Language…
19 users online: Alexdroide177, Aurel509, Azula16,  BeeKaay, Children's Digest 1950-2009, GrenCarret, HeitorPorfirio2006, Impetus, Jaden1291 the Toad,  JamesD28, Kasran, Luaxon, Pizzagamer9791, Pyaku, RZRider, sajtban, seasonsarecool, Steven, Sthian Felipe - Guests: 126 - Bots: 146
Users: 56,996 (2,277 active)
Latest user: Pyaku

Need a tutorial

  • Pages:
  • 1
  • 2
Hello everybody!
I've just joined this forums today.
I've just started hacking yoshi island.
I have a lot of thing to ask!
1- I changed wecome level by golden egg with waterfall cave background and it got glitch with color...
2- I place a hint block in welcome level too, and it said wrong! (It said aboutshooting egg except about hover jump)
3- I made a winged cloud that make red stairs in level 1-1. I want it to make stairs to the right but it went wrong! It's made stairs to left instead!
Help me please!
Originally posted by Yoshifan0204
Hello everybody!
I've just joined this forums today.
I've just started hacking yoshi island.
I have a lot of thing to ask!
1- I changed wecome level by golden egg with waterfall cave background and it got glitch with color...
2- I place a hint block in welcome level too, and it said wrong! (It said aboutshooting egg except about hover jump)
3- I made a winged cloud that make red stairs in level 1-1. I want it to make stairs to the right but it went wrong! It's made stairs to left instead!
Help me please!


Golden Egg isn't as simple of an editor as you might think or as it may appear.

1. In order to avoid messy palettes in BG2 aka the waterfall cave background you used in the intro you must choose appropriate palettes.

https://dl.dropboxusercontent.com/u/63913412/yi.html

This link should take you to a page where you can find BG2 Backgrounds and the various palettes that have been proven to work well. If you want to change colors click the egg symbol in between the Yoshi face and pipe to "Open Palette Editor" and go to the regular tab. There you will find drop-down lists for colors for the "back area", the foreground "BG1", and the two backgrounds "BGs 2 & 3".

The waterfall cave tileset also requires you to edit the animation which in this case is found in the Palette editor. There are some more animations that can be played with like if you want water in your level you'll need to go to "Open Header Editor" and in the Animation tab find a selection that says BG1 Water, Water in Icy area. There are also different animations for pond water and BG3 water but tackle one thing at a time.

If you don't know which palette to use for BG3 just look back at levels where those palettes were used and you should figure out which to use.

2. Personally I don't know much about message blocks other than they can't be placed in any random place in any random level. There is a message block editor that you can find if you look on this site but that still won't change where the blocks can be placed, to my knowledge at least.

Also I've heard that the messages appearance can be glitched out if you use the wrong level mode or sprite palette but I really don't know much about message blocks so don't quote me on that.

3. There are a lot of sprites including the red platform/stairs winged clouds that change what they do based on where you position them in the level. That Winged Cloud you have now that is going the wrong way, just move it over one space to the right or left and it will work.

Other things like morph bubbles, Fly Guys, flower pots and many, many other sprites change what they do based on where they are placed. It is inconvenient, it is a bit of a hassle to build around but for now it is the only way to do it.
Thanks!
Now I know that hacking is not as easy as I thought before!
But I still have more questions...

4) I think making by golden egg is not enough for make auto-scroll levels. Can you tell me how to do that? (if hex editor is require, please give me a good one)

5) Same with 4, but how can I make skiing yoshi?

6) Please tell me more about ''Item memory''. I don't understand when I edit mid-way entrance.

Thanks, again.
Originally posted by Yoshifan0204
Thanks!
Now I know that hacking is not as easy as I thought before!
But I still have more questions...

4) I think making by golden egg is not enough for make auto-scroll levels. Can you tell me how to do that? (if hex editor is require, please give me a good one)

5) Same with 4, but how can I make skiing yoshi?

6) Please tell me more about ''Item memory''. I don't understand when I edit mid-way entrance.

Thanks, again.


4. The auto-scrolls are a bit tough to deal with due to how they actually work. Take the 1-5 auto-scroll, if you want to use it in another level then you have to build the level around where the auto-scroll takes you. The special auto-scrolls like the one in 1-5 move to a final point in the level that is already set. If you want to change how the special auto-scrolls scroll then you do have to use a hex editor. The one to use for this is Translhextion 16c but first you need to add a header to the ROM that you use. To add a header you need HeAdder.

If you do use the hex editor be sure to check out the Yoshi's Island FAQ section because there were several posts there where they mention how to edit special auto-scrolls.

5. Actually you can make a skiing Yoshi in pretty much any level. Skiing is one of the different exits that Yoshi can have. Go to the pipe in Golden Egg that says "Open Screen Exit Editor". Before you do anything with exits press 3 to show the many sub-areas of the map.



