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YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Forum Index - Sunken Ghost Ship - Display Case - YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Pages: « 1 231 32 33 34 3556 57 » Link - Thread Closed
There's another non-tilemap related problem, which needs to be fixed. As can be seen in raocow's video it is possible to lick in order to receive the falling status again after the time for morphing has passed and you're actually supposed to remain in ducking status. Is it possible to prevent Yoshi from licking while he is ducking in the air only?
The option to flutter jump already is prevented in this state, maybe it's as easy as adding one non-working button?
An alternative would be to somehow make, that Yoshi has the same status after licking than before licking...

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Lespna1
That's interesting. Just curious, but is that in Hex? B/c why is there a pound sign and a dollar sign in the values at the end?
Yes, the numbers are in hex, unless otherwise specified. I usually just distinguish between ROM addresses/offsets, RAM addresses and values using, 0x----- (or nothing), $----, and #$-- respectively.

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Originally posted by Yoshis Fan
There's another non-tilemap related problem, which needs to be fixed. As can be seen in raocow's video it is possible to lick in order to receive the falling status again after the time for morphing has passed and you're actually supposed to remain in ducking status. Is it possible to prevent Yoshi from licking while he is ducking in the air only?

I thought that was a reasonably known part of the game's controls (though like using the car morph to bounce up walls, it's not exactly intuitive)? If I ever get around to working on A Timely Change again, I'll probably be requiring it at some point (after informing players who don't know about it with a message somehow).

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
Originally posted by Yoshis Fan
There's another non-tilemap related problem, which needs to be fixed. As can be seen in raocow's video it is possible to lick in order to receive the falling status again after the time for morphing has passed and you're actually supposed to remain in ducking status. Is it possible to prevent Yoshi from licking while he is ducking in the air only?

I thought that was a reasonably known part of the game's controls (though like using the car morph to bounce up walls, it's not exactly intuitive)? If I ever get around to working on A Timely Change again, I'll probably be requiring it at some point (after informing players who don't know about it with a message somehow).

Say, make the helicopter required to open up a passageway somewhere, without a morph block? I wonder what you'd come up with.

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Your layout has been removed.
As for the Shy Guy foot using the wrong tile... Nevermind that, I found an unconvential way to fix that:



At 0xD2A6E, paste this:
[F8 E4 3E 00 00 00 E4 76 00 00 08 E4 76 40 00 10 E4 3E 40 00]
And at 0xD2A82, paste this:
[F8 08 3E 00 00 00 08 76 00 00 08 08 76 40 00 10 08 3E 40 00]

After that, a graphic change is required:





The only thing left now is the lick-issue...
Actually, the better solution for the problem would be to auto-apply the "ground-pound"-state to Yoshi. The "ground-pound"-state has licking disabled as well as throwing eggs, or moving left and right. The latter two things are unessential, but in whole the "ground-pound"-state would solve the issue.
I might be able to find out myself in case there's a RAM address representing Yoshi's status and someone posted it here.
I've only found Yoshi's Sprite status, which defines the way of controlling Yoshi (meaning all the morph-forms)

Originally posted by tehaxor69
Character modifier 0x7000AE Must be multiple of 2
0x00:Yoshi
0x01:Freeze - any odd value will freeze game or any value higher than 0x12
0x02:Car Yoshi
0x04:Mole Yoshi
0x06:helicopter Yoshi
0x08:Train Yoshi
0x0A:Stuck in place? stable game
0x0C:Sub Yoshi - torpedoes fire faster, limited to ground tracking
0x0E:Ski Yoshi
0x10:Mario - not invincible
0x12:Stuck in place? stable game


*Edit*
As can be seen in today's video of raocow, one can easily break the Chomp Chase by jumping over the Chomp. I've known about this before, so I've placed the Chomp 2 tiles higher, so one cannot jump above it anymore without getting hit. Making the Chomp repellent is no good solution either, since Yoshi then survives getting hit in Chomp chases over the breakable sand block ground... Maybe the best solution is using sand blocks and number platforms alternately and using a ceiling to make it impossible to survive in case one jumps behind the Chomp? An instant-kill Chomp seems to overpowered to me...

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
*Edit*
As can be seen in today's video of raocow, one can easily break the Chomp Chase by jumping over the Chomp. I've known about this before, so I've placed the Chomp 2 tiles higher, so one cannot jump above it anymore without getting hit. Making the Chomp repellent is no good solution either, since Yoshi then survives getting hit in Chomp chases over the breakable sand block ground... Maybe the best solution is using sand blocks and number platforms alternately and using a ceiling to make it impossible to survive in case one jumps behind the Chomp? An instant-kill Chomp seems to overpowered to me...

