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YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Forum Index - Sunken Ghost Ship - Display Case - YI hacking FAQ v2 (updated for 2018) - Ask questions here!
Pages: « 1 2 3 4 5 6 7 8 956 57 » Link - Thread Closed
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).

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Alyssa's Unlikely Trap (demo 3)
Originally posted by Kipernal
The link provided is a little...dead.
<-- 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)

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Another thing: I'm a bit confused on some of the text commands. For example, one of the first messages (the one about making eggs) is roughly this:

Making eggs:
*picture*
*next screen*

Grab an enemy with
$FF$0A
$FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12
(Y), then press down on + to make an egg.
*Next screen*

Now try throwing
$FF$0A
$FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12
the egg,
$FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12
press (A)!
$FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12 $FF$12

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?
I should get a new layout.

Probably won't, though.
@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:

Text format example:
[FF 05]Line 1
[FF 06]Line 2
[FF 07]Line 3
[FF 08]Line 4
[FF 0E]Line 5[FF 0A]
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 6
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 7
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 8
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
[FF 0E]Line 9[FF 0A]
[FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12 FF 12]
...etc...
[FF 0F FF FF] End text string

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.
Originally posted by Kipernal
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.)

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Alyssa's Unlikely Trap (demo 3)
Speaking of that, When is somebody going to upload egg vine's table file for trsnshextion? I'm sick of using the confusing font expansion file...

Oh and is my tutorial on how to function the giant blarrg any good? Or does it need improving?

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Mickey8715, Please subscribe and comment!
Originally posted by xxxzzz1
Speaking of that, When is somebody going to upload egg vine's table file for trsnshextion? I'm sick of using the confusing font expansion file...


Originally posted by Zeldara109, less than a day ago
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.


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Alyssa's Unlikely Trap (demo 3)
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?
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
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?)

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Alyssa's Unlikely Trap (demo 3)
So many questions...

Because translevel 44 contains the pre-Bowser battle text, does that mean that 6 Extra can't contain any unique messages?
I should get a new layout.

Probably won't, though.
@Kipernal:
Nope, because that direct message pointer has got a reference pointer. Here is a post made by me a long time ago:

Originally posted by Yoshis Fan
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.

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Mickey8715, Please subscribe and comment!
Originally posted by xxxzzz1
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.
I should get a new layout.

Probably won't, though.
This post I made about year ago shows how and where the pictures can be viewed.

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A quick question, How do you disable the items in your reserve in a normal level?

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Mickey8715, Please subscribe and comment!
You must use an appropriate music value.
Songs #3, #5, #8, #9 and #C disable items, IIRC.
Thanks, I never knew music values had an effect on game play elements.

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Mickey8715, Please subscribe and comment!
Originally posted by Yoshis Fan
You must use an appropriate music value.
Songs #3, #5, #8, #9 and #C disable items, IIRC.

Also #7, I think.

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Alyssa's Unlikely Trap (demo 3)
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?

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Mickey8715, Please subscribe and comment!
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?
I should get a new layout.

Probably won't, though.
Pages: « 1 2 3 4 5 6 7 8 956 57 » Link - Thread Closed
Forum Index - Sunken Ghost Ship - Display Case - YI hacking FAQ v2 (updated for 2018) - Ask questions here!

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