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

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Whenever I use the entrance editor, I type in the coordinateness I want Yoshi to start at, I save the file and works perfectly when I enter the level, but whenever I edit level again such as adding more sprites/objects, the entrance coordinates reset back to the default coordinates! Why is this?
Was Golden Egg open while you edited the enterence?Free counters!
Yes, Golden Egg edits the ROM from how it was when you opened it. You need to make sure Golden Egg is not open while you edit anything other than the levels, otherwise this will happen.Free counters!
Can the voice samples from the GBA version be copied to SNES?
If I remember correctly, the SNES is able to play Wavesound (yes, I know, it takes much space...), so it actually should be possible. Since most of them are 1 second or less, it shouldn't take too much space, no? (I don't want anyone to find out more accurate things, I only want to know, whether it's possible)The following voice samples I've heard:

Jump 1
Jump 2
Hover Jump
Ground Pound Salto
Ground Pound Impact
Lick
Egg Throw
Happiness after winning a Bonus Game
Moving Objects around or pressing against a wall
Losing Baby Mario
Spike/Lava/Pit Defeat
"Yoshi", when a level is chosen
"Nintendo" at game start
Shy Guy/Ghost Shy Guy comes out of Pipe
Boo attacks Yoshi
Yes it is possible to do WAV audio, via PCM (Pulse Code Modulation), and memory will be very tight, even with aid from the SuperFX chip.


Here are the GBA audio offsets:
-These addresses are approximate, but work if all you need to do is rip the audio


Yoshi Throw Egg
0x3D3144 - 0X3D40D4

Jump 1
0X3D40D8 - 0X3D48C0

Jump 2
0X3D48C8 - 0X3D50F0

Lick
0X3D50F8 - 0X3D5BF0

Ground Pound Salto
0X3D5BF8 - 0X3D76D0

Ground Pound Impact VOICE
0X3D76D8 - 0X3D8330

Losing Baby Mario
0X3D8338 - 0X3DA000

Created Egg
0X3DA008 - 0X3DACB0

Hover Jump
0X3DACB8 - 0X3DEAB0

Shy Guy Voice 1
0X3DEAB8 - 0X3DF680

Shy Guy Voice 2
0X3DF688 - 0X3E00D0

"Yoshi", when a level is chosen
0X3E00D8 - 0X3E2B90

Yoshi Duck Down
0X3E2B98 - 0X3E3630

Boo attacks Yoshi
0X3E3638 - 0X3E4E80

Moving Objects around or pressing against a wall
0X3E4E90 - 0X3E9D10

"Nintendo" at game start
0X3E9D38 - 0X3EC650

Spike/Lava/Pit Defeat
0X3F5270 - 0X3F7480

Happiness after winning a Bonus Game
0X3F7488 - 0X3FD82C


The audio you will find should be
Signed 8 bit PCM
Big-edian
Mono
11025Hz -can vary


You can copy out the data and use it in a SNES ROM and play it with a sub routine.
You can also import the raw data into Audacity, and save as a WAV or MP3
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Originally posted by Yoshis Fan
Can the voice samples from the GBA version be copied to SNES?


Technically, yes, but you will almost certainly run out of room. Yoshi's Island already cut many corners with its sound effects, likely due to space restrictions (Yoshi sliding on ice and Kamek's speech both use the same sound effect as Baby Mario's crying, for example.), so fitting anything else in there would be difficult, if not impossible (and that's only counting the space in the ROM, I don't know how much free space Yoshi's Island has in ARAM for sound effects, but I doubt it could handle it either without dynamically uploading them).

Originally posted by Yoshis Fam
Since most of them are 1 second or less, it shouldn't take too much space, no?


That will actually take up quite a bit of space; most instrument samples used by the SNES last only an extreme fraction of a second. One full second alone (depending on the quality of the sound effect) could use 2-3kb of space.
I should get a new layout.

Probably won't, though.
That reminds me, does anyone know a way to remove the sliding-on-ice sound effect (like in the GBA version)?

(By the way, it's nice to see more activity in the YI hacking forum again.)

