Tip: When you're about to release your hack, make a patch first, patch it to a clean ROM, and then test that. This way, you are testing both the hack AND the patch.
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YI hacking FAQ v2 (updated for 2018) - Ask questions here!
I'm not sure about the Koopa patch being buggy anymore, but to me, it works bug-free now, so thanks alot for it, tehaxor69!
However, one last patch-related problem is there:
You've written this into the patch:
Code
;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
I've tried to test it, so I've added 0x10 to each of these 0x20s and 0x7As, but it was horribly glitchy after that. Changing these values back would fix it. So which of the 0x20s and 0x7As have to be modified in order to get the result I want? Actually, the problem is that there is a slight cutoffness of a few pixels on the spikes and on the ground.
Also, when Koopa bounces, he causes an earthquake and from what I can see, this isn't calculated by the patch, so the Mode 7 area isn't changed alongside the earthquake, which affects all tiles on the screen. That's not even that bad, I actually want to fix the permanent spike-cutoffness.
I did somewhat comprehensive testing of the battle now. And it fully works. I've increased the difficulty another time by adding three layers of blue spikes to the fight, so yeah, it's pretty hard now, as it should be. Thank you soooooooo much!
Also, I like the project you are working on (signature). Will you provide different levels of difficulty? I suppose it requires massive branching/sprite ASM cloning. As for the transition: You could make, that instead of the victory-animation it uses the screen exit index 0x00, so it will require some level editing, too (or you hardcode the screen exits via ASM). Are you planning to add a timer, too? As for the Hitpoints, you could make Yoshi have a maximum of 10 stars and add a Hit-Counter, so the score depends on Stars, Hits Taken and Time Needed.
I already have that screen exit implemented.
I have all the bosses working right now.
This hack uses many 65816 and SFX2 hacks.
Displays a timer
Displays current bosses name
You can disable Mario -forces sudden death mode
Star mode / Sudden death mode toggle
Number of hits are recorded.
Number of eggs used are recorded.
The pause feature is changed, screen just dims and plays Sound FX.
I just need the score screen to display with all the times and scores.
Fix up some OAM/Sound glitches.
Add 4+1 more Yoshi colors, 12+1 total.
I was thinking about making Kamek a boss, the scene before Bowser.
As for making the bosses harder, I might need to do that in a second patch, I think the sudden death mode would be hard enough for most people, and changing the number of stars you start with.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
Wow, that looks amazing!
Also, you can have up to 16 Yoshi colors altogether, so that's no problem. Do you know how to make that or should I post a guide?
That makes me think of the Boss Rush Mode in LOZ:SS.
Maybe you could add a Boss Choice, so the player can choose what boss he/she wants first and then it's coincidence which bosses follow or something like that?
About High Scores and such. How many ranks does it save? And does it also save the best try in case you lose before fighting Bowser? And the weighting of each criterion? So, what counts most? I guess it's Time > HitsTaken > Stars > EggsUsed?
(What do you need 13 colors for, anyway? There are only 12 bosses, so what is the +1 for? And one last stupid question; what about the font? Is it custom made or is it like the SNES's system font? And is it Layer 4?)
Both fonts were copied from SMW as far as I can tell. (The all-caps font is used for the course clear message and the credits, and is commonly used on hack title screens, and the other font is used for level titles and message blocks.)
Personally I think they don't fit with YI's graphical style.
The Yoshi colors use a custom ASM code, right now the purple is used 5 times, I was thinking black, white, grey, gold. The 13th color would be if Kamek was included as a boss.
I haven't implemented a save feature yet, but I guess it would save based on the star mode and sudden death mode.
The font is right from SMW, the YI font was too big to fit in VRAM. During the battles all added text are sprites, I could use the YI fonts for the title and score screen.
-------------------- Working on Super Mario World 2 - Yoshis IslandBoss Rush Other projects on hold.
I see. What would you do about Kamek, actually? Make the room where you have to avoid him be the boss battle, so you need to survive until Bowser's door or would you ASM hack the Sprite, so he can be defeated?
I could imagine a boss-room like this:
A Kamek-room with three pits between the pillars, one Layer of Kamek-blocks covering each pit, the left and right pillars are replaced with indestructible blocks and Kamek himself has three platforms above the pits, indestructible and equipped with indestructible death-spikes. At the beginning he would clone himself. Both Kameks shoot magic at Yoshi, but only once instead of twice. When you shoot an egg against the magic, it would split into the three different parts (circle, triangle, square), still able to hurt Yoshi and still able to transform blocks, flying straight away from each other or in a spiral-like way. The parts can be grabbed and used to hurt the original Kamek. You must grab one of each part in order to defeat him. For example you can't win in case you only grab the square, you must grab the square once, the triangle once and the circle once. For easier aiming, the clone should have a different palette/be lucent.
