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

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What address do I need to change for Burt the bashful and Bigger Boo to have higher HP? I want to change those to 08 for Burt and 0A(10 for decimal) for Bigger Boo.
As far as I know, changing the HP of those bosses is not as easy as others, probably due to the Super-FX effects they handle (the trousers in Burt and the size growth in Bigger Boo), so you wouldn't only need to make hex edits to edit their HP, you would also need to edit the Super-FX related stuff. The same applies for Prince Froggy and possibly Salvo.
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If one user wants to change Burt the Bashful's HP, they should follow the guide mentioned below:
How to change Burt the Bashful's HP
I did do what the tutorial said. When Burt starts jumping, his GFX garble up until the 3rd hit. The palette is also screwed up a bit and after the 6th hit, it goes back to being garbled. Even his death palette is screwed up. Any help? I can provide what I did if so desire.
Sorry for double-post, but I decided to show you what I did and if I fix it, then this should be useful for the next C3 which shouldn't be far. Following the tutorial mentioned in the 1st post, here's what I did:
Info here...
Edit: Never mind. I did remember. I'll make this edit available for C3 and I'm gonna include a link to Yoshis Fan's tutorial.
I don't know if this has been asked before, but does anyone know how to make it possible to make it so the star counter can go higher than 30? I got this from BTD6_Maker:

The hex edits Lishy posted are bizarre.
YI Star Limit: $00E23C (x0643C)
Star Timer: $00E309 (x06508)(Base is 4 frames. Must properly divide 14.)
These don't seem to make sense.
Modifying the first one won't change the star limit.

As you can tell, he said it was more complicated than I thought.

Also, is it possible to make it so that you can collect more than dix eggs?

Can anyone please help?

Thanks in advance.
Modifying that first address will indeed change the star limit, it turns out, but the problem was in getting stars to spawn after 30.

The hex addresses that need to be changed (that I know of) are:

$03B437 (x01B637)
$03B44F (x01B64F)
$03C795 (x01C995)
$03C7B4 (x01C9B4)

In each case, the hex value should be 10 (decimal) times the number of stars, so initially it is 012C (though stored as 2C 01).

These make Winged Clouds etc. give stars beyond the regular 30. However, I still don't know about crates or Super Mario blocks, which don't seem to be affected.

This change will not affect the pause menu, so that will still report stars out of 30 and you can only get 30 points from stars.
Originally posted by Lespna1
Also, is it possible to make it so that you can collect more than dix eggs?

Can anyone please help?

Thanks in advance.

carrying more than six eggs is not recommended as it causes bugs, i.e. it would override other effects such as ! switch not working properly, and it would cause other sprites to not spawn and/or vanish (yoshi's island is not well proramed in this regard)
reducing the number of eggs is not recommended either but is not as game breaking as adding more, not only has graphical bugs (if you collect more than 5 eggs, the last egg will explode instead of jump; in my opinion, this looks cooler than the original!) but other sprites/ojects that spawn/add eggs will ignore this change; there is one fatal glitch: when using the egg card the game soft locks

if you really wish to experiment:
$03BECA
$03BED5

again, not 100% recommended

Originally posted by BTD6_maker
Modifying that first address will indeed change the star limit, it turns out, but the problem was in getting stars to spawn after 30.

The hex addresses that need to be changed (that I know of) are:

$03B437 (x01B637)
$03B44F (x01B64F)
$03C795 (x01C995)
$03C7B4 (x01C9B4)


is this safe to use? (i.e. it does not override other effects during gameplay), if you added more stars then you would have to balance other collectibles (less red coins or flowers)
I really never tried an edit like this before, i'm curious

Originally posted by Rykon-V73
post

I think it would be a good idea to compile every hex and asm edit for the bosses, all the information about the bosses is scattered everywhere in the forums, so organizing the information all in one place would be perfect

edit: grammar fix
At the moment, this is safe to use. If you increase stars above 30, you will still only be able to get 30 points from stars so there is no need for any reduction in red coins or flowers.

It may also be possible to have more than 100 points in a level (if the number of points from stars is increased) but again this is not known.
Originally posted by Doggycharly
I think it would be a good idea to compile every hex and asm edit for the bosses, all the information about the bosses is scattered everywhere in the forums, so organizing the information all in one place would be perfect

That's what I'm doing (very "lowkey-ly", I must say e.e) with the Hex Edit Repository. However, there are some cases where (specifically) bosses can be a mess to edit, as in this case with Burt. Bosses like Hookbill, Naval Piranha, Baby Bowser (both phases), and Raphael are considerably easy to edit compared to Burt, Salvo and Bigger Boo (and presumably Prince Froggy), cases where I think a separated ASM patch (heavily commented, if possible) would be a better alternative to edit the said bosses. The rest of the bosses (Roger, Marching Milde, Sluggy and Tap-Tap) are special cases, which even when they can be somewhat editable, they suffer from limitations (for example, Roger and Tap-Tap "doesn't have" HP).
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2021 TRENO vibe check thread
I do have a problem. I finished 1-3 of my hack and I must advance to 1-4. The problem is that I'm not advancing at all to 1-4. What did I do?
Does a certain change in the ROM affect this?
Double-post: I should post a video about the problem mentioned above:
Removed link
Once again, I'm not sure if Golden Egg is to blame for this.
Try exporting and reimporting your levels into a clean ROM via LevelTool and see if that fixes the issue.

Also, have you implemented any hex edits? Something like this could be happening if you attempted to prevent the player from proceeding past 1-4, for instance, but used an incorrect translevel number or something similar.
If you mean if I made any change to the OW, then:
Code
org $17A82E	;- fixes a bug where Green Yoshi's position shifts on the World 1 and World 3 map when exiting from the Extra level.
db $2E		;

Not sure.
Edit: I used the LevelTool and the same problem happens.
Can someone check my ROM and see what the problem was? If this does get fixed, them I'll submit a demo at C3.
Link to ROM: Download
Beat level 1-3. There is where the problem occurs.
Edit: I did what XenonZed said and it doesn't work. I extracted levels from my modifed hack and insert the levels into an unmodified hack. The levels are original YI ones.
Open your hack with an entrance editor, jump to 1-3 start location, the 4th byte (which is the value used to unlock the next level) should be 03 and only 03
So that's what the 4th byte was for. I thought it was used to edit the way Yoshi appeared in the level. Thanks, Doggycharly!
I would also like some help regarding the Bandit. I want it to damage 3 hp (or stars) of Yoshi. Even if I changed the value in Emptynest.asm, the sprite still doesn't do damage. Any help?
Have you modified the bandit sprite to make it hit Yoshi instead of stealing Baby Mario? Sprites have to be able to "hit" Yoshi to deal damage to him while you're using the Empty Nest patch.
I did that and still nothing.
I am not sure if this has been asked before, but how do I make it so it changes from the Flower tileset to the Pond tileset w/out the sand blocks and the ground glitching? I checked how it was in Golden Egg.




Then, like two seconds later, the screen appears like this with the sand blocks and the background glitched:


I am trying to make it change to the Pond tileset like this, but what am I doing wrong?



Here's how it appears in Golden Egg.
Screenshot in Golden Egg

Edit: I cannot get the last screenshot to appear for some reason.
Can someone please help? Thanks, in advance.
In all instances where the Tileset/Palette Changer sprite is used, you must set at least 2 screens between the transition in order to prevent this kind of bug. However, in this case, the sand blocks glitches because the Pond tileset actually doesn't have sand block nor ledges available to use (the sand block isn't available at all and the tileset doesn't use the standard ledges).
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2021 TRENO vibe check thread
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