Language…
17 users online:  AmperSam, asterkafton, Dangil, DanMario24YT,  Donut, drkrdnk, EvilAdmiralKivi, fsvgm777, Guido_Keller, JezJitzu, mmmdoggy,  patcdr, Scags, timothy726, tOaO, Tomi P, Zavok - Guests: 262 - Bots: 358
Users: 64,795 (2,377 active)
Latest user: mathew

YI hacking FAQ v2 (updated for 2018) - Ask questions here!

Link Thread Closed
Originally posted by pinnor
Ah, thank you. That's very helpful. I would like to come out of pipe (downwards) just because of how the last section ended (i.e. going down into a pipe) but it's not crucial.


Yeah, I was not saying that you should change the warp as soon as you have to change the Level Mode; I personally always changed the Level Mode and looked for things, that wouldn't work right then. If everything is fine, all you do is change the Level Mode. However, when I wanted some neat BG3 animation or something that only works with a certain Level Mode, I preferred that over having a pipe.
(In my Hack this can be seen in some snowy Levels, where there's an instant warp instead of a pipe, because of the BG3 snowstorm effect only working with Level Modes 8 and F.)
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
Originally posted by pinnor
Ah, thank you. That's very helpful. I would like to come out of pipe (downwards) just because of how the last section ended (i.e. going down into a pipe) but it's not crucial.


Yeah, I was not saying that you should change the warp as soon as you have to change the Level Mode; I personally always changed the Level Mode and looked for things, that wouldn't work right then. If everything is fine, all you do is change the Level Mode. However, when I wanted some neat BG3 animation or something that only works with a certain Level Mode, I preferred that over having a pipe.
(In my Hack this can be seen in some snowy Levels, where there's an instant warp instead of a pipe, because of the BG3 snowstorm effect only working with Level Modes 8 and F.)


Yes I agree, I need the mist (for caves) in this level. But I have solved it by moving the entrance further up the level, and this way the background does not get in the way.
Hello, can someone please help? I'm not sure if I should worry about this, but that's why I try not to spend too much space on my ROM when I make levels, but now Sacrifices said the checksum is bad. Is that bad though and can it corrupt the levels later? I assumed it just meant I edited the ROM in Translexhation, but he didn't state if it said that in Golden Egg. It works fine for me when I try to load the levels in Golden Egg, but I think I lost a level that I started like two months ago. I uploaded an IPS patch w/the name Lespna1.ips.
Also, it does not tell me how much space I have used or how much space I have left.

Also, Yoshi's Fan: that seems like a good idea so if I understand correctly, you will be able to insert levels w/that program, right? When do you plan on releasing it or do you still have a lot more left to do for it to work? Also, it was a good idea to post that thread on inserting levels manually, but I think I figured out how to do it from your instructions.
Originally posted by Lespna1
Hello, can someone please help? I'm not sure if I should worry about this, but that's why I try not to spend too much space on my ROM when I make levels, but now Sacrifices said the checksum is bad. Is that bad though and can it corrupt the levels later? I assumed it just meant I edited the ROM in Translexhation, but he didn't state if it said that in Golden Egg. It works fine for me when I try to load the levels in Golden Egg, but I think I lost a level that I started like two months ago. I uploaded an IPS patch w/the name Lespna1.ips.
Also, it does not tell me how much space I have used or how much space I have left.


You can read in the FAQ about the checksum. I can reassure you it does nothing. As for Golden Egg not displaying how many bytes the current level uses, yes, it is quite a flaw in my opinion, because that can lead Hackers to think they can use "endless" amounts of space. If used perfectly and you have the original graphics reinserted, you have about 200,000 bytes of ROM space to use for levels. There are 222 levels, so that's roughly 1,000 bytes per level (at least those are the numbers I got in my head). Not every level you create is that large, but using lots of decoration, you can easily have 2,000 bytes of Object data in one level.