In this screenshot you can see that the screen 04 is highlighted in red. This is because there is a screen exit there. The door sprite 093 can be placed anywhere and will work anywhere but if you put it or a pipe or teleporter in a place without a screen exit then it'll spit you out at the top of level 00 so make sure to only use those things in places with screen exits.

Now to make a screen exit. You see next to the 04 there is a 01 X:68 Y:07? Those are the coordinates of where the exit, the door go. I know it sounds tough but it really isn't so just bear with me. In the exit editor first go to the screen "Target Page" where you want the exit to be. Next select "Enable Screen Exit". Then you need to pick exactly where you want Yoshi to come out of and in which level. In the screenshot the 01 means that when he enters the door in screen 04 he'll come out of the door at the X value of 68 and the Y value of 07. When dealing with door exits you need to remember that the value you use will be where Yoshi's HEAD pops up so you need to select a value one square above where the door sprite is. With pipes going up you need to point to the space one above the lower left corner of the pipe and with pipes going down you need to point to the upper left corner of the pipe.

Now that exits are all taken care of you can choose what kind of exit to use, skiing being one of them. In my screenshot you can see that I made a sort of mini-copy of the opening area on the left. That is because the special animation of Yoshi going into the door and exiting as skiis is only available in 5-3 and 5-E. You can still put skiis in any level but there won't be that special animation and so far there isn't anything that can be done about it.

6. Item memory, I think, is how many sprites can be on the screen at the same time. Something VERY IMPORTANT to remember with item memory is to try to not put things that you can collect like coin SPRITES one right above the other since they may disappear. Same goes for any other sprites and red coins. Say you have a red coin in the air and the you put a Goonie sprite two spaces under it. The red coin now may disappear due to an item memory glitch. This glitch is present in every level and you have to do everything you can to avoid it or else you won't be able to 100% the level.

The other kind of item memory in the header editor refers to middle-rings. You can have up to 4 Middle Rings in a level. Say your first room in a level is 01. If you set the "Item Memory" to 0 then you'll be able to put a middle ring in. Now if you want to change where the middle ring goes when you restart from it or how many middle rings there are in the level then you'll need the middle ring and level entrance editors. You can find them in Kipernal's Generic YI Editing Tools section of the forum.

Speaking of middle rings and their locations, you will HAVE TO edit middle rings if you want to move them to some other spot in the level, add them, or move them to a different level.

Continuing on the first mid-ring is in 01 with sprite memory at 00, the second is in 3A with sprite memory at 01 and the third is in 3B with sprite memory at 02. This is an example of how to use the sprite memory tab of the Header Editor.
Ok! I understand them. Thank you very much!
Another questions....
7) How can I make shy guys/lantern ghosts generating from a pipe?
8) I see the pink pinwheel in S064, I want to use it but I'm confuse when it said direction and size depend on its intial x,y coordinate. How can I use this sprite in right way?
9) Welcome level is the level I spend most time, it is not because I made it long, but it's always got glitches. Nearest time I remake it, When I test, the center of the platform is disapear under yoshi (sorry i don't have a pic). I haven't changed yoshi's start and graphics. How can i l fix it?
Originally posted by Yoshifan0204
Another questions....
7) How can I make shy guys/lantern ghosts generating from a pipe?
8) I see the pink pinwheel in S064, I want to use it but I'm confuse when it said direction and size depend on its intial x,y coordinate. How can I use this sprite in right way?
9) Welcome level is the level I spend most time, it is not because I made it long, but it's always got glitches. Nearest time I remake it, When I test, the center of the platform is disapear under yoshi (sorry i don't have a pic). I haven't changed yoshi's start and graphics. How can i l fix it?


7. To do that just place the sprite for them at the upper left corner of the pipe.

8. Yes you can but the platforms will change size depending on which X co-ordinate you place it on. Also the direction they rotate will change too but they will all work.

9. I have some ideas about why a platform would disappear but I really don't know what to say if you don't give me more descriptions. Is the platform a sprite? If so then you may have an item-memory glitch with too many sprites. Is there a goal ring nearby or did you use objects to stop screen scrolling? Without more info I really can't help you out any more then suggesting you move your entrance point somewhere else.

The name/kind of platform Yoshi starts on would be some good info.
9) I use an object named ledge (02) an there no mid-ring or object that affect the item memory. But I can see that:
+ When yoshi jumped into black screen at start of welcome level, The position of him is near the bottom of scrren.
+When the black screen moved out, he scroll automatically to the center and a part of the ledge is disapear ( now i think that the ledge was cut off by the screen!)

