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

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@Kipernal:
It can be overwritten, in case it says [00] all over the place, but it's not that much space, no? Anyways, the level names of course must have got their own pointers. From 0x114BBC to 0x114C4B are the pointers to each level name. They are ordered translevel-wise! To find out where they point to, reverse the two bytes and add 0x110200. Example:
Translevel 0xC has got the pointer [F9 4B]. So now, reverse it, [F9 4B] becomes [4B F9]. Now, add 0x110200. You then got the Offset 0x114D F9. Jump there, open the Yoshi's Island thingy file and voilà there you go: It says: "2 - 1: Visit Koopa And Para-Koopa" there! Of course you can repoint them as well in order to gain more space per name.
Originally posted by Yoshis Fan
From 0x114BBC to 0x114C4B are the pointers to each level name.


Whoops, I guess I messed up when I put the location of that chunk of data; the chunk I was referring to was apparently the pointers to the level names. Hmm...does anyone know where the pointer to the level name pointers is? It would be nice to move the level names out of the way of the normal messages for easier access to the free space after it.
I should get a new layout.

Probably won't, though.
Eh????
What the heck do you intend? There's by far enough free space in the ROM. It's more than 100,000 Bytes, so why do you need even more?
I mean this: If you remove all the messages and level names but keep their pointers, the ROM around that area will look like this:

<level message pointers>
<empty space>
<level name pointers>
<empty space>

It's rather annoying to have the pointers right in the middle of a large chunk of free space, so I'd like to move the level pointers to the beginning of that empty space so it looks like this:

<level message pointers>
<level name pointers>
<empty space>
<empty space>

That way it would be much easier to work with, since consecutive free space is easier to work with and keep track of than divided free space.
I should get a new layout.

Probably won't, though.
I see. So you are trying to make it like me with the level data. Well, searching for a long pointer or a pointer within the bank is without any result... Maybe they don't have relative pointers?
Originally posted by Yoshis Fan
Maybe they don't have relative pointers?


It should have a pointer somewhere; the code that loads them probably looks something like "LDA $0000,y or LDA $0000,x (or possibly LDA ($0000,y))" where x or y is the translevel number and $0000 is the pointer to the table, but like you said there don't appear to be any pointers to that data. I even tried using the SNES9X debugger to see when those addresses are read from, but it never triggered. Maybe it's done with SuperFX code or something...? I don't think SNES9X traces that, and so I have no clue how I'd find its pointer...oh well.
I should get a new layout.

Probably won't, though.
Originally posted by xxxzzz1
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?

Have you set the item memory in the level containing your Middle Ring?

Remember that, for example, a Middle Ring in 1-5 in a room with item memory index 2 will lead to the coordinates labeled "#2 1-5" in the editor.


By the way, does anyone know the RAM address of the translevel number?

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Alyssa's Unlikely Trap (demo 3)
Originally posted by Zeldara109
By the way, does anyone know the RAM address of the translevel number?


$7E021A. It's set immediately upon selecting the level to go to, and doesn't seem to ever be cleared.
I should get a new layout.

Probably won't, though.
Last question (hopefully): are the level names ordered by level number or translevel number?
I should get a new layout.

Probably won't, though.
They're indexed by $021A. (Translevel? Since when have they been called this? I prefer to call the levels in EggVine/Golden Egg area numbers. Level numbers are what is stored in $021A.)
Originally posted by Mattrizzle
(Translevel? Since when have they been called this? I prefer to call the levels in EggVine/Golden Egg area numbers. Level numbers are what is stored in $021A.)


If they were called "areas" first, then they were then called "indexes," and at some point their name changed to "translevel." I don't know why...at any rate, thank you.
I should get a new layout.

Probably won't, though.
I proposed using the name "translevel" about a month ago, because that's the term used in SMW hacking (and I was concerned that the two different types of levels were confusing people).

Personally, I'd prefer to call them levels, and the "levels" something else (like areas or sublevels), but apparently using "level" for something that's actually only part of a level is the standard...?

Anyone have any better ideas?

–=–=–=–=–=–=–
Alyssa's Unlikely Trap (demo 3)
How do you Hack YI anyway?
Originally posted by SJackSJ
How do you Hack YI anyway?


Seriously, are you serious or is that a joke? #w{O.O}
Anyways, people use Romi's Golden Egg in order to edit Yoshi's Island's levels. Other than that, YY-CHR for GFX stuff and the Hex-Editor (I guess most people use Translhextion) and Xkas for various other little tweaks. For more info, simply read the first post of this thread, here:
YI hacking FAQ v2 (updated 2011-4-23) - Ask questions here!
I hope that helped. Have a nice day!

Oh, and reading a thread (or at least the first post of it), where it says "FAQ" never does a beginner any harm.
Does anyone know if Golden Egg (or any YI hacking program) inserts data in the same free space that's used for messages?
I should get a new layout.

Probably won't, though.
Yes, it does! That would be the free space from 0x110200 to 0x120200. But it only inserts there, if it really is free space. It won't overwrite anything other than 00 and FF bytes.
Well...that's going to be an issue. It kind of makes me wish Golden Egg supported RATS tags...
I should get a new layout.

Probably won't, though.
Im new to hacking Yoshi Island.
Does any have a level list? I want to know which levels Im editing..
Originally posted by Chomp
Im new to hacking Yoshi Island.
Does any have a level list? I want to know which levels Im editing..

There is a list of levels/rooms to choose from when you open one in the ROM when it's opened in Golden Egg.
Originally posted by Chomp
Im new to hacking Yoshi Island.
Does any have a level list? I want to know which levels Im editing..


Also, EggVine has a level list.
.
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