Originally posted by Lespna1
Also, Yoshi's Fan: that seems like a good idea so if I understand correctly, you will be able to insert levels w/that program, right? When do you plan on releasing it or do you still have a lot more left to do for it to work? Also, it was a good idea to post that thread on inserting levels manually, but I think I figured out how to do it from your instructions.


Yes, it will be possible to insert extracted level data from one of your system's folders. It is compatible with the level files extracted by YILEX, but it offers a level extraction with a neater GUI on its own (you can click on rectangles instead of scrolling through an endless checked listbox). I can't promise that it will be released in the next days, since there is still very much work to do and I got much other stuff going on (f.e. exams).
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
When I use sprite 1DF (Activates slow auto scroll towards right) in one of my levels, it scrolls the wrong way, i.e. to the left. In two of my other levels it works fine. Is there any simple way of remedying this? Thanks.
The description is misleading.
The screen locations the scroll approaches are absolute coordinates, which are hardcoded in the ROM. In order to fix that, you either have to use a different scroll or edit the current one.

This one should help, tehaxor69 has found the information, so credits go to him:

Scroll Table format:
There are 3 bytes per index
The first byte tells what X axis to scroll to
The second byte tells what Y axis to scroll to
The third byte tells what speed to go to
The speed value is signed so 0x01-7F left to right, 0xFF-0x80 right to left, both listed slowest to fastest
To terminate use value 0xFE or 0xFF only 1 byte required. 0xFE enables scrolling, 0xFF locks it.

Scroll Tables Start at SNES 0x03D6C5 ROM 0x01D8C5:
Scroll table Type A starts with offset 0x00 ROM 0x01D8C5
Scroll table Type B starts with offset 0x0D ROM 0x01D8D2
Scroll table Type C starts with offset 0x28 ROM 0x01D8ED
Scroll table Type D starts with offset 0x8C ROM 0x01D951
Scroll table Type E starts with offset 0xAF ROM 0x01D974
Scroll table Type F starts with offset 0x3E ROM 0x01D903
Scroll table Type G starts with offset 0x90 ROM 0x01D955
Scroll table Type H starts with offset 0xBC ROM 0x01D981
Scroll table Type I starts with offset 0xF0 ROM 0x01D9B5
Scroll table Type J starts with offset 0xF7 ROM 0x01D9BC
Scroll table Type K starts with offset 0x12E ROM 0x01D9F3
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
The description is misleading.
The screen locations the scroll approaches are absolute coordinates, which are hardcoded in the ROM. In order to fix that, you either have to use a different scroll or edit the current one.

This one should help, tehaxor69 has found the information, so credits go to him:

Scroll Table format:
There are 3 bytes per index
The first byte tells what X axis to scroll to
The second byte tells what Y axis to scroll to
The third byte tells what speed to go to
The speed value is signed so 0x01-7F left to right, 0xFF-0x80 right to left, both listed slowest to fastest
To terminate use value 0xFE or 0xFF only 1 byte required. 0xFE enables scrolling, 0xFF locks it.

Scroll Tables Start at SNES 0x03D6C5 ROM 0x01D8C5:
Scroll table Type A starts with offset 0x00 ROM 0x01D8C5
Scroll table Type B starts with offset 0x0D ROM 0x01D8D2
Scroll table Type C starts with offset 0x28 ROM 0x01D8ED
Scroll table Type D starts with offset 0x8C ROM 0x01D951
Scroll table Type E starts with offset 0xAF ROM 0x01D974
Scroll table Type F starts with offset 0x3E ROM 0x01D903
Scroll table Type G starts with offset 0x90 ROM 0x01D955
Scroll table Type H starts with offset 0xBC ROM 0x01D981
Scroll table Type I starts with offset 0xF0 ROM 0x01D9B5
Scroll table Type J starts with offset 0xF7 ROM 0x01D9BC
Scroll table Type K starts with offset 0x12E ROM 0x01D9F3


Wow thank you Yoshis Fan, that sounds too difficult to me to dabble with though. I think I will find an alternate way to make the level.
I don't know if this has been answered on here, but I'm trying to make the spikes move with the blocks like Yoshi's Fan did it in his game. The levels are locked so I looked on FrankyC253's level that he sent me, and I'm not sure what I'm going wrong. Can someone please help? The block moves, but the spikes don't move along w/it.