It is happen to all my level that edited too!
Originally posted by Yoshifan0204
9) I use an object named ledge (02) an there no mid-ring or object that affect the item memory. But I can see that:
+ When yoshi jumped into black screen at start of welcome level, The position of him is near the bottom of scrren.
+When the black screen moved out, he scroll automatically to the center and a part of the ledge is disapear ( now i think that the ledge was cut off by the screen!)

It is happen to all my level that edited too!


Object 02 in Golden Egg is the left edge of the ledge. Sorry, but I really have no idea what the problem could be. It doesn't sound like anything I've encountered or anyone else has encountered and without a screenshot any ideas to fix it are pure speculation.
Ack!!! I wrote wrong!!! It is 01, not 02!!!

Sorry so much!!
And about you ask me a picture. Sorry again but I couldn't send any pic because I use a phone to go on web... I haven't fix the web boardband...
Originally posted by Yoshifan0204
Ack!!! I wrote wrong!!! It is 01, not 02!!!

Sorry so much!!
And about you ask me a picture. Sorry again but I couldn't send any pic because I use a phone to go on web... I haven't fix the web boardband...


Oh boy, I thought you may have miss-typed but I hoped it wasn't so. I say that because I really don't know what could be causing it. There could be a possibility that you could be using a cross-section there but I really don't know what to tell you. If you ask some other users on the site they might know but I myself don't know what could be causing it other than the things I mentioned before.
Asking is not always good...
But I still have some glitch that I can't fix myself....

10) How can I use The chomp that fall from the sky and make hole on the platforms (I forgot name)...

11) Where I should put a exit target point (I mean the point that Yoshi go out from a screen exit) with a door, yoshi enter a door but not exit from the door, it is instance appear on the screen (sorry if you can't understand what i said...)
Originally posted by Yoshifan0204
Asking is not always good...
But I still have some glitch that I can't fix myself....

10) How can I use The chomp that fall from the sky and make hole on the platforms (I forgot name)...

11) Where I should put a exit target point (I mean the point that Yoshi go out from a screen exit) with a door, yoshi enter a door but not exit from the door, it is instance appear on the screen (sorry if you can't understand what i said...)


10. First you need to edit the sprite set if you want to use it outside of 1-2 or 6-1. To do that you need Kipernal's sprite set editor which you can find and download on this forum. If you have any questions how to use that you should refer to what the posts there have to say about it. The chomps you are talking about, Incoming Chomps, can only be used in 2 different environments. The first is in the Grass 1 set and the second is in the Forest 1 set along with the Bowser version of that same set. They can't be used in the Flower Garden, either of the Caves, in Castles, Jungles, Grass 2, Forest 2, or Clouds. They will only break through flat solid ledge object 01. They break through 4 blocks and require Sprite Palette 9 to look correct. Also you may want to change the Level Mode to 01 so they don't appear above the foreground.

As for where they fall that seems to be set as far as I can tell. Look at level 1-2 and check where the Chomps make the holes. This will be where they will make those holes in every level you put them in. These spots are coded into them so if you want to change that you'll have to hex edit.

11. For doors place the exit point in the space just above the door. For pipes where you exit up out of put the exit point at the upper left-hand corner and remember to change the exit/entrance animation. For pipes where you exit down out of put the exit point one space above the lower left corner and use the correct animation. For left/right entrances that use sprites 0D0 and 147 it is the same as doors. Place the exit point one above on the screen where you want to re-enter and change the animation. For high jumps you'll probably be using the teleport sprite 084 and just do the same, put the exit point one above where you want to exit from and change animation to high jumps. If you are talking about the fact that Yoshi doesn't do the special ski animation when he opens a door to go skiing that is because that animation only happens in 5-3 and 5-E and nowhere else can it happen. For regular skiis just do the same thing as the left/right horizontal exits and select the ski animation.
To use the Incoming Chomps, all you need to do is set the tileset in your sublevel to one containing them, or edit one of the spritesets yourself. Make sure that you set the right sprite palette for them. They only eat away ground in the tilesets with cross-sections (Forest 1 and Grass 1, and potentially Cave 1 (haven't checked))

Note that they only attack when you move from left to right.
Originally posted by rkb1723
6. Item memory, I think, is how many sprites can be on the screen at the same time. Something VERY IMPORTANT to remember with item memory is to try to not put things that you can collect like coin SPRITES one right above the other since they may disappear. Same goes for any other sprites and red coins. Say you have a red coin in the air and the you put a Goonie sprite two spaces under it. The red coin now may disappear due to an item memory glitch. This glitch is present in every level and you have to do everything you can to avoid it or else you won't be able to 100% the level.


