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

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Whenever I download Tile-molester, the text is always in Japanese/Chinese, Is there any download thats in English?

Mickey8715, Please subscribe and comment!
Is there any way to change which midring a room uses in Golden Egg? I can't seem to be able to find a way of doing it.
Jeorge, it's the Item Memory value...
Is it? I thought that was a different option of that in Eggvine...

Anyway, I'll try it out.

Edit: Hasn't worked, when Yoshi dies in the boss room of my 1-8 it leads him to the first midring, not the second like it's supposed to. I have also configured the second midring to be in the preboss room where it should be, using Romi's midring editor.
Set the item memory value of the room containing the Middle Ring. (The item memory value determines which checkpoint is activated when you pass through a Middle Ring in that particular sublevel.)

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Alyssa's Unlikely Trap (demo 3)
Oh, I see. I'll try that.

Edit: Worked! Thanks for the help, Yoshis Fan and Zeldara. #w{=D}
Is there a way you could change the spitting green piranha plant's projectiles to the bomber Lakitu's Bombs as in hex editing?

Mickey8715, Please subscribe and comment!
As mentioned, no idea, but I also don't consider doing this a good idea.

Anyways, I have got a question, too.
Would it be possible to either make, that the Intro-Level counts as a different icon index than #0B? If so, index #17 would be fine. The other option would be to move the message box pointers away from index #0B, meaning 0x111333 isn't the location of the pointer to the message, that you must grab baby Mario, 0x111335 isn't the location of the pointer to the message, that appears, when you first get a Flower, and that 0x111337 isn't the location of the pointer to the message, that asks you, whether you want to re-start from the Midring? Technically, I would like to alter the relative pointers to them, if there are some, to move the direct message pointers away from there.
But, as said, I'd also be fine with altering the index the intro-level uses.


*Edit*
Forget about the question, I've found out myself.
How do you make the huge blargg animate properly? It has the right sprite set but when I place it in castle lava, it glitches up, is there a specific thing you have to do?

Oh and thanks Yoshis fan for telling me about the piranha plant, I've scrapped the idea but it did seem like a interesting concept.

Mickey8715, Please subscribe and comment!
Interesting, yes, but hard to implement.
For the Blargg, you must Layer 3 Type 02, where it says BG 3 objects in Golden Egg.
mmmm, When I did that, this happens

Mickey8715, Please subscribe and comment!
Well, in general Layer 3 Type 2 is the condition. Your picture doesn't looks like Layer 3 Type 2 is in use for that one...
Anyways, if nothing helps, then set every value of the header back to 0 and build the header from scratch.
Oh, I used the wrong BG3, regardless of that it still glitches up,



Mickey8715, Please subscribe and comment!
Originally posted by Yoshis Fan
*Edit*
Forget about the question, I've found out myself.

Can you post the answer, then? I'm curious as well.

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Alyssa's Unlikely Trap (demo 3)
I think I got it now, apparently you have to put the blargg very high up in a level or else it will glitch, thanks for the help anyway Yoshi's Fan, appreciated as usual!

Edit: The blarrg must only work with specific backgrounds, originally I used the forest and volcano BG, but the blarrg malfunctioned, as seen In screenshot but when I changed the BG to cave/waterfall it worked properly, I don't no why though...

Mickey8715, Please subscribe and comment!
@Zeldara109:
Well, actually I only needed to move the pointer for the Midring thing, since I don't use the other two.
So I've investigated a little bit, meaning I've looked around the place, where the disable Midring value is and found the value [2E] at 0xE736. I don't know exactly, but I've simply altered it a bit. Changing it to [30] makes, that the pointer at 0x11137F is used. That's the only thing I needed to know.
Does anyone have a copy of Mattrizzle's font expansion patch? The link provided is a little...dead.

EDIT: Alternatively, could someone at least give me the table file for the original text? It doesn't seem to be in the EggVine ZIP file.
I should get a new layout.

Probably won't, though.
Here: smw2_font_expansion.zip

As for the table file... I thought it was in the Eggvine zip file? Not sure why it's gone. Must have not been included when Yoshis Fan reuploaded Eggvine after it mysteriously vanished from his file bin.

Anyway, I've reuploaded various YI-hacking-related files to http://media.smwcentral.net/Zeldara/yi/. YI Text Table is a table file that was included with the last few versions of Eggvine, YI Text Table 2 is a file specifically optimized for my own use (try it out if you wish), and the "Don't use!" file is a more detailed version for opening in a text editor.

(I've also updated the FAQ to reflect this.)

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Alyssa's Unlikely Trap (demo 3)
Ah, thanks for that. Also, are the expanded and normal text systems "compatible" with each other? E.G. is "abc" D8D9DA regardless of whether or not you use the patch?
I should get a new layout.

Probably won't, though.
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