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# YI hacking FAQ v2 (updated for 2018) - Ask questions here!

Thanks.
You're welcome.
Also, I take the "Thanks." as a "Everything's cleared up now".
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Indeed. Everything is better for me, now. Thank you. Everything is cleared for me.
Originally posted by Romi
0x7B689 [01 00 FF 00] 2 bytes each, (00 01) : counterclockwise, and (00 FF) clockwise
The distance Raphal The Raven moves.

The small moon's circumference is 0x100, so when the speed is 1, Raven makes a round of the moon in 256-frame.
These are rates of speed in each time.
1st (HP3) : x 1.0
2nd (HP2) : x 1.25
3rd (HP1) : x 1.5

But, even changing the speed to 2 makes him a bit too fast.
If you want to set him speed like most of the sprites, not as the distance, you need to hack the routine a bit.

As Romi said, altering the value to 2 is already too fast and he's right. I don't know what exactly he means by saying the routine must be hacked, but would it be possible to alter the multiplications of the speed, so for example 1st become x 1.25, 2nd becomes 1.5 and 3rd becomes 1.75 or something like that? Another thing is the circumference of the moon. I don't know whether the game simply allocates a value to the circumference; so if it does, this one could be altered, too.

One of these two things must be done to make him worthy to be 5-8's boss:
- Increase speed
- Make Sparks hit Yoshi on logs

I would be glad if someone could find something for me.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Hmm. Is it possible to change the music settings, or something like that? I know this sounds Impossible, but I've seen the music altered abit in a Yoshi's Island Hack.
@Yoshis Fan
I think both of those changes along with a slight increase in HP would suffice. I mean, look at Audrey the Piranha. It should be a slight learning experience to fight Raphael (in your case, Ruben) too.

@iZackefx
I assume you're talking about Kamek's Revenge.
Your layout has been removed.
Yeah.
Yoshiatom's Post
I've got 2 questions.

1. Should I use Eggvine or Golden Egg?
2. When I download Y.P.I.E.S, theres a font, do I have to install the font on my computer?

Layout by Koopster!

<DeputyBS> I knew it
<DeputyBS> alcarobot is taking over the world through his truck dealership franchise
1. Depends. If you want to be on the save side, use EggVine, since Golden Egg is still a beta and is known to screw up level data sometimes. If you want to have a user-friendly and more stable level editor, use Golden Egg.
2. Yes, it's the chalkboard font, which is used by Yoshi's Island island, so better install the font before using Y.I.P.E.S.!
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
1. Depends. If you want to be on the save side, use EggVine, since Golden Egg is still a beta and is known to screw up level data sometimes. If you want to have a user-friendly and more stable level editor, use Golden Egg.

but also depends, if you're not going to use any other tool or any ASM patch of some sort, golden egg is completely safe! ...at least I haven't encountered any glicthes so far. No corruptions, no screwed level data, etc.

And make sure you're using a 100% clean headered rom(should be obvious...)(though, I had to port my old hack's levels to a new rom because of the old eggvine corruptions, that was the first time I learned how to expand levels manually ._.')

Yeah I agree, Golden Egg is a bit unstable sometimes...
Originally posted by Yoshis Fan
One of these two things must be done to make him worthy to be 5-8's boss:
- Increase speed
- Make Sparks hit Yoshi on logs

I would be glad if someone could find something for me.

ROM 0x07AE23 SNES 0x0FAC23 [38] How high sparks are off the ground
ROM 0x07ADD8 SNES 0x0FABD8 [0003] How fast sparks move right
ROM 0x07ADDA SNES 0x0FABDA [FFFD] How fast sparks move left
ROM 0x07AE46 SNES 0x0FAC46 [80] Life time of sparks
ROM 0x07AE47 SNES 0x0FAC47 [90] Change to 0x80 to make sparks last forever
ROM 0x07B70D SNES 0x0FB50D [07] What health level uses method 1 movement rate [0001 FFFF]
ROM 0x07B711 SNES 0x0FB511 [0030] Method 2 movement rate frequency
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Thanks a lot for these Offsets, those are all I need, actually.
Also, this time you forgot to add the 0x200 byte header to each ROM Offset.
But I don't understand what these "method" Offsets are for.
At the moment, the following changes are done:
- Increased the HP to 6, 2 HP calm, 2 HP angry, 2 HP furious
- Increased the walking speed by 1 in each direction
- Increased the Life time of sparks to 0xA0
- Increased the speed of sparks by 1 in each direction
- Increased the ground-offset of sparks to 0x40

(So, is the method 1 offset for determining the multiplicator of walking speed for the calm form?)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
ROM 0x07B70D just determines what health value he is calm.

