Tip: After editing your overworld, make sure to use an EMPTY save file, as save files with progress may load Mario's position based on previous versions of the overworld. Note that altered level flags will also only take effect on new save files.
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YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Hm, 4-8 depends on tehaxor69.
As for Bowser, he already is harder. Thanks to tehaxor69, he's faster in the first form now and has more HP. But nothing else. I'm thinking about altering the boss room, but I guess it requires editing the BG image. As for the second part of the battle, Bowser's flames are instant-death, he approaches faster and he doesn't flip back very far after being hit. Also, he has 12 HP, iirc.
so which bosses are harder and which ones need improvment for the sluggy boss you could make him move faster and put some traps so when he pushes back yohsi there would be a chance of him getting hurt as for tap tap I think tap tap the golden would be a better boss instead
tehaxor69
Posts: 294/304
Since:
Location: Washington, DC
You can't make those changes to Hookbill the Koopa because of SNES hardware limitations with the mode 7.
It should be possible to render his shell as a SFX sprite to sprite slots (4-5) or (5-6) once the transformation starts,
won't be hard to convert the M7BG1 to 4BPP, because his palettes only use 10 colors+transparency.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
@gigmadesh200:
Sluggy is already improved and made harder. Furthermore, why are you demanding things which already are in? The Tap-Tap boss fight is against Tap-Tap the Golden. Haven't you played the hack?
@tehaxor69:
Oh, ok, if it's possible to convert them to SuperFX, why not? I actually thought that wouldn't be possible, but eh. So, that means, the Mode7 is completely removed from the battle.
Whatever is necessary to have a ceiling made of nice spikes.
I hope you can make it!
those were not demands more like suggestions and yes I have played the hack but I have not gone far enough to notice these things I'm gonna wait until your hack is finally finished the pre release is good but very glitchy and buggy
well people are finding that your hack has alot of stuff in it that should be fixed and once everything is fixed everybody can look forward to play playing a perfect no problems yoshi hack
It's not possible. I doubt it will be a perfect Yoshi's Island hack. Aside from opinions, I'm sure a few glitches will remain. Of course I'm fixing everything people tell me, but I doubt that I get to know all of the things people notice.
Here is a code that will allow for spikes(or other objects) during Hookbill's battle.
This will modify HDMA channels 6-7 to allow layer 2 to show for the first 32 lines,
then switch to M7BG1 for 122 lines,
then switch back to layer 2.
I have explained in the Xkas what to change to move spikes down further if wanted.
Code
lorom
header
!TempVar = $7FE0
ORG $00813A
JML HookBill_HDMA_Hack
ORG $3FFD00
HookBill_HDMA_Hack:
PHP
REP #$20
LDA $7FFE ;Read Translevel Number
CMP #$(Insert Translevel Number Here)
BNE SKIP_CHECK
LDA !TempVar
CMP #$0000
BNE SKIP_CHECK
LDA $7E5040
CMP #$0770
BNE DONE
INC !TempVar
SKIP_CHECK:
LDA #NewChannel6
STA $4362
LDA #$003F
STA $4364
LDA #NewChannel7
STA $4372
LDA #$003F
STA $4374
DONE:
PLP
DEC $011B
JML $0080F1
;This data is for spikes at the top of the screen.
;Add 0x10 to the 0x20 and 0x7A for every tile you want to move down.
NewChannel6:
db $20, $12, $00, $7A, $11, $00, $01, $12, $00, $00
NewChannel7:
db $20, $49, $7A, $07, $01, $49, $00
The spikes are moved down one row in this image.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
lorom
header
!TempVar = $7FE0
ORG $00813A
JML HookBill_HDMA_Hack
ORG $3FFD00
HookBill_HDMA_Hack:
PHP
REP #$20
LDA $0118
CMP #$000F
BNE DONE
LDA $7FFE ;Read Translevel Number
CMP #$(Insert Translevel Number Here)
BNE DONE
LDA !TempVar
CMP #$0000
BNE SKIP_CHECK
LDA $7E5040
CMP #$0770
BNE DONE
INC !TempVar
SKIP_CHECK:
LDA #NewChannel6
STA $4362
LDA #$003F
STA $4364
LDA #NewChannel7
STA $4372
LDA #$003F
STA $4374
DONE:
PLP
DEC $011B
JML $0080F1
;This data is for spikes at the top of the screen.
;Add 0x10 to the 0x20 and 0x7A for every tile you want to move down.
NewChannel6:
db $20, $12, $00, $7A, $11, $00, $01, $12, $00, $00
NewChannel7:
db $20, $49, $7A, $07, $01, $49, $00
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
Why is it actually necessary to put the CMP there? Doesn't the patch hijack Sprite 0xAE (the Koopa Battle)?
Also, I might be just too stupid for this, but until now, the patch either screwed up the map entirely or did nothing when applying it. Doesn't matter, since I probably did something wrong, I must get that fixed. Also, for the Mode 7 thing, it looks very weird, when the Shell disappears in the Spikes, so is there a way to make Koopa jump lower?
If you are using the $021A address, 0x13 would work.
@Yoshis Fan
If you are using this in your hack, just read $7FFE, and if you haven't changed what room Hookbill appears in then the value will be 0x86.
I'll look into the jump height.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
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