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Alyssa's Unlikely Trap (demo 3)
@tehaxor69:
Woah, thanks! I didn't expect the Offsets that fast, good job!
Hm, having MP3s would be better, actually, since it doesn't cost so much space, but the SNES can't play them... Also, wouldn't it work to convert them from WAV to MP3 and back again? As far as I know, at conversion from WAV to MP3 all the sounds, that can't be heared by human's ear are cut out (so space is saved). So actually, when converted from MP3 to WAV, it shouldn't increase the size (too much), no?

@Kipernal:
In case the thing with ARAM works, it would be possible. The original game has 133,772 bytes of free space, after applying the unchanged graphics to the original game. There are three large fields, there, then. One of them starts at 0x10B5FC and ends at 0x1101FD (19,458 byets). The one that starts from 0x11554A and goes to 0x1201FF (44,212 bytes) and the free space after the graphics (45,905 bytes), together 109,757 bytes. A chart, made by me, with all the free spaces in the ROM can be found here.

@Zeldara:
I can't give you an exact answer, but I guess it's all about changing some LDA thing to NOP.
@Zeldara:
ROM 0x579E4 SNES 0x8AF7E4 tells what sound effect to play while sliding on ice, change the 0x75 to 0x00. These sound effects are controlled by the SuperFX processor.

@Yoshis Fan
The audio formats are all PCM ready, all that needs to be done is some trimming, re-sampling, about (0x6D67 28007) bytes need to be removed from the GBA sounds, and write over the SNES ones -don't know how much space these ones use, also some space could be saved with FX compression.

WAVs use on average 10x the amount of data as a MP3, that is with CD quality sound.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
@tehaxor69:
So you mean with a few manual changes it would be possible to write it to the SNES version? That would be great, however, it takes about 137,000 bytes of space (when the 0x6D67 bytes are cut out, it still consumes ~109,000 bytes).

But... Couldn't the amount of data used also be reduced by inserting sped up audio files and making the game slow them down by the (virtual) console? It would be great, if the SNES could slow down/speed up audio. For example, if sped up to 2x speed, the size would be reduced down to ~54,500 bytes or utopian 3x speed it would only be ~36,333 bytes and fit into one of the giant fields of free space...

Also, I've tested out other sound samples. I think they start at 0x3B7440 and end at, well, 0x3FD4E0. Furthermore, I ask for FX compression, in case that means, that the amount of data is reduced without limiting the game or such.

*Edit*
Yeah, other than that, thanks for the tip with Audacity, it's great!
I gotta rip 'em all! (Pun?)
Sound effect played when "-Nintendo- Presents" appears

ROM 0x080B7F SNES 0x90897F -0x09

0x00 None, No command sent to APU
0x01 Pause SFX 1
0x02 Pause SFX 2
0x03 No sound
0x04 No sound
0x05 Flower growing sound
0x06 Ice mellon, something frozen solid
0x07 Ice shatter
0x08 1-UP
0x09 Normal, also the same as the coin SFX

I could hijack this routine to trigger a subroutine that plays a PCM track


@Yoshis Fan
Using sped-up versions of the sound tracks then slowing them down is the same thing as lowering the quality.
Working on Super Mario World 2 - Yoshis Island Boss Rush
Other projects on hold.
Nice find about the sounds.
Also, here is a list of sound effects, in case anyone is interested. Most sounds, however are just something weird and not the sound said in the list...
Also, tehaxor69, yes, I'm not only trying to make a Secret-level port, but a direct port of the GBA version to SNES trying to make a SNES version as close to GBA equivalent as possible. Mario Brothers is not ported, though, only the YI portions. (Of course it won't and can't be EXACTLY the same.)

And about playing sped-up waves slowly. Well, at least it was an idea. Anyways, the size of the whole wavesounds must be reduced to at least 3/4 of its original size, or else porting can't be done efficiently. If this can't be done by removing redundant things and FX compressing the sound, then the quality has to suffer, which wouldn't be too much of a problem (that is, if the quality doesn't become bad, then). Is it possible anyways? I mean, if ARAM can't do it, all that porting stuff is senseless in the end...