I'd like to mention that this information is completely wrong
item memory is affected by:
- Placing collectible sprites(and coin objects) over collectibles and ONLY collectible sprites, NOT by normal sprites like the Goonie rkb1723 mentioned
- Using the same "item memory" value in two sub-levels
there are other ways that item memory is affected, that's why you always have to test and re-test your levels!!
Hint: Be sure to check "this sprite affects item memory" labeled sprites in Golden Egg

Besides, by placing too many sprites on the same screen, sprites do dissapear and sometimes the game slowdowns but that has nothing to do with item memory
remember that



Originally posted by Yoshifan0204
Welcome level is the level I spend most time, it is not because I made it long, but it's always got glitches. Nearest time I remake it, When I test, the center of the platform is disapear under yoshi (sorry i don't have a pic). I haven't changed yoshi's start and graphics. How can i l fix it?


Maybe you have the entrance set too hight? add some objects in the upper screen(60,61) and see if it works now



Originally posted by ZeNewDragon
To use the Incoming Chomps, all you need to do is set the tileset in your sublevel to one containing them, or edit one of the spritesets yourself. Make sure that you set the right sprite palette for them. They only eat away ground in the tilesets with cross-sections (Forest 1 and Grass 1, and potentially Cave 1 (haven't checked))

Note that they only attack when you move from left to right.


Incoming chomps only work only with tileset 01 and 07


Lastly, and the most important part, be sure to read the YI hackingF.A.Q. before asking questions #ab{;)}


I'll answer more questions later... maybe
Thanks for all you guy!
Now I think I have no questions to ask!
If I have one, I think I should check other thread before asking...
Thanks for all of you! Again!
Originally posted by doggycharly
Originally posted by rkb1723
6. Item memory, I think, is how many sprites can be on the screen at the same time. Something VERY IMPORTANT to remember with item memory is to try to not put things that you can collect like coin SPRITES one right above the other since they may disappear. Same goes for any other sprites and red coins. Say you have a red coin in the air and the you put a Goonie sprite two spaces under it. The red coin now may disappear due to an item memory glitch. This glitch is present in every level and you have to do everything you can to avoid it or else you won't be able to 100% the level.


I'd like to mention that this information is completely wrong
item memory is affected by:
- Placing collectible sprites(and coin objects) over collectibles and ONLY collectible sprites, NOT by normal sprites like the Goonie rkb1723 mentioned
- Using the same "item memory" value in two sub-levels
there are other ways that item memory is affected, that's why you always have to test and re-test your levels!!
Hint: Be sure to check "this sprite affects item memory" labeled sprites in Golden Egg

Besides, by placing too many sprites on the same screen, sprites do dissapear and sometimes the game slowdowns but that has nothing to do with item memory
remember that



Originally posted by Yoshifan0204
Welcome level is the level I spend most time, it is not because I made it long, but it's always got glitches. Nearest time I remake it, When I test, the center of the platform is disapear under yoshi (sorry i don't have a pic). I haven't changed yoshi's start and graphics. How can i l fix it?


Maybe you have the entrance set too hight? add some objects in the upper screen(60,61) and see if it works now



Originally posted by ZeNewDragon
To use the Incoming Chomps, all you need to do is set the tileset in your sublevel to one containing them, or edit one of the spritesets yourself. Make sure that you set the right sprite palette for them. They only eat away ground in the tilesets with cross-sections (Forest 1 and Grass 1, and potentially Cave 1 (haven't checked))

Note that they only attack when you move from left to right.


Incoming chomps only work only with tileset 01 and 07


Lastly, and the most important part, be sure to read the YI hackingF.A.Q. before asking questions #ab{;)}


I'll answer more questions later... maybe


Whoops! Yeah I don't really have the best knowledge of modifying this game but since no one else was responding at the time I just gave it a shot with what I knew, (or thought I new).
Just a little wonder that I want to know...
12) I see two ''flower'' sprites, one of them is ''used bitmap for its graphic'' are they different from each other ??
13) I saw a ''unused level'' it is still have something in. What is it?
14) What is green coins different from original coins?
15) How can I make the clouds 'eat' the ground like level 2-1?
Originally posted by Yoshifan0204
Just a little wonder that I want to know...
12) I see two ''flower'' sprites, one of them is ''used bitmap for its graphic'' are they different from each other ??

The "uses bitmap for graphic" uses SuperFX to render itself and therefore is global and independent of sprite sets. The other one isn't, and needs a specific sprite set to look right.

Originally posted by Yoshifan0204
13) I saw a ''unused level'' it is still have something in. What is it?

An unused level. Just random beta content Nintendo left in.

Originally posted by Yoshifan0204
14) What is green coins different from original coins?

Green coins act like red coins but can get a little buggy because they weren't really finished. Weird stuff can happen if you use them instead of red coins.
The question 15 maybe is a difficult ask? No problem... I think I won't need this...

It is a little request about graphic for my hack:

16) Do you know how to change the picture of the level in the map? Please tell me how! By the way, are there any resourse for it?

Please let me know soon.
  • Pages:
  • 1
  • 2