Language…
13 users online: Dennsen86, deported, Dispace, Green, Hayashi Neru, Heitor Porfirio, Jolpengammler, LazyRuns, neidoodle, playagmes169, ShoopDaWhoop, SMWizard, YuriGamer - Guests: 245 - Bots: 288
Users: 64,795 (2,376 active)
Latest user: mathew

SMW2 Yoshi's Island offsets and helpful info

Resource

How Eggvine renders levels using the DAT-files:

The first ten Bytes of a level are its header (no idea, how exactly the header is rendered; there are 10 Bytes for it, but there are 17 options...)

After those 10 Bytes the object-data begins. For this, the game uses pointers. There are 3 different object-types:
5-Byte-Objects
4-Byte-Objects
4-Byte-Special-Objects
The objects are rendered piece by piece. If the first Byte after the header is 00, Eggvine knows, that the object is a 4-Byte-Special-Object. If it has any other number, it looks up in the DAT-files, if the object is 4 or 5 Bytes. If it's 4 Bytes, Eggvine will use the first 4 Bytes, if it's 5 Bytes, it'll use the first five ones. So if the objects are placed wrong in the DAT-files, and an object, which is actually 4 Bytes is said to be 5 Bytes, the entire level will screw up (see levels 23, 40, 51, 5A, 6, 6A of YI original with the normal DAT-files, you got, when you downloaded EV). With a perfect DAT-list, any object can be rendered well.

Then the Sprite-Data will begin, also determined by a pointer. The advantage is: any Sprites are 3 Bytes, so there CAN'T be rendering problems with them.

EDIT: I've found out a thing about the header:
Ten bytes are 80 bits. And if you add the bits a level-header uses together, you get 80 bits, too. That means, that one option doesn't use one byte, but some options share bytes with other options.

I've found out another thing:
The Sewer-Tileset consists of two different palettes. Pipe Sewers use the Layer One Object Palette, but the Stone Sewers use the Layer Two Object Palette. Layer Two Object Palette 25 is the default Palette for the Stone Sewers. If you type in 2 for the Layer Two Object Palette this will be the result:
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
The maximum number of screens you can use per level is 63! That's one screen less than half of the level's screens. One lvel has 128 screens.
EDIT: Those 63 is the number of objects you may place into the screens themselves. With object 00 YX YX FB you can use more screens.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've made a list of Sprites you can use in any SpriteSet and aren't glitchy or something like that, meaning this includes only those sprites, a normal hacker would bring into his levels, as there are sprites like "Boss explosion". This can be used with any SpriteSet, but shouldn't be used as it just doesn't fit. Here's the list:

Sprites:
?-Clouds:
S067 Hidden ? Cloud for Chomp Rock
S0B5 Hidden ? Cloud
S0B6 ? Cloud with 8 coins
S0B7 ? Cloud with Bubbled 1-Up
S0B8 ? Cloud with Flower
S0B9 ? Cloud with POW
S0BA ? Cloud with Diagonal Staircase
S0BB ? Cloud with Flat Staircase
S0BC ? Cloud with Bandit (make sure to use the correct SpriteSet)
S0BD ? Cloud with 1 Coin
S0BE ? Cloud with 1-Up
S0BF ? Cloud with Key
S0C0 ? Cloud with 3 Stars
S0C1 ? Cloud with 5 Stars
S0C2 ? Cloud with Door
S0C3 ? Cloud with Ground-Killer
S0C4 ? Cloud with Watermelon
S0C5 ? Cloud with Fire Melon
S0C6 ? Cloud with Ice Melon
S0C7 ? Cloud with seed (3 LVL) (Make sure to use the correct SpriteSet)
S0C8 ? Cloud with seed (6 LVL) (Make sure to use the correct SpriteSet)
S0CB ? Cloud with falling Coin
S0CC ? Cloud with ! Switch

Balloons
S173 Balloon with Red Shy Guy
S174 Balloon with Cactus
S175 Balloon with Torpedo
S176 Balloon with Bandit (Make sure to use the correct SpriteSet)
S177 Balloon with Big Trampoline
S178 Balloon with 1-Up
S179 Balloon with Key
S17A Balloon with 5 coins
S17B Balloon with Watermelon
S17C Balloon with Fire Melon
S17D Balloon with Ice Melon
S17E 3 Balloons with Wooden Box with 6 Stars
S1E9 Balloon with Cactus Generator
S1EB Balloon with Torpedo Generator