Is that seriously necessary? I mean, it was possible to jump over 6-7's chomps in the original and 5-8's giant rolling tap-tap in the DS game.

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Your layout has been removed.
Originally posted by CrystalJadeStrike
Originally posted by Yoshis Fan
*Edit*
...

Is that seriously necessary? I mean, it was possible to jump over 6-7's chomps in the original and 5-8's giant rolling tap-tap in the DS game.

Yes, by jumping over the Chomp, raocow has broken an element of the stage. I don't blame him for doing this, though, I blame myself for allowing for this and I already found a strategy to prevent this from happening, so yes, this will be fixed. The thing, that the original games have similar problems is no excuse for this level being the same.

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Sorry for doubleposting, but is there a way to make spat out Bullet Bills untouchable, like nothing can affect them and they can affect nothing either, so it's basically just an image flying over the screen? That would fix quite a few puzzle breaks. I appreciate any help, even if it only fixes this partly (for example so you can't bounce on spat out Bullet Bills anymore)

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Hmm, I've been having a bit of trouble trying to figure out how to change the level you enter when you select the bonus icon on the map (trying to make "secret" levels or something similar).

I've been using this post as a guide, though it doesn't explicitly say what to do beyond moving the pointer tables for entrance and midring data to free space, which I have done.

So I guess my question is: how do I assign level entrance and midring data for each bonus icon?
Could someone figure out what and where I'd have to hex edit to prevent Yoshi from killing and eating the red bullet bills that follow mario? Finishing up a new level and I have ideas for these enemies but they are too easily killed as they are. I'd like them to be untouchable.
Can you add this to the FAQ? I don't know if anyone knows about it, but I d/loaded Yoshi's Island Music editor 1.04 a while ago, the one that Texahor made? Did he just start to make it? B/c it doesn't have any instructions, and I don't really understand it. I don't know how you know which part of the song I am editing, but I was able to edit a little bit of the background music in the jungle song. I wanted to try to edit the music for the castle b/c I am making a game w/iZackefx, but I am lost, and I don't know how to follow where it is playing. Can anyone help? Thanks in advance.
Translating my hack into German. I've copied the German tiles over the English ones.
This happens at the goal due to wrong Tilemaps:


After a long time of research and then by using the "Collapse"-method, I've finally found the tilemaps.
They are at 0x4AF75. But once you jump there, you can immediately see a huge problem: There are only 270 bytes of tilemap-space, meaning 54 tiles altogether.
Using the "Collapse"-method more precisely, it turns out, the 155 bytes before the tilemap-table affect the Sprite, too.
I've found out about a few of them:
0x4AF61 - Distance from the screen border starting from the rightest
0x4AF66 - Number of tiles for each letter starting from the rightest
0x4AF6B - Pointer to the letters starting from the rightest
And here comes the problem:
What about the other bytes? Editing a tile of the table in most cases also affects some other tile of the ingame Sprite.

Also, copying the PAL version tilemaps over this changes nothing, since it's got a language check (some RAM address, probably unused by the USA version), and also might harm other tables/code, since it's larger.

I've thought about moving the tilemap-table to some free space, but there are two possible problems:
- The other bytes still affect that table or they do not affect it anymore, but are needed
- The game counts in additional Sprite tiles instead of the dependencies, so a Sprite overload might occurr



*Edit*
Forget it, I got the Bandit Game Tilemaps myself...
I still haven't looked into the GOAL-tilemap arrangement that much further, but I guess I'll have to do everything myself #w{=P}
The Intro/Outro/Staff Credits stuff is not complicated, it just takes ages to translate that stuff while keeping the words short since relocation is (almost) impossible.



Ja, stimmt auffallend. Ein Sieg auf ganzer Linie über das Chaos in hexadezimaler Gestalt. Dem ist nichts mehr hinzuzufügen. #w{=3}


Done:
Messages/Kamek Speeches
Level Names
Pause Screen
All "Lost-a-life" questions
Title Screen/Level Menu
Bonus Games/Bandit Games
Most graphics which contain text
End of Bandit-Games text (Win/Lose)

Not done:
Intro/Outro/Staff Credits
The "ZIEL!"-sprite

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Really nice. Perhaps after that, you can try tranlating it into romanian. I can help with that.
Help with that? I'm afraid you'll have to translate everything yourself...
If you give me translations for every piece of text in the hack, I will implement it. Please make a table of with English text on the one side and Romanian text on the other side, also please make sure the Romanian text isn't longer than the English text, or else writing it down will take ages.
There are two types of text:
Pure text and GFX-based text.
The "pure" text can be translated easily, but you must as well give me a list of additional characters for your language, so I can draw them for the game.
The GFX-based text is a little harder, especially when width and length are limited, so I might not be able to implement that for the GFX-based text. If it really is impossible for me to implement the GFX-based text, you must either draw the tiles for me in case you know a solution, or I will leave them in English.

