Your fix did the job, Shiny Ninetales. I do have another thing bothering me. I know I set BG3 to scroll at a good horizontal speed, but in my hack, the BG is statioanry and it only scrolls vertically.
Edit: A solution I came is to use the code below in SPASM:
Code
REP #%00100000
LDA.w $1462 ; horz:
LSR #3 ; the higher this number, the slower it will scroll. Remove for same speed as FG
CLC : ADC.w #$XXXX ; (offset, change this to whatever you want, or remove it if you don't need it)
STA.b $22
SEP #%00100000
The only thing I need here is the value for the Layer 1 X position in YI. I'm not sure if the rest of the code does work in SPASM.
I think sometimes the scroll depends on what tileset or palette you choose; if you choose tileset 3 then layer 3 will be static, it will not scroll and in kamek tileset (level mode A) you can't control the scroll (edit: actually, you can but the farthest layer will always be static), but sometimes scrolling cause glitched graphics/palettes: if you have constant vertical scroll with bg3 23, the gradients will glitch. Unrelated but in boss rooms, never set a gradient background or the colors will glitch (again) when kamek uses his magic spell!
Now I have a problem.
Every time I start a level, the icons have glitched GFX when I select one. I can fix this with ycompress, but now the level won't load.
I did apply the following patches:
emptynest.asm
better_midrings.asm
level.asm
YIFixes; check this link
insert.asm (from YI AddMusic)
and used 2 tools:
BTD6_maker
Yoshi's Island Level Tool
Anyone? This does influence my hack.
Edit: I found the patch. level.asm seems to be doing this. I don't know why.
Maybe it's related to the edit I said, probably something is not working (as I said, I couldn't assure it works 100% safely). Either that or maybe you ran out of space in your rom.
No. I clearly had more space in my ROM, so, it's the edit you posted that led me to this. Still, I had to port all over again the hard way.
Edit: I found a way that's a bit better than what I expected. To port those levels to the new RON, I have to export the edited level and bonus 1 by 1. Not much, but better.
Edit: I'm wrong. After I add level 2 and its sections in the same way as level 1, when I select level 2, the ROM glitches.
Hello, I have one question about the sprite 0B5: the hidden winged cloud.
According to the coordinates, this item give 1-up / 5 stars / !-Switch / 5 stars. Is it possible, with hex editing or other, to change the second "5 stars" with another item, like a flower?
-------------------- Yoshi's Island Hack Progression
hey i just want help with patching a 1.1 file i read the faq and can add the header fine but i when i apply the 1,1 to 1.0 patch it says invalid snes rom i have no idea where to look as i am completely new to rom hacking in general so sorry to bother all of you
BTD6_maker Yoshi's Island Moderator Crazee Dayzee
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No.
@Doggycharly: The egg-plant uses 2 palettes and you're thinking the spinning log uses the 2nd palette of the egg-plant(its stem). I want that log uses palette 1(or C)(its head).
Now I have a few questions.
I know I fixed Boo Man Bluff's palette, but is there a way to change his mouth from green to red(palette 8 to 9)?
Now for the Balloon Boos: When you destroy them, one offers a coin and the other a !-switch. Is there a way to change that coin to a star and the other one like a crate or something similar?
The last question is about winged clouds. Is there a way to make the ?-cloud that gives the bubbled 1-up to give a super star and do these ?-clouds have values in hex?
Edit: In SMWCI, shyguys from pipes spawn faster. How can I do it?
I decided to follow Matrizzle's advice regarding palette changes. I want to add some into my file. So I decided to change the palette of the bullet bill launcher to that of a milde, I mean #$08. I added this into my file:
Now I have a few questions.
...
Now for the Balloon Boos: When you destroy them, one offers a coin and the other a !-switch. Is there a way to change that coin to a star and the other one like a crate or something similar?
not sure if this is still valid, but... x6452E - What Balloon Boo spawns when is destroyed, X1 position
x6450D - What Balloon Boo spawns when is destroyed, X2 position
Originally posted by Rykon-V73
The last question is about winged clouds. Is there a way to make the ?-cloud that gives the bubbled 1-up to give a super star and do these ?-clouds have values in hex?
I think some of them can be changed via hex but the ones that spawn multiple sprites (the collectible star ? clouds) or spawn different things depending on position can't be changed (???)
You can edit a winged cloud to spawn a super star but only if the cloud supports collectible sprites, otherwise it will not work
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