'm still wondering if is possible to make that lava drops can't be killed by poochy.(is that possible, right?), ignore my other request in the other thread, I found most of them(the palette ones)
The undocumented sprites tables are
ROM 0x52518-0x52915 Sprites gravity
ROM 0x52916-0x52D13 Sprite set required for sprite
ROM 0x52D14-0x53111 What SFX sprite to use when Yoshi spits out an enemy


I can only make it so that poochy can't kill enemies, or the lava drops are invincible, but still edible.

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Ah, the gravity table solves one GBA->SNES issue. Is there also a table, which determines which Sprites can stand on platforms and which not?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have not found a table for that, but I did hijack the bullet bill shooter's sub routine and got it to stay on both a vertical and horizontal moving platform.

I used the eggplant's ASM code as a reference for this, its own code is makes it stay on the platform, not a flag from a table.
I will provide a XKAS for this when I clean up the code.

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Great work! Also, I was unable so far to find a good value for 0x7F to be gravity-affected just like a Chomp Rock, for example.
Its gravity is determined by the word located at 0x52616. So far, [00 60] is the closest thing I could find. Using the same thing as the Chomp Rock, which is [40 40], the Sprite will just fall down and ignore objects.

*Edit*
The first byte seems to determine the speed while values in the range of 0x00 to 0x7F make it fall down, from 0xFF to 0x80 make it go up. The second byte determines the "mode", as far as I can tell.
The problem with Sprite 0x7F I think, is, that it doesn't detect collisions with normal ground, because it hasn't been needed for SNES.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Oh! I thought sprite set 69 in GE was the same in the sprite editor tool Kipernal made. I've went to 105 and it does indeed work after I changed sprites. Thanks man! Confusing stuff here, for a noob that is. A noob like me! ahaha!


"Glares @ Yoshi's Fan"
Originally posted by tehaxor69
The undocumented sprites tables are
ROM 0x52518-0x52915 Sprites gravity
ROM 0x52916-0x52D13 Sprite set required for sprite
ROM 0x52D14-0x53111 What SFX sprite to use when Yoshi spits out an enemy


I can only make it so that poochy can't kill enemies, or the lava drops are invincible, but still edible.



Awesome! many thanks tehaxor!


but... what exactly does mean these?
---
51420 Clipping (8 bytes per clipping type)
52D14-53111 What SFX sprite to use when Yoshi spits out an enemy
---
(clipping:collision?)
0x51420 is the collision rects.
0x52D14 When Yoshi spits out an enemy (Does not apply to all), the sprite will rotate, this value determins what GFX to use.

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Originally posted by FrankyC253
"Glares @ Yoshi's Fan"


I'm not responsible for your rashness/noobishness/inanity.
I don't mean to be rude by saying that, since it simply is the truth.

Also, "either [you stop glaring at me][...], or we'll get a tremendous problem. And then, it's war, I tell you in advance!" /quote

Also, the Sprite GFX set for each Sprite requirement table is somehow weird, because they take up 2 bytes for each Sprite, but only the first byte is used. The Lunge Fish, for example, which needs 3 sets to work, only says [32 00].

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
The glare was actually a little joke for you telling me I laugh too much ;P

Yeah though, darn sprite sets had me confused. I'm sure this wont be the last time either. Hopefully it is though! I've been working on another insane level recently, and it should be done very soon. This one uses a more unique tileset, I'm sure you can guess which one.

Edit: Making easy levels kills my motivation. I like deadly, evil levels. Though I haven't fully scrapped my normal difficulty hack project.
Originally posted by FrankyC253
The glare was actually a little joke for you telling me I laugh too much ;P
I know; my response wasn't serious either, but I didn't set any emoticons to make it clear.

Nah, I can't really guess the Tileset. Also, what kind of Tileset do you mean? The Ground or Sprite Set? If you mean the Ground Tileset, maybe Sewer? Furthermore, if you don't like easy levels, then make a super-hard hack for pros.

*Edit*
Also, a little problem here:

I might have changed some Offset somewhere, but can't find which one. Any ideas?
On the ending score board after finishing the level, everything is back to normal.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Also, the Sprite GFX set for each Sprite requirement table is somehow weird, because they take up 2 bytes for each Sprite, but only the first byte is used. The Lunge Fish, for example, which needs 3 sets to work, only says [32 00].
In SNES programming, it is very common to store things in two bytes, even if the second byte seems unnecessary. This is because the processor is often set to work in 16-bit mode (which is the reason the SNES is referred to as a 16-bit console).

As for your example, sprites which use more than one file usually expect the additional files to immediately follow the first. So the Lunge Fish's tilemap uses tiles from whatever two files follow the first occurrence (or last, not sure which) of #$32 in the sprite set. These may or may not be #$33 and #$34.

Quote
Also, a little problem here:

image

I might have changed some Offset somewhere, but can't find which one. Any ideas?
Compare all of the bytes from D37A to D402 to an unaltered version of the ROM. This is the subroutine that draws the Flower counter on the pause screen, which is probably what you unintentionally altered.