I don't know about Sprite limitations and stuff, but I guess programming it is just as hard as programming an original YI boss from scratch, minus the SuperFX and Mode7 stuff.
However, that's just my 2 cents, it's your choice, of course.
*Edit*
On another note, what about the transformation? Is each boss transformed from the beginning on or does Kamek appear, make his speech and then transforms them? As for Kamek as a boss, you could grant him a little opening scene, too. He doesn't need a message box. You can make, that Yoshi stops in the room, then Kamek appears, makes his talking sound, disappears and two Kameks reappear, while making it obvious, that the second one is a clone, maybe by making the clone flicker or make him lucent. Both of them disappear, and then the fight starts.
Well, since I said it's possible it's possible, so 3 colors are possible, so no reason to wonder whether it's possible. Anyway, here you go:
From 0x79A7 paste this:
| EC 4D 6C 4D | 8C 4D AC 4D | CC 4D 4C 4D | 0C 4E 2C 4E |
| 40 00 5E 00 | 7C 00 9A 00 | B8 00 D6 00 | F4 00 12 01 |
| 08 4E 88 4D | A8 4D C8 4D | E8 4D 68 4D | 28 4E 48 4E |
| 5C 00 7A 00 | 98 00 B6 00 | D4 00 F2 00 | 10 01 2E 01 |
At 0x003C73, replace [BA 14] with [A7 F7]
At 0x003D86, replace [BA 14] with [A7 F7]
At 0x026566, replace [BA 14] with [A7 F7]
At 0x081D36, replace [BA 14] with [A7 F7]
At 0x012E58, replace [23 FB 04] with [C7 F7 00]
At 0x027D51, replace [23 FB 04] with [C7 F7 00]
Now the first eight Yoshi indexes (00; 01... 07) will use the palettes of the Yoshis in the Intro-Scene. The eight Yoshi indexes (08; 09... 0F) will use the “old” palettes of the ingame Yoshis.
Each Yoshi-Index can be found under the following Offsets:
(Each Intro-Scene Palette is 16 colors (0x20 bytes) and each original Palette is 15 colors (0x1E bytes))
0x1FEFEC 00: Green (Intro-Scene)
0x1FEF6C 01: Pink (Intro-Scene)
0x1FEF8C 02: Yellow (Intro-Scene)
0x1FEFAC 03: Light Blue (Intro-Scene)
0x1FEF4C 04: Brown (Intro-Scene)
0x1FEFCC 05: Purple (Intro-Scene)
0x1FF00C 06: Red (Intro-Scene)
0x1FF02C 07: Blue (Intro-Scene)
0x1FA240 08: Green
0x1FA25E 09: Pink
0x1FA27C 0A: Yellow
0x1FA29A 0B: Light Blue
0x1FA2B8 0C: Brown
0x1FA2D6 0D: Purple
0x1FA2F4 0E: Red
0x1FA312 0F: Blue
I've had this once, too; no idea how it comes.
I can't give you any help by seeing just the screenshot, I would need the IPS. I promise I won't spy on the levels, I will focus on the issue (you can also send me a version with the level data poitners overwritten, so it's impossible to spy). So yeah, if you want me to try and fix that, I must have the IPS.
I've had this once, too; no idea how it comes.
I can't give you any help by seeing just the screenshot, I would need the IPS. I promise I won't spy on the levels, I will focus on the issue (you can also send me a version with the level data poitners overwritten, so it's impossible to spy). So yeah, if you want me to try and fix that, I must have the IPS.
Is that important the IPS??
well, I overwrote all the level pointers, names and icons, except 3-7 which I made for testing.
OK, it was nothing major anyways.
Do this:
0x12E58 [C0 FD 00]
0x27D51 [C0 FD 00]
That should do it; haven't tested it since I was too lazy to download ZSNES and test the savestate, but I'm pretty sure this fixes it.
Also, better question is why would I not need the IPS? When making ASM hacks, virtually anything can be done wrong and even if mentioned, you would just overlook it; that's exactly what you did; you didn't follow the guide properly.
Also, better question is why would I not need the IPS? When making ASM hacks, virtually anything can be done wrong and even if mentioned, you would just overlook it; that's exactly what you did; you didn't follow the guide properly.
I see... sorry for being mean.
I'm still think the issue was caused because I used a different offset...
I'm glad I could help you.
I might have sounded a little harsh, but I can't stand poking about in a fog, I need something tangible in order to help effectively when it comes to such questions. And an IPS is the most tangible thing in order to get to the core of the problem. Guessing around what could possibly be wrong is just a waste of time and purely luck-based, so I ask myself 'why don't cut a long story short?'.
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