Patches need to be applied to the same type of ROM (headered/headerless) as they were created from.
In general, always use a headered ROM when creating a YI hack patch, or patching one. (You don't even need to keep a copy of the headerless ROM on your computer if you don't feel like it.)
And you're welcome. :-)
(Random note: I really have no idea why both types of ROMs are common, but they are. It would be much easier overall to only use headerless ROMs, but unfortunately, headered is the standard for YI hacking (and it would be far more inconvenient to switch to headerless than to keep using headered ROMs)...)
The SMC header is an annoyance to ROM hackers. Because the SMC header occupies 512 bytes, hackers must add 512 to every offset when they access the actual ROM data. If you forget to add 512 for a headered ROM, or you add 512 for a headerless ROM, then you hack in the wrong place. Some hacking tools require a headerless ROM, because these tools never add 512. The hacking tools for Super Mario World tend to require a headered ROM, because they always add 512.
SMC headers also cause problems with IPS patches. If an IPS patch contains offsets for a headered ROM, then the patch will not apply correctly to a headerless ROM, and vice versa.
The best solution is to always use headerless ROMs. This removes the need to add 512, prevents having incorrect information in a header, and allows a user who has a copier device to prepend the correct header for that device.
Of course you cannot use headerless ROMs when it comes to Yoshi's Island hacking!
Anyway, this was not what I intended. Does anyone know how I could make the explosion appear somewhere else (preferably in the center of the room where Kamek was), leaving Baby Mario alone?
It's simple: You've done something wrong!
If you still know what Offsets you have edited, then easily undo it and everything will be fine. If not, then the problem will remain. Simple as that. It's not SNESPal's fault, you've most probably edited some wrong Offsets in some SuperFX or GFX section. If you have luck, doing a GFX edit using YY-CHR could fix the problem. Not everything SNESPal shows are actually colors. What SNESPal does is, it translates all 2-Byte strings it finds in the ROM into colors. A color shown by SNESPal can be everything, even some ASM code.
FAQ update: GlitchMr has converted Mattrizzle's background list to hexadecimal, and pointed out that Golden Egg has been updated to display screen numbers (which I didn't know since I haven't downloaded the newest version of Golden Egg yet). Thanks!
@Zeldara:
There's a mistake in that converted list. For the jungle hill background it says that images 9 and A are the same, but that is not true. 9 and 10 are the same. A is the tropical waterfalls background.
@Zeldara:
There's a mistake in that converted list. For the jungle hill background it says that images 9 and A are the same, but that is not true. 9 and 10 are the same. A is the tropical waterfalls background.
Sorry for mistake. For some reason I converted this same number two times to hexadecimal.
It's fixed. If somebody will find other mistake, I'll fix it.
-------------------- Legacy ports zip (now that those went down because Dropbox)
Yes, it's possible to edit the music, but... I'm not sure if anyone here knows how. (SNN knew at some point, but he told me he forgot.)
Edit: If anyone is wondering why the FAQ now says "updated 2011-2-1", it's because I've added some sample screenshots of potential item memory glitches (link).
As I can see in Golden Egg you seem to have found out about the BG Scrolling Rate. Seeing, that #15 to #1F are all the same, wouldn't it be possible to create custom ones from those? Where is the location of the data in the ROM and what format is it? (Even if I don't think finding out about the format would be a problem for me.)
*Edit*
I've found a small bug in Golden Egg:
Object DC is always displayed in the object list window, as long as animated is ticked. It may be animated, but to my knowledge, this object is also Tileset-specific, so it should only be displayed, if Animated is activated together with Snow.
I'm having trouble adding mini-games. When I go down into the exit-enabled pipe, Yoshi will shoot up into the sky, and then fall down infinitely. Could someone help?
EDIT: The screen exit is on screen 73 of Level 3A. The settings are:
Return Level: 3A
Return X Location: 11
Return Y Location: 73
Mini-Battle: 4 (Gather Coins)
-------------------- Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
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