Enemies:
S01C Snowman with Penguin/6 Stars (for Penguin make sure to have the cor. SpriteSet)
S01E Shy Guy (or generator in Pipes)
S058 Green Toadie
S05C Pink Toadie Triggeration
S080 Vertical-Jumping Fireball
S081 Jumping Fireball towards Player
S082 Chained Chomp
S0E7 Burt
S0F3 Flipping Shy-Guy
S101 Ball'N'Chain 1 Ball
S102 Ball'N'Chain 2 Balls
S104 Fishbone
S122 Bandit in ? Bucket (Make sure to use the correct SpriteSet)
S12A Green Shy Guy, actually a Bandit (Make sure to use the correct SpriteSet)
S135 Circling Raven
S136 Ditto, but different Movement
S156 Spiked Fun Guy(s)
S158 Fat Rolling Goonie
S199 Fake Flower

Transportation:
S001 Closed Door
S012 Boss Door
S01F 4 Rotating Doors
S042 Allows Yoshi to Enter Pipe
S04E Another Locked Door
S052 Balloon You Can Stand On
S055 4-in-1 Platform, Player Can Move (Can also be line-guided)
S056 4-in-1 Platform, Small, Player Can Move (Can also be line-guided)
S064 4-in-1 Rotation Platform, moves Clockwise or Anti-
S06C Big Trampoline
S06F Small Trampoline
S084 Instant Level Warp
S089 Horizontal-Mov. Platform
S08A Vertical-Mov. Platform
S093 Door
S095 Blue Checkboard, Horizontal
S096 Pink Checkboard, Vertical
S09A Rotating Platform
S0CA Baby Bowser's Door
S0D0 Invisible Pipe to the Right
S0D1 Red Secret Arrow
S11E Brown Arrow Platform
S11F Blue Arrow Platform
S120 Arrow Platform, can be turned by shooting it
S131 Locked Door
S147 Invisible Pipe to the Left
S148 Big Bouncing Up Arrow Again
S15E Pink 4-in-1 Platform with Green Shyguys
S185 Green LG-Platform (upwards)
S186 Green LG-Platform (right)
S187 Yellow LG-Platform (upwards)
S188 Yellow LG-Platform (right)
S189 Green LG-Platform (BTMBP, upwards)
S18A Green LG-Platform (BTMBP, right)
S18B Yellow LG-Platform (BTMBP, upwards)
S18C Yellow LG-Platform (BTMBP, right)
S18D Red LG-Platform (BTMBP, upwards)
S18E Red LG-Platform (BTMBP, right)
S18F Blue LG-thing, you can roll
S1ED Balloon you can stand on, Generator

Bonus:
S003 Wooden Box with a Key
S027 Key
S04F Mid-Ring
S065 Red Coin
S0A0 Red Flower, Give 8 Stars, when something is thrown into it
S08B 1-Up-Balloon, explodes
S08D Flying-Away Shy-Guy With Item
S0FA Flower
S100 Bubbled 1-Up
S10E Wooden Box with 6 Stars
S12C Flying Red Shy Guy with Item/Flashing Shy Guy
S161 Bonus Sprite
S1AF Coin

Handy Things:
S000 Wooden Block on Lava
S005 Ice Melon
S007 Watermelon
S009 Fire Melon
S022 Flashing Egg
S023 Red Egg
S024 Yellow Egg
S025 Green Egg
S059 Star For Continuation
S063 Muddy Buddy
S068 Flashing Egg Block
S069 Red Egg Block
S06A Yellow Egg Block
S07F 3-Wooden-Platform, must be equilibrated, if not, falls
S088 Super Mario Star
S094 Pink Egg Block, Gets Bigger when hit
S097 POW-Block
S098 Back-To-Yoshi-Block
S09D ! Switch
S09E Chomp Rock (Gray or Brown depends on ASM)
S0AD Message Box (Message depends on X and Y)
S0AF Yoshi-Car
S0B0 Yoshi-Mole
S0B1 Yoshi-Helicopter
S0B2 Yoshi-Train
S0B4 Yoshi-Submarine
S1D6 Lock Horizontal Scroll
S0D8 Chomp Warning Sign
S1D9 You need Lakitu for this
S0DC Growing Snowball