ROM 0x07B711 is a pointer to a 16 bit value that is always incrementing,
depending on what the value is, it will cause Raphael to more 1X or 2X per frame.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Have you found a way to alter the multiplicators yet?
With a speed value of 2 and the current multiplicators he walks as follows:
2
2.5
3
The last one is much too fast, of course. I think it would be better using
1.75
2
2.25
I still don't really get it. Are these multiplicators determined somewhere or not?
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Here is the way Raphael the Raven works

He has 3 hit points, health values: (0x07, 0x03, 0x01)

When he moves, the health value is read in, this value is compared with 0x07,
if so it does method 1, if not it does method 2.

Method 1 adds values 0x01 or 0xFF depending on the direction he is facing.

Method 2 does the same, but in addition it reads the value at 0x0030 that increments once per frame,
this value is AND with his health value, when the result of this is 0 he moves twice, other wise he moves once.

Health value 0x03 will have the pattern:
Cycle 0 1 2 3 4 5 6 7…
Pattern 2 1 1 1 2 1 1 1…

Health value 0x01 will have the pattern:
Cycle 0 1 2 3 4 5 6 7…
Pattern 2 1 2 1 2 1 2 1…

So the routine needs to be hacked to produce a different movement pattern.

You could change it so that it reads in the 0x0030 value AND with 0x03, this will be the table index,
1 table for each health level, each number in the table is the number of times to add the 0x7B689 values

Normal health values:
0x07:
1 1 1 1 100%
0x03:
2 1 1 1 125%
0x01:
2 1 2 1 150%

The values you wanted:
0x07:
1 2 2 2 175%
0x03:
2 2 2 2 200%
0x01:
3 2 2 2 225%
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Just thought I'd mention this-- if anyone's wondering why the FAQ says it's updated, it's just because I added a link to tehaxor69's boss key hex-edits in with the other boss relocation offsets.

–=–=–=–=–=–=–
Here is a Xkas patch to modify the speed of Raphael the Raven.

Code
lorom

ORG \$0FB509
PHX
LDA	\$0030
AND	#\$03
STA	\$00
LDA	\$7900,X
TAX
LDA	HealthIndexTable,X
ASL	A
ASL	A
CLC
JSR	\$E056
PLX
RTS

ORG \$0FE056
TAX
LDA	Speed,X
TAX

LOOP:
JSR	MOVE
DEX
CPX	#\$00
BNE	LOOP
RTS

MOVE:
LDA	\$105D
CLC
STA	\$105D
RTS

HealthIndexTable:
db \$00, \$00, \$00, \$01, \$00, \$00, \$00, \$02

Speed:
db \$03, \$02, \$02, \$02 ;0x01
db \$02, \$02, \$02, \$02 ;0x03
db \$01, \$02, \$02, \$02 ;0x07

Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Wow, seriously, tehaxor69, you're the greatest
I didn't expect the patch to come this fast. I'll test it this instant.

*Edit*
Yes, it works!
Only thing is: I've had to reset the HP of him to 3, but actually I'd like him to have 6 HP. What do I have to change in the patch? Altering the Health Table doesn't work. The HP value is 0x3F, so yeah, he has 6 HP. His speed is incredibly high, when I use 6 HP.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
You could update the tables with:

Code
HealthIndexTable:
\$00, \$00, \$00, \$01, \$00, \$00, \$00, \$02, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$03
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$04
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$05
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00
\$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$00, \$06

Health:
db \$03, \$02, \$02, \$02 ;0x01
db \$02, \$02, \$02, \$02 ;0x03
db \$01, \$02, \$02, \$02 ;0x07
db \$02, \$01, \$02, \$01 ;0x0F
db \$02, \$01, \$01, \$01 ;0x1F
db \$01, \$01, \$01, \$01 ;0x3F

Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Perfect, just perfect. Now he's as hard to 100% as I want him to be.
Thank you very much!

As for the last boss remaining: Is it even possible to reduce the Mode7 space used for the Koopa boss fight? As mentioned earlier, making the Mode7 space go from Y4 to YB would be splendid. (Depending on potential cutoffness, maybe only Y3 to YB). Alternatively to limiting too few space, Koopa shouldn't jump so high, dunno how easy/hard each thing is. After that there are no more ASM requests.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31