Is there a way to disable the thing, that Yoshi falls through Flatbed Ferries (and other Sprites, that he can stand on IIRC), while there is a flattened Tall Shy Guy (Sprite 124) in his mouth?
(And another thing for the port: How to edit the initial coordinates of the melon seeds spat by the Tall Shy Guy? They must be a little lower in GBA)



(Also, how is the Snowball FX reduction patch going on? As you said earlier, it uses 2 FX slots, "but does not lock its value". Is it possible to make it lock its value? For the Level Mode #F, it might be nipping the problem in the bud to edit the pipe entering animation itself instead of the Level Mode(?). And the Flatbed Ferry correction patch for vertical line guides... Well, dunno, but since it already works for horizontal line guides it should be doable for vertical ones, too...)
What are all the sprites that can be used with any sprite tileset? I saw this list, but...is that actually the right one? It seems like some of those shouldn't be listed, while some that should be aren't. I could be wrong, though.

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I'm working on a hack! Check it out here.
I've put lots of effort into finding out each Sprite, that requires a certain Sprite Set and those, which don't. The list actually cannot contain mistakes, in case I made everything correctly (and Zeldara noted them correctly). In EggVine, type "(AU)" in the filter to see them (AU means "Anytime-Usable"). If you find a mistake, fine, but before anyone could say so, (a) mistake(s) must be found. Other than that, you can rely on that list you've linked. Anyways, I don't understand the problem. Are you writing to ask whether you can rely on that list?
Originally posted by Yoshis Fan
Are you writing to ask whether you can rely on that list?

I suppose so.

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I'm working on a hack! Check it out here.
Well, I created that list by doing precisely that-- typing (AU) in Eggvine's filter.

So if there's a mistake, either Yoshis Fan made a mistake with Eggvine v0.81+'s sprite set labels (which have been completely reliable for me so far), or I made a mistake copying the sprite numbers.

Regardless, it should be at least mostly-reliable.

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Alyssa's Unlikely Trap (demo 3)
Okay, I'll run with it, I guess.

Is there a way to have more than 6 worlds? Jacob had only 5 in SMW2+2...would it be possible to make a hack with 7? I would assume not (particularly since there are only 12 bosses), but I don't know for sure.

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I'm working on a hack! Check it out here.
Not sure. I have a feeling it would be a similar difficulty to implement as it would be to increase the number of overworld levels and/or exits in SMW (something that hasn't been done yet).

If it is possible, it would require a significant amount of relocating and extending tables (that normally only allow for 6 worlds, or for translevel numbers 0-44 or 0-47 (43 is 6-8, 44 is Extra 6, 47 is the last map icon of world 6))... also, where would world 7+'s map icon graphics come from?

Also, depending on the layout of YI's RAM, it may need to be rearranged somehow to avoid overwriting other data (at least regarding saving the world 7+ levels' scores to SRAM, maybe in other cases as well).

Alternately, it may be possible to modify the Select+XXYBA bonus minigame menu so the icons lead to unused world 1 to 5 levels instead (and make it accessible in the menu at the top, or not)... just a random theory though.

By the way, regarding sprite sets, certain sprites like Mildes, Tap-Taps, and Piranha Plants may seem like they're global, but they actually just appear in quite a lot of sprite sets.

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Alyssa's Unlikely Trap (demo 3)
Off-topic: I've had enough SMWCP2 stuff for one day, especially after the signups. I'm taking a vacation on Yoshi's Island. (Which is DarkBones speech for: "I'm working on Birdo's Island again, and have screenshots of fixed "glitches" if you want to see them, and I will probally stay here on "Yoshi's Island" until someone gives up their level and lets me have it, or SMWCP2 is over. Whichever happens first...")

On-topic: I still stink at finding exit co-ordinates. Does ANYONE know how to find the proper co-ordinates? Thats probally my biggest problem Yoshi's Island hacking. I'll occasionally get lucky and get the cooridinates right, but most of the time, it end horibly. I'm assuming it's different than finding the cooridinates for SMW...
Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
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