Special Sprites:
S1BA P+TS-Changer
S1BB P+TS-Changer
S1BC P+TS-Changer
S1BD P+TS-Changer
S1BE P+TS-Changer
S1BF P+TS-Changer
S1C0 P+TS-Changer
S1C1 P+TS-Changer
S1C2 P+TS-Changer
S1C3 P+TS-Changer
S1C4 P+TS-Changer
S1C5 P+TS-Changer
S1C6 P+TS-Changer
S1C7 P+TS-Changer
S1C8 P+TS-Changer
S1C9 P+TS-Changer
S1CA Level Scroll
S1CB Level Scroll
S1CC Level Scroll
S1CD Level Scroll
S1CE Level Scroll
S1CF Level Scroll
S1D0 Level Scroll
S1D1 Level Scroll
S1D2 Level Scroll
S1D3 Level Scroll
S1D4 Level Scroll

Other:
S00D Goal Ring
S021 Empty ?-Bucket
S03E Red Spongy Platform
S123 Empty ? Bucket
S13C Blocker, Up to Down
S144 Blocker, Left/Right
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Here's a little guide that shows all 31 BG gradients available for hacking use. Not all of them are very good, though.

0: Pitch black
1: Dark blue w/o gradient
2: Bright blue w/o gradient (very eye-burning!)
3: Similar to 2 but lighter. Still no gradient
4: Even lighter than 2 and 3
5: Pale yellow w/o gradient
6: Magenta w/o gradient
7: Blue, lighter than 1 but darker and paler than 2, w/o gradient
8: Very light blue w/o gradient
9: Purple w/o gradient
10: Similar to 1
11: Fuchsia w/o gradient (another bad one)
12: Same as 2
13: Beige w/o gradient
14: Mauve w/o gradient
15: Pitch black
16: Starts off black at the bottom, then becomes dark pale yellow as it ascends, then back to black
17: Starts off lavender at the bottom, then blue, then red/violet, then bright rose pink as it ascends
18: Starts off red/orange, then black, then bright blue as it ascends
19: Starts off very bright pale blue, then gets darker until black as it ascends
20: Starts off dark brown, then orange, then back to brown as it ascends
21: Starts off pink, then bluish purple, then bright rose pink as it ascends
22: Starts off red, then yellow, then red as it ascends
23: Similar to 22, but lighter, and the red comes back quicker
24: Starts off very light yellow, then blue, which gets darker as it ascends
25: Starts off "skin tone", then magenta, which slowly becomes blue as it ascends
26: Similar to 24, but the yellow is even lighter, and the blue is slightly greener
27: Starts off cyan, then blue, then purple, then red, then yellow, then back to cyan as it ascends (this one is pretty!)
28: Starts off a dark red/violet, then gets lighter until white as it ascends
29: Starts off cyan, then becomes a sky blue that gets darker as it ascends
30: Starts off fiery red, then purple, then blue, then black, then purple, then bright rose pink as it ascends
31: Starts off light orange, then gets darker until red as it ascends
It's got bits of fruit and PAIN!
Special Effects-List I made recently:
(It could be kinda incomplete, help me to complete it, if you like!)