Also, check that this location contains the correct bytes:
D1F6 [20 7A D1] Jump to subroutine: Draw the Flower counter on the pause screen

On a somewhat related note, here are some notable offsets from this subroutine...
D383 [0A] Number of Flowers required to change the color of the counter text, times 2
D387 [00 04] Palette to apply to the flower counter when the number in the offset above is reached

...and the jumps to subroutines responsible for drawing nearly everything on the pause screen:
D1F0 [20 35 D0] Jump to subroutine: Draw the Star counter on the pause screen
D1F3 [20 DE D0] Jump to subroutine: Draw the Red Coin counter on the pause screen
D1F9 [20 03 D2] Jump to subroutine: Draw the Total Point value on the pause screen
D1FC [20 75 D2] Jump to subroutine: Draw the High Score value on the pause screen
D1FF [20 5B D3] Jump to subroutine: Draw the bar with the Life, Coin, and Star counters on the pause screen
D202 [20 E0 D2] Jump to subroutine: Draw the border around the first item on the pause screen

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@Mattrizzle:
Thank you very much for giving me the info!
As for the Flower-Count: It was the first range of Offsets... It turns out it was my own fault. I've changed some 0x1B bytes in the ROM to 0x0A, hoping it would restrict the number of usable items for the player to 10. Thanks!

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Sorry for doubleposting, but is there any way it is possible to increase the difficulty of Hookbill The Koopa, Rapheal The Raven and Bowser?
At the moment, it's only possible to increase their health, but it's actually only adding tedium, since they won't change much after being hit.
As for Hookbill:
Reducing the Mode 7 space used in the battle, so Spikes can be used for the ceiling. Making him recover from hits faster/make him take more hits to fall down (I guess this requires table expansion). Or make him faster overall.
As for Raphael The Raven:
Make the Lightnings fly higher above the moon, so they can hit Yoshi while he's standing on a log. Make more Lightnings appear if possible. Make him faster overall.
As for Bowser:
Make him approach faster/Make him flip back less after being hit.

I don't know if any of these can be done easily, but I really hope some can be implemented.
Can't think of any other things for now, but adding a little more difficulty would be great.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Try replacing the eggs Hookbill spits out when stomping on him with Bouncing Green Needlenoses (sprite 0x163). The offset is in this post.

Not much, but at least it's better than him just giving eggs away.

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Cool, I've tested it, it works pretty well. Thanks for the link!

*Edit*
Okay, with Hookbill spitting Needlenoses it's not necessary to make him any faster. Reducing the Mode 7 space would be the only thing, so the room can have a ceiling.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
To make Baby Bowser pound faster change
ROM 0x06D1DF SNES 0x0DCFDF [30 10] to [EA EA]

Also you could use the instant death by Big Bowser patch I created.

Edit:
Jump faster
ROM 0x06CBBA SNES 0x0DC9BA from [F0 27] to [EA EA]

Get up faster after hit
ROM 0x06CD4F SNES 0x0DCB4F from [90 D1] to [EA EA]

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Thank you for the Offsets! After testing it, I finally got hit once during the Baby Bowser battle =D
The instant death patch is applied already, thank you for the link nevertheless.
Also, would there also be Offsets for the Big Baby Bowser?
As I wrote above to make him come towards Yoshi faster and flip back less after being hit.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
How high Baby Bowser rises after hit
ROM 0x06F306 SNES 0x0DF106 value is 16bit Signed
Normal value is -1536 0xFA00
0x0000 Will prevent him from rising.

Edit
Prevent Big Baby Bowser from moving backwards
ROM 0x06DB3D SNES 0x0DD93D [F0 40] to [80 40]

How fast Big Bowser goes backwards when hit, 16bit Signed - Negative values cause him to move forwards when hit, unfortunately its impossible to win, even with a value of -1
ROM 0x06DB47 SNES 0x0DD947 [04 00]

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Perfect!
Reducing the flip-back rate makes him significantly harder, I've halved it. Is there also a method to manipulate the time he spends running after each hit? Since I've increased the hits he can take, after a few hits he will only run shortly and then spit Fire at Yoshi. Does it reload the action table (which I think is there) or what does it do? He does not throw additional rocks, though. The rising value wasn't really necessary, however, I like it, when Baby Bowser flies high after being hit. #w{>=)}

I've also tried a Balloon + Torpedo generator in that fight, but the balloons spawn at weird places and also despawn. Furthermore it causes slowdown.

*Edit*
Is it possible to make a small delay before Yoshi is killed because he's crushed by Bowser? It looks weird, that the floor is still there and Yoshi is squashed already.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Pages: « 1 224 25 26 27 2856 57 » Link - Thread Closed
Forum Index - Sunken Ghost Ship - Display Case - YI hacking FAQ v2 (updated for 2018) - Ask questions here!

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