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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 2 3 4 5 656 57 » Link - Thread Closed
Originally posted by Yoshis Fan
Hm, helping would be much easier, if we actually had some info about the screen exit.


I hate to make this look like a bump, but I don't know if anyone knows that I updated my Original Post. I'm almost done with the room that pipe is in on Level 1, and I need to know how to add the minigames, so here's the info again:

Originally posted by DarkBones
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)

Thank you for your time.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Well, nothing extraordinary with your screen exit.
So if I understood it correctly, you've made a pipe in order to make Yoshi play the Bonus Game? Never tested that, so it could be, that you must use a door to make it. Try using a door (the best choice for that is Sprite 04E, easily place a key nearby it). If it still doesn't work, then I don't know. Are there any other screen exits around the one leading to the bonus game?

Also, sorry, didn't see that you've edited the post.
Originally posted by Yoshis Fan
Well, nothing extraordinary with your screen exit.
So if I understood it correctly, you've made a pipe in order to make Yoshi play the Bonus Game? Never tested that, so it could be, that you must use a door to make it. Try using a door (the best choice for that is Sprite 04E, easily place a key nearby it). If it still doesn't work, then I don't know. Are there any other screen exits around the one leading to the bonus game?

Also, sorry, didn't see that you've edited the post.


Well, it's the only exit on the screen, so it must mean I have to use a door. Oh well, now that I think about it, one of those rooms where you have to defeat all of the enemies to get a flower would fit there better anyway...

EDIT: Um... the settings above aren't working for a sublevel either for some reason. Can you only use the sublevels that say that they're for the main level?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Could you provide a screenshot of your screen exit in the editor, so I can see where it is in relation to the screen boundaries?

(By the way, I'm pretty sure pipes to Bandit minigames still function. I've done it with an "invisible pipe" side exit before, so I don't see why a normal pipe would not. The main reason to use a door is that you always come out of entrance type 0.)

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Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
Could you provide a screenshot of your screen exit in the editor, so I can see where it is in relation to the screen boundaries?

(By the way, I'm pretty sure pipes to Bandit minigames still function. I've done it with an "invisible pipe" side exit before, so I don't see why a normal pipe would not. The main reason to use a door is that you always come out of entrance type 0.)


Sure thing!

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Is your enterable pipe the one on the right? If so, I think I know what the problem is...

If Yoshi is on or near a screen boundary when taking a screen exit, the game may load the other screen's exit instead. Try creating a copy of that screen exit in screen 63, and see if that works.

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
Is your enterable pipe the one on the right? If so, I think I know what the problem is...

If Yoshi is on or near a screen boundary when taking a screen exit, the game may load the other screen's exit instead. Try creating a copy of that screen exit in screen 63, and see if that works.


Thanks! That worked!


EDIT: Also, I would like to know what tool you use to add/remove/move midway rings and goal rings. Does anyone know which tool to use, or do I have to edit Hex like with the text?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
They're both normal sprites. Middle Rings are sprite 4F, goal rings are sprite D (and the goal platform and Yoshi's House are objects).

As for editing the midway entrances (where you restart after dying) themselves, you can either download the Entrance/Midway editors and be limited to a certain number of total midway entrances, or apply a patch to allow 4 checkpoints in every level that requires hex-editing some of the actual entrances. (See "How can I edit level/midway entrances?" in the FAQ.)

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Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
As for editing the midway entrances (where you restart after dying) themselves, you can either download the Entrance/Midway editors and be limited to a certain number of total midway entrances, or apply a patch to allow 4 checkpoints in every level that requires hex-editing some of the actual entrances. (See "How can I edit level/midway entrances?" in the FAQ.)

...i'm so stupid...I can't believe for once I didn't check first...oh well...

Originally posted by Zeldara109
They're both normal sprites. Middle Rings are sprite 4F, goal rings are sprite D (and the goal platform and Yoshi's House are objects).


Thanks for all the help! Now I can finally finish the first level! By the way, i'm using the tool, i'd rather be more limited (I probally won't use many checkpoints, as my levels are kind of short anyway) than edit even more with hex. Hex editing is a pain in the...better stop right there...

EDIT: Dang...now I have everything in the level working...EXCEPT the Goal! When Yoshi goes through the goal, he tosses Baby Mario to the ground, he bubbles and the game freezes. Adding the "Yoshi at Goal doesn't seem to help at all! How do you get level exits to work?

