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Pages: « 1 228 29 30 31 3256 57 » Link - Thread Closed
don't forget you have to make baby bowser harder first and second form
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.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
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
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.

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Working on Super Mario World 2 - Yoshis Island Boss 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!

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
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
Ok, ok, suggestions, then. Still, you should first play it, so you know what's changed and what's not.

Originally posted by gigmadesh200
...very glitchy and buggy

Lolwut? This seems more like the description for the original Kamek's Revenge.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
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.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
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 Island Boss Rush
Other projects on hold.
Okay, I tested the patch quickly


The boss itself works fine... until you defeat it
Then the map becomes a complete mess of garbage.





What the hell?
OK, use this code to fix the overworld bug.

Code
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 Island Boss Rush
Other projects on hold.
The map issue is fixed but another bug appeared!



This background gets sort of... glitched(also happens with background x0C and x14)


---
EDIT:This happens when you start a level/get hit.
You need to make sure that you read the translevel number $021A
or the area index $701FFE(&7FFE) with the patch Yoshis Fan made.
Code
	LDA	$7FFE ;Read Translevel Number 
	CMP	#$(Insert Translevel Number Here) 
	BNE	DONE


--------------------
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Just got back for this...


Wait, translevel number $021A is obligatory?? then which number do I need for any other level(the translevel)
For exmaple:for 2-8 I used $013(?)

Code
 World 1
 00 01 02 03 04 05
 06 07 08 09 0A 0B

 World 2
 0C 0D 0E 0F 10 11
 12 13 14 15 16 17

 World 3
 18 19 1A 1B 1C 1D
 1E 1F 20 21 22 23

 World 4
 24 25 26 27 28 29
 2A 2B 2C 2D 2E 2F

 World 5
 30 31 32 33 34 35
 36 37 38 39 3A 3B

 World 6
 3C 3D 3E 3F 40 41
 42 43 44 45 46 47




Also, I don't understand "area index $701FFE(&7FFE)", is the level number?(not translevel)




Whew, this really confuses me .....
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?

Also, as doggy said, which value is needed now?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I had to hijack it after the OAM table update.

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 Island Boss Rush
Other projects on hold.
Thank you very much ^^
Also, sorry, I didn't mean to be intrusive with my last post, I felt it looked so when reading it.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Here is how to modify Hookbill's jump height, all values are 16bit signed.

Run then jump
ROM 0x00988C SNES 0x01968C [00 FB]
Jump up, pause, fall
ROM 0x009CA8 SNES 0x019AA8 [00 FA]
Bounce
ROM 0x009D91 SNES 0x019B91 [00 F8]

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Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Originally posted by tehaxor69
If you are using the $021A address, 0x13 would work.



But x13 is the value that glitches these backgrounds, I don't get it.

I mean, Any other value than $021A cause glitches(now I'm more confused)
Pages: « 1 228 29 30 31 3256 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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