Video:
Question


I made a screenshot in Golden Egg.
Link

Mod edit: Removed table stretch.
I'm having a bit of trouble with cross sections. See this image:



Yellow circle: Is this connected properly? If not, how should it be?

Orange circle: This looked fine in Golden Egg, but then in the game, it glitched up.

Red circles: How are these supposed to be connected? Obviously not the way I have them set up, since that creates graphical glitches, but I don't know what the proper way would be.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
When you make cross-sections a good approach is always to place the ground tiles without the cross-sections in them. Then, when everything looks fine, you start placing the cross-sections.
Your fault there seems to be, that you have placed non-object 0x67 ground tiles on the same X- and Y-axis as the cross-sections themselves. You can still just look into the original game and see how it's done there if you can't get it to work otherwise.
As for the last one, afaik it can't be done by the tile which creates slopes on above-ground cross-sections, you must use the tile, that cuts holes into cross-sections, I think it was object 0x7F.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I did look in the original game. I couldn't get the first two to look right, and I can't think of any instances in the game where there was an arrangement like the others. I did eventually get the second and third ones working (though the former required an extra cross section), but I still can't figure out what to do about the rest.

Edit: Okay, I have something...this:



It seems to have a bit of cutoffness, though. Is that an acceptable level of it? Because I haven't a clue how I could do it without that happening.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Yeah, there's some cutoffness, because you haven't used the ceiling-object (0x58) quite right. You need to size it across the whole area, so that by that single object, the cut off tiles of object 0x01/0x67 become left wall, right wall and ceiling. Then the corners will appear automatically. It will still look a little weird, though, I've tested it.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
What do you mean across the whole area? I can't extend it all the way to the leftmost wall, because then I just end a ceiling stuck in the dirt. I already have it extended one tile beyond the vertical cross section on each side, and I have objects 0B and 0A on either side of the sprite to create edges and object 67 to cover up the tops of them.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Okay, I'll post a few screenshots to make it more understandable.



OUTPUT:



If it doesn't work with Golden Egg for you, you can still use EggVine, it won't bite.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Huh...I think that actually worked. I did not know that object 58 could be stretched vertically. Thanks.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
How do you get a goal to actually work? I've been trying for several minutes to no avail.

EDIT: And it just fixed itself.
Alright, I've edited Watch Out Below! by first deleting everything in the level by hand. Then I added a small land mass with a chomp rock on it, then I worked on more of the level.

After that, I saved the level and tried to test it.

The game kept getting stuck on the level name. Yoshi hops into the black background and the name of the level shows up... and just stays there. It's not freezing, just sort of stopping.

Any ideas?
Originally posted by MercuryPenny
Alright, I've edited Watch Out Below! by first deleting everything in the level by hand. Then I added a small land mass with a chomp rock on it, then I worked on more of the level.

After that, I saved the level and tried to test it.

The game kept getting stuck on the level name. Yoshi hops into the black background and the name of the level shows up... and just stays there. It's not freezing, just sort of stopping.

Any ideas?

What tool are you using? I've hacked 1-2 successfully with Golden Egg and never had that issue.
I really need a layout. :<
Who wouldn't use GE?

Also, if it helps I've tried to use Y.I.P.E.S on my ROM.

also i didnt know you hacked yi mand
Originally posted by MercuryPenny
Who wouldn't use GE?

Also, if it helps I've tried to use Y.I.P.E.S on my ROM.

also i didnt know you hacked yi mand

I do it casually.
Call me a n00b, but what is YIPES?
I really need a layout. :<
Link Thread Closed