*Edit*
Same goes for other translations like French, Spanish, Italian, Portugese and so on. Note, that my translations are limited to the Roman letters, so I will for example not make Chinese, Japanese, Korean or Russian.



Also, the GOAL!-tilemaps are still not solved, so please could anyone help me?

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Sure, just send me a txt with every single bit of text there is in english and I'll do it.
I'm not intending to sound rude or be mean or anything, however you were the one asking for a translation, so...
Also, I'm currently busy with many other things, it's my free time after all... But you can easily find out about the text by opening the ROM. All the messages including Kamek speeches can be found in the range between 0x110200 and 0x1201FF. The text after you defeat Baby Bowser is at 0x6F5E8, the credits (which actually don't need edits, since they are always English...) are at 0x4E5C (You need a special table file for that) and the Intro text is at 0x7D17E. I can make a list, too, but don't expect one to come very fast, I first want to get the German translation done, since it's my mother tongue after all.

Furthermore, from September onwards, I will most likely be rarely online here, since integrated degree programme and stuff...

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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Sorry for the question, but how do I get the right requirements to work the Shark Chomp?
To make the Shark Chomp work properly, you need to use the following settings in the level header:

-Layer 3 Type 22 (16 in hex)
-Layer 3 Palette 14 (E in hex)
-Layer Ordering Property 05 ("Level Mode" in Golden Egg)
-Any of these Sprite Sets: 05, 51 (33 in hex), 63 (3F in hex), 103 (67 in hex), 112 (70 in hex), 113 (71 in hex).

The hex values are used by Golden Egg, while the decimal values are used by Eggvine.Free counters!
Haha! Thanks, Jeorge535!
Okay, everything except the GOAL!-tilemaps works in the translation (I have not translated the Credits, since they are unedited in the PAL version, too). So, once again, in case anyone can help me with that, it's much appreciated. This is a table of the tilemaps I need:

Code
# 81 # 82 # 83 # 84 # 85 #	# AB # AC #	# 80 # 85 # 84 # 83 # 82 # 81 #		# 80 # AB # AC # 80 # 80 #	# AB # AC #
# 91 # 92 # 93 # 94 # 95 #	# BB # BC #	# 80 # 95 # 94 # 93 # 92 # 91 #		# 80 # BB # BC # 80 # 80 #	# BB # BC #
# 80 # 80 # 89 # 8A # 8B #	# A8 # A9 #	# 80 # A4 # A5 # A6 # A7 # 80 #		# 80 # A8 # A9 # 80 # 80 #	# A8 # A9 #
# 80 # 98 # 99 # 9A # 80 #	# B8 # B9 #	# 80 # B4 # B5 # B6 # B7 # 80 #		# 80 # B8 # B9 # 80 # 80 #	# B8 # B9 #
# 81 # A0 # A1 # A2 # A3 #	# AB # AC #	# 8D # 8E # 8F # AA # 86 # 87 #		# 8D # 8E # 8F # AA # AD #	# AE # AF #
# 91 # B0 # B1 # B2 # B3 #	# AB # AC #	# 9D # 9E # 9F # 9C # 96 # 97 #		# 9D # 9E # 9F # 9C # BD #	# BE # BF #

Each block is one character, in this order: Z I E L !
"I" and "E" are the only letters with flips in them. In "I", the two lower lines must be Y-flipped and in "E", the two upper lines must be X-flipped.

In the non-headered PAL-version the tilemap-table can be found at 0x4ADA2; it works with both types, the English and French "GOAL!" and the German "ZIEL!". It'd be great, in case a copy/paste thing could work, but I have no idea which part of it to copy neither which part to overwrite if that's the case.


*Edit*
Forget all that! I've found the "Ei des Kolumbus", or a "Solution of striking simplicity" as my translation program suggests. I managed to get it to work!
Looking really close into it was the key. Well, irrelevant minutiae don't matter now, here it is: #w{=3}#w{<3}



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NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Pages: « 1 231 32 33 34 3556 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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