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Make sure the goal platform extends a certain distance after the goal ring sprite... Not sure exactly how many tiles (maybe Yoshis Fan knows?), but 32 (decimal) tiles should be more than enough.

By the way, the Yoshi at goal sprite isn't needed. (There are plenty of sprites in the sprite list that are mostly-useless to place manually, but are created automatically during other portions of the game.)

(Also, midway entrance hex-editing is actually faster than using the tool once you learn how (at least in my opinion). I understand that a lot of people would prefer to avoid unnecessary hex-editing, though.)

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
Make sure the goal platform extends a certain distance after the goal ring sprite... Not sure exactly how many tiles (maybe Yoshis Fan knows?), but 32 (decimal) tiles should be more than enough.

By the way, the Yoshi at goal sprite isn't needed. (There are plenty of sprites in the sprite list that are mostly-useless to place manually, but are created automatically during other portions of the game.)

(Also, midway entrance hex-editing is actually faster than using the tool once you learn how (at least in my opinion). I understand that a lot of people would prefer to avoid unnecessary hex-editing, though.)


Once again, thanks that worked! My level 1 is almost done now, so I probally will be able to update soon! Sorry for all the questions, YI hacking is just a bit harder to learn than SMW hacking, because you have to learn hex editing (but its more fun, considering you have a lot more level space...)...so yeah...thats all I have to say for now.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Yes, I know how many. The last X-coordinate to set a goal ring to is (E9|YY). That means, the way Yoshi goes behind the goal ring is 0x15 (21) tiles. From E9 he goes up to (FE|YY). He may not see (FF|YY), because then he'd see the end of the goal platform.
I have a question:
Is there any data on the secret 2 player mini game mode?
I just had an odd thought about what I would do with those, but didn't know if any editor is able to edit them (them = 2 player watermelon fight) or if there's at least any data.

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Your layout has been removed.
@leod:
You are not being ignored, it's just that there is nothing found out about the Minibattles, so you must wait. (Or find out yourself #w{=P})

@Someone who knows:
I have tried to relocate the ASM of Sprites 1BA to 1C9, which starts at SNES 0x3D55B and ACTUALLY SHOULD end at SNES 0x3D57D in order to free the pointers for Sprites 1F5 to 1FF. Since there is some free space in bank $03 it shouldn't be that much of a problem... but, when I relocated the code, so it begins at 0x3FEF0 and also changed the Sprite pointers to the correct Offset, it did not work. I simply pasted the code and overwrote it the former code. The assumption that it ends at 0x3D57D I got from the thing that there is a byte [60] there, which means [RTS]. Can anyone help? My guess is, that some other branching/jumping code from those Sprites still refers to the old locations of the code, but I haven't found any pointers or jumps.
I have kind of a n00by thing to ask, does anyone know what to set these two exits so that


Yoshi comes out at the door (04E sprite),


and out of the left pipe?

I can't figure out the right coordinates for these two exits, no matter how hard I try.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
@DarkBones: You can exit from mini battle only from door.

I would try X:1E Y:43 if you want to exit from door which accessed mini battle.

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Legacy ports zip (now that those went down because Dropbox)
Actually, the pipe is a different room entirely. The first co-ordinates got me in the general area, it was right under the door.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Try X:1E Y:42... it shouldn't be that difficult to change by trial and error.

By the way, as far as I know, the door-closing animation only appears for "X" doors (that is, S1, or S4E after it's been unlocked).

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Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
Try X:1E Y:42... it shouldn't be that difficult to change by trial and error.

By the way, as far as I know, the door-closing animation only appears for "X" doors (that is, S1, or S4E after it's been unlocked).


Actually, I already changed the door exit to that a few hours ago. I need to know what to set an exit to in another level to go to the pipe on the left in the second pic. Sorry for asking though, its just trying to set exits gets kind of irritating before you get used to it.

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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
Try 3A 33 72 05. (Well, I assumed that your pipe was also in level 3A, if not, use that level number of course.)

In general, set it to the coordinates of where you want Yoshi's top-left corner to be before any animations.

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Alyssa's Unlikely Trap (demo 3)
Pages: « 1 2 3 4 5 656 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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