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General Project Discussion/Golden Egg help/etc

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Originally posted by GeminiRage
It means you're using a headerless ROM, which isn't supported by the YIEntrance tool to my knowledge.

Worry not, there is a way to change your entrance position through hex editing.

Starting at xBF471 in a headerless ROM, you can find a table of level starting entrances. They are arranged in sets of four bytes.

-First byte is the level index number (in other words, the level number that you'd see in Golden Egg)
-Second byte is the X coordinate of the starting position.
-Third byte is the Y coordinate of the starting position.
-Fourth byte is the level that is opened upon completion. It's recommended you leave this byte alone...

And then it goes to the next level in order after the fourth byte.

So let's take a look at the first set of bytes in the table

00 07 77 01

This means the level will go to Level 00, which is "Stage 1-1: Make Eggs, Throw Eggs". It will start you off 0 screens and 7 tiles to the right, and 7 screens and 7 tiles down. You can ignore that last byte, it's not important.

The next set of four bytes after that would be for Stage 1-2's starting entrance, and the four bytes after that one would be 1-3's, and so on... An easy way to find the entrance you want to modify is to just look for the level index number of the stage you've claimed, and change the coordinates according to Golden Egg's screen boundaries and tile grid view.

Honestly, I think this stuff about level starting entrances should be added to the Useful Information post.


You sure there's no tool for adding a header to a YI rom? I could have sworn there's a tool for that...
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
You can always open your ROM in a hex editor and insert 512 bytes at the start (zeroes or whatever).

.. or hex edit the editor.. this is the result (it works only with unheadered roms).
Why do my chain chomps act all wonky?

I know, the Tap-Tap's graphics are glitched. I'll fix that soon. BTW, are we allowed to edit sprite sets as long as we claim which ones?

Oh, and enjoy a preview of my level, which may be a bit too hard.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Can someone explain why using some BG tilesets look glitchy in game? What do I need to do to make it not so?

Thanks.

EDIT: also same for objects and sprites that look glitchy.
Originally posted by cramps-man
Can someone explain why using some BG tilesets look glitchy in game? What do I need to do to make it not so?

Thanks.

EDIT: also same for objects and sprites that look glitchy.

You are using a tileset that is not loaded in the bank, select the tileset you want to use on the "Header" tab, the one with Yoshi's head.
Can you explain how to make a BG tileset in the bank? The only thing I can do is just select BG tilesets for BG1, BG2 and BG3.
Originally posted by cramps-man
Can you explain how to make a BG tileset in the bank? The only thing I can do is just select BG tilesets for BG1, BG2 and BG3.

That's what I mean.

If you have the flower tileset selected then if you try to use the jungle tiles then it will be glitchy.
Ah, I should explain that its the actual background that's screwing up.



These are my settings.



I don't understand why it looks like this.
Try screwing around with the palette and scrolling settings.
Your layout has been removed.
I think that background was used in the original game's 4-6, so you can simply copy the BG2 palette number from that level's header.
Screwing with palettes made it look much nicer, thanks guys.
Also, all that glitchiness in the back means you have the wrong Animation setting for that background. From the look of things, it's either Clouds or Smiley Clouds.
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
Well once I fiddled with the palette and everything looked fine, that glitchyness disappeared. Maybe it's still behind the bg2 unseen or something but it's all good now, I can focus on the actual level.
Does our boss battle arena have to be the same of everything? I'd surely like to change Navel Piranha's arena from a sewer into a castle arena or outside in the jungle.

However, I probably can't because of the "Closer" sprite used to shut Yoshi into her room, and the fact that the boss battle might not work properly. I get that we need water in order to hurt Navel Piranha, but does non-sewer water work also?
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
The arenas can be different if you'd like. In your case, experiment with it a bit and see what happens. I don't see why non-sewer water wouldn't work though.
Well, this didn't work out at all.



In case you didn't get the picture, the screenshots show the following problems:

-Yoshi enters up from the pipe and can't be seen as he's behind the layer 2 background.
-The closer is glitched.
-Kamek's Magic is fucked up pretty bad.
-Navel Piranha is behind the trees and is glitchy. Idk why she's glitchy though, it's just weird.

NOT PICTURED:

-Defeating Navel Piranha or after Kamek uses his magic, the HDMA is screwed up.
-I don't know how the arena's camera is shown, thus the camera can be really unpredictable at times.

I think I need to go back to the sewer entrance. Or maybe I could use a different tileset.
Just so you know, I'm very active on the site anymore like I was before; I'm mainly on Discord now.
Originally posted by Falconpunch
-Yoshi enters up from the pipe and can't be seen as he's behind the layer 2 background.

Level mode(just... don't change it or use a pipe entrance in that room)

Originally posted by Falconpunch
-The closer is glitched.

Actually, there is a hex edit to disable the closer:

00A6A3: EA EA EA EA
00A6D7: EA EA EA EA
00A710: F0
Edit: Actually, 4 "EA"s, sorry :c

Originally posted by Falconpunch
-Kamek's Magic is fucked up pretty bad.

Are you using a HDMA gradient? if so, change it to a static color and should be fixed


Originally posted by Falconpunch
-Navel Piranha is behind the trees and is glitchy. Idk why she's glitchy though, it's just weird.

Jungle trees take priority over sprites

Originally posted by Falconpunch
-Defeating Navel Piranha or after Kamek uses his magic, the HDMA is screwed up.

Again, HDMA gradients cannot be used in boss battles at all
If it is at all possible, I'd like to ask that the general populace designing levels avoid making speedrun sections involving the chomp? In a certain YI hack on W6, I've run into two of these in one level and the SLIGHTEST mistake would make me end up doing the whole thing over again, and even then, with savestates, I would spam in one spot... What I mean is, avoid using those chasing chomps with those perfectly timed fireballs that float up and down and tap taps on singular platforms...
Your layout has been removed.
Originally posted by antimatterhunter
stuff about the shark chomp


I think I remember seeing something like that in Yoshi's Island DS. Yes, it really does suck just as much as you say it does, considering the sprite expects the player to never stop moving. Given how fast Yoshi moves at running speed, it takes really good reaction timing to properly notice incoming hazards, and even quicker thinking to know how to evade them without losing speed.
Don't be editing the boss rooms Falconpunch. They're subject to change by Raiden and I no matter what you do, so you shouldn't waste your time.

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


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