Yes, they're compatible, unless you're using some of the unused/little-used characters that are apparently left over from the Japanese version. The letters/numbers and ?!.,-:' etc are the same.
I highly recommend that patch, since it gives you /()*@_ and a few other things, fixes some alignment issues, and gives you an easier method of editing the text graphics and widths (if you're interested in editing the font itself), for no real downside that I know of.
Oh, and it contains a table for editing the credits (which use a different format for some reason).
<-- My current custom title explains everything.It now lives!
...and here's a temporary link to the Welcome Music Fix patch: http://bin.smwcentral.net/46482/smw2_intro_music_tweak.zip(this is no longer needed, but I'll leave it here in case something else happens)
First off, what are all those $FF$12? Do they just mean "after this text move everything up 2 pixels for each command? Secondly, why are the $FF$0A and $FF$12 commands after the first line of the next screen instead of before it; is that just the way it works? Finally, why are there so many $FF$12 commands on the final screen when there weren't that many on the previous screens?
EDIT: And are they always required to come in groups of eight?
@Kipernal:
Yes, yes, and yes again. It's just the way text works in YI.
Here is an example made my Mattrizzle, which explains it quite good in my opinion:
The [FF 0A] occurrs in each line, which must be activated by pressing down. Every 4th line, the [FF 0A] string is needed. However, it would save A LOT OF space, if there was a way to leave the [FF 12] strings out.
Secondly, why are the $FF$0A and $FF$12 commands after the first line of the next screen instead of before it; is that just the way it works?
I really don't know why-- I'm curious about that as well.
Anyway, the [FF 12]s don't necessarily need to be in groups of eight, but the message may be glitchy with more or less than eight. Try experimenting a little if you feel like it.
(I think I've managed to center three lines of text within a box by using a group of twelve somewhere, but I may have needed to add a [FF 0E] somewhere in the middle of that group.)
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.
One more question: you say that the pointers start at x1112DB, but I'd also like to know how many pointers there are total or where the pointers end; do you happen to know those as well?
EDIT: Also, does anyone know what's up with the formatting of the "MINE!! MINE!!!" Baby Bowser message? Once the large text scrolls onscreen the game uses $FF$08 to scroll instead of the expected $FF$0A$FF$12 etc. stuff; does that always happen with giant font?
One more question: you say that the pointers start at x1112DB, but I'd also like to know how many pointers there are total or where the pointers end; do you happen to know those as well?
As far as I can tell, the pointers end at x111533, right before the first message begins.
There are 4 2-byte pointers for each translevel from 0x0 to 0x47, which includes up to x11151A; however, the x11151B-x111533 range seems to point to the Bandit minigame messages and the message that appears when you lose a life. (Many of those 12 pointers are duplicates though, so I'm not sure how many are actually used.)
(On a completely irrelevant note, this is my 1234th post. Yay?)
You can have a maximum of 1 message box in Extra 6!! Also, by using this method you can only have the message box at X2/Y2 in Extra 5!!
To do this, go to 0x65C72. There are two bytes [10 01] there. Change them to [E2 00]. Then, go to 0x11149F and change the [00 00] you find there to [79 38]. After that, go to 0x1114FB and change the pointer to whatever you want. Note, that you can only use the message box at X1/Y1 with this.
To generally move the pointers away from the ones of the Secret-levels you must change their relative pointers. They are stored from 0x65C5E to 0x65C75. They are two bytes per boss. Each of them is byte-swapped, so [10 01] must be read [01 10]. To calculate the Offset they point to, you must multiplicate it with 2, so in this case 220. Then, add it to 0x1112DB. So to relocate the pointers to the actual messages, you must relocate them to some free space. I'd recommend the end of the free space, which starts at 0x11554A. So somewhere at 0x120000. This works well for all bosses. But you have to be careful. This doesn't works for the Bowser Battle and the OH, MY!! of Kamek, because they don't have those relative pointers. In the Bowser Battle most of the messages don't have relative pointers, or I just don't know where they are. Maybe Mattrizzle could help?
Is there any link which gives a list of palliates for the layer 3 Backgrounds? I know there is a link to the Layer 2 BG's but I never saw a link for the BG3's.
Is there any link which gives a list of palliates for the layer 3 Backgrounds? I know there is a link to the Layer 2 BG's but I never saw a link for the BG3's.
Yoshis Fan had one in his file bin, but he must have removed it at some point. I don't think any other ones exist.
Does anyone know where the pictures used in the message box messages (such as Yoshi ground pounding or throwing an egg) are stored? I must not be looking closely enough because I can't seem to find them anywhere.
One more question regarding external files, I am experienced in the middle ring editor but when ever I place a middle ring and type in the correct coordinates for level 5D, as thats were the ring is. It leads me to a passage way in an unedited "touch fuzzy, get dizzy" Why is this?
Another question: Not much is said about editing level names in the FAQ; do they share the same pointers as normal messages or do they have their own separate table somewhere?
EDIT: Also, does the chunk of bytes from x114BBC to x114A4B (between the end of the last "normal message" and the beginning of the level names) contain anything important, or can it be overwritten?
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