Water must be Layer 3 Tileset 3; Lava must be Layer 3 Tileset 3.
000: Animates Fog and Water
001: Makes Layer 1 Shiny
002: Animates Layer 3 Type 12
003: Animates Layer 2 Image 6 and Water
004: Animates Layer 2 Image 10 and Water
005: Animates Layer 2 Image 19; makes Layer 1 and Layer 3 Shiny
006: Animates Layer 2 Image 19; makes Layer 1 Shiny
007: Animates Layer 2 Image 19; makes Layer 1 Shiny
008: Animates Sewer-Water, Creates Brief Rumbling (Only Tileset 11)
009: Animates Layer 3 Type 24, Animates Water
010: Nothing???
011: Makes Layer 3 appear slowly, until it's completely white…
012: Nothing???
013: Animates the Sun of Layer 3 Type 35, Animates Water
014: Animates Layer 2 Image 0
015: Animates Layer 3 Type 37
016: Icy Shine for Layer 1
017: Animates DF, Layer 2 Image 0; makes Layer 3 appear slowly (Fog)
018: Animates DF, Layer 2 Image 19; makes Layer 3 appear slowly (Fog), Icy Shine for Layer 1
019: Animates Layer 2 Image 0, Animates Layer 3 Type 12, Makes Layer 1 Shiny
020: Animates Layer 2 Image 0, Animates Layer 3 Type 12, Makes Layer 1 Shiny
021: [CRASH!!]
022: [CRASH!!]
023: Nothing???
024: [CRASH!!]
025: [CRASH!!]
026: [CRASH!!]
027: [CRASH!!]
028: [CRASH!!]
029: [CRASH!!]
030: [Resets Game, when LVL is played]
031: [CRASH!!]
032: Animates Layer 3 Type 1 and Layer 3 Type 25
033: Weird Layer 1 Shiny-Effect
034: Animates Layer 3 Type and Lava
035: Animates Layer 2 Image 6, Layer 3 Type 19 and Lava
036: Animates Layer 2 Image 10, Animates Layer 3 Type 19 and Lava
037: Makes Layer 1 and Layer 3 Shiny, Animates Lava
038: Animates Lava, Makes Layer 1 Shiny, Animates 98
039: Animates Lava, Animates Layer 2 Image 19, Makes Layer 1 Shiny, Animates 98
040: Animates Lava, Animates 98
041: Animates Layer 3 Type 24, Animates Lava
042: Animates Layer 3 Type 24, Animates Lava, Animates DF
043: Animates Lava, Layer 3 appears slowly until it's fully white
044: Animates Lava, Layer 3 goes away (Snowfall)
045: Animates Lava, Animates Layer 3 Type 35 (only the Sun)
046: Animates Lava, Animates Layer 2 Image 0, Animates DF
047: Animates Lava, Weird Layer 3 Animation…
048: Animates Lava, Animates Layer 2 Image 19, Icy Shine for Layer 1
049: Animates Lava, Animates Layer 2 Image 0, Animates DF, Layer 3 appears slowly (Fog)
050: Animates Lava, Animates Layer 2 Image 19, Animates DF, Layer 3 appears slowly, Icy Shine for Layer 1
051: Animates Lava, Animates Layer 2 Image 0, Animates Layer 3 Type 12, Makes Layer 1 Shiny
052: Animates Lava, Animates Layer 2 Image 0, Animates Layer 3 Type 12, Makes Layer 1 Shiny
053: [CRASH!!]
054: [CRASH!!]
055: Animates Lava
056: [CRASH!!]
057: [CRASH!!]
058: [CRASH!!]
059: [CRASH!!]
060: [CRASH!!]
061: [CRASH!!]
062: [CRASH!!]
063: [Resets game when LVL is played]
064: Animates Water, Animates Fog, Animates Layer 3 Type 26; Animates Layer 2 Image 11, if Layer 3 Tileset = 0
065: Animates Water, Animates Fog, Weird Layer 1 Shine
066: Animates Water, Animates Fog
067: Animates Water, Animates Fog, Animates Layer 2 Image 6
068: Animates Water, Animates Fog, Animates Layer 2 Image 10
069: Animates Water, Makes Layer 1 Shiny, Makes Layer 3 Shiny
070: Animates Water, Makes Layer 1 Shiny, Animates 98
071: Animates Water, Makes Layer 1 Shiny, Animates 98
072: Animates Water, Animates 98
073: Animates Water, Animates Layer 3 Type 24
074: Animates Water, Animates DF
075: Animates Water, Layer 3 appears slowly until it's completely white…
076: Animates Water
077: Animates Water, Animates Layer 3 Type 35 (only the Sun)
078: Animates Water, Animates Layer 2 Image 0, Animates DF, Animates Layer 3 Type 24
079: Animates Water, Weird Layer 3 Animation
080: Animates Water, Animates Layer 3 Type 24, Icy Shine for Layer 1
081: Animates Water, Animates DF, Animates Layer 2 Image 0, Layer 3 appears slowly (Fog)
082: Animates Water, Animates DF, Icy Shine for Layer 1, Layer 3 appears slowly (Fog)
083: Animates Water, Animates Layer 2 Image 0, Makes Layer 1 Shiny
084: Animates Water, Animates Layer 2 Image 0, Makes Layer 1 Shiny
085: [CRASH!!]
086: [CRASH!!]
087: Animates Water
088: [CRASH!!]
089: [CRASH!!]
090: [CRASH!!]
091: [CRASH!!]
092: [CRASH!!]
093: [CRASH!!]
094: [CRASH!!]
095: [CRASH!!]
From now on, you have to choose 1 as your Layer 3 Tileset to have Lava!!
096: Animates Lava, Animates Layer 3 Type 4; Type 27; Type 32; Type 42, Animates Layer 2 Images 29 and 15, if Layer 2 Tileset = 2
097: Animates Lava, Weird Layer 1 Shine
098: Animates Lava, Animates Layer 3 Type 12
099: Animates Lava, Animates Layer 2 Image 6
100: Animates Lava, Animates Layer 2 Image 10
101: Animates Lava, Makes Layer 1 Shiny, Makes Layer 3 Shiny
102: Animates Lava, Animates Layer 2 Image 19, Makes Layer 1 Shiny, Animates 98
103: Animates Lava, Animates Layer 2 Image 19, Makes Layer 1 Shiny, Animates 98
104: Animates Lava, Animates Sewer-Water, Animates 98, Brief Rumbling (Only Tileset 11)
105: Animates Lava
106: Animates Lava, Animates DF
107: Animates Lava, Layer 3 appears slowly until it's fully white
108: Animates Lava, Weird Layer 3 Effect
109: Animates Lava, Animates Layer 3 Type 35
110: Animates Lava, Animates DF, Animates Layer 2 Image 0
111: Animates Lava, Animates Layer 3 Type 37
112: Animates Lava, Icy Shine for Layer 1
113: Animates Lava, Animates Layer 2 Image 0, Animates DF, Layer 3 appears slowly (Fog)
114: Animates Lava, Animates DF, Layer 3 appears slowly (Fog), Icy Shine for Layer 1
115: Animates Lava, Animates Layer 2 Image 0, Makes Layer 1 Shiny
116: Animates Lava, Animates Layer 2 Image 0, Makes Layer 1 Shiny
117: [CRASH!!]
118: [CRASH!!]
119: Animates Lava
120: [CRASH!!]
121: [CRASH!!]
122: [CRASH!!]
123: [CRASH!!]
124: [CRASH!!]
125: [CRASH!!]
126: [CRASH!!]
127: [CRASH!!]


NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've found out about the level scroll sprites. Here is the data you need to make a properly-working level with them!

Type A If placed before X20: Extremely Slow until left side reaches X20, becomes faster, stops when screen reaches 80.
If placed after X20: Moves in faster movement back to X20, then back to 80 and stops then.

Type B Moves until LLSP reaches (6F|6D), moves downwards-left to (5D|7A), moves left to (1D|7A), moves upwards left to (08|62), moves up to (0D|6A)
moves upwards right to (23|3B), moves right to (50|3F)

Type C Moves until LLSP reaches (08|5C), moves upwards right to (24|3B), moves right to (50|3F)

Type D Moves towards lower screen location: (A0|68)

Type E Moves until LLSP reaches (0E|7F), then moves right to (A0|7F)

Type F Moves until LLSP reaches (08|40), then moves downwards right to (70|68), moves downwards left to (66|7F), moves leftwards to (48|7F)
moves upwards left to (42|5B), move rightwards down to (A0|68)

Type G Moves until LLSP reaches (08|6B), moves downwards right to (74|69), moves upwards right to (E0|6F)

Type H Moves until LLSP reaches (08|6B), moves upwards right ot (58|68), moves downwards right very shortly, moves upwards right to (E0|4D)

Type I Moves upwards right to (04|28), then unlocks the screens.

Type J Moves until LLSP reaches (C9|6F), moves downwards left to (A3|7D), moves left to (93|7D), moves upwards left to (84|6D), moves left to (26|6D)
moves downwards left to (08|7D), moves upwards left to (04|6D), then unlocks screens.

Type K If placed before X1F: Scroll until reaches D8
If placed after X1F: Scroll until reaches 1F, then until reaches D8
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
How to expand the Bytes of a level frugally:

If you think, the level you want to expand has enough Object/Sprite-Data, but a lack of the other type of data, do the following if you only want to expand the sprites:
Go to Translhextion and jump to one Offset between x11554A and x1201FF. There is much free space (ca. 44 KB.) Then, if you already expanded some levels before (or not, it actually doesn't matter), set FF FF and write down the Offset, where you made the first FF. Start off with as many 00-Bytes as you want for the Sprites. If you are done, go to the Offset, where the pointer to the level's sprite data is. If you want to expand LVL 5A, for example use this formula: (5A * 6) + BF9C3 + 3 (The +3 count only for the sprite data, as the pointer is 3 bytes shifted from the level's object data-pointer.) Then use this formula to get to know what to write down for the pointer:

Calculate
Offset + 400,000 - 200
Then, swap the first byte and the third byte, so if your result is
1F7B51, you have to write down 517B1F!!

If you want only expand the object-data, do the same as if you would expand the entire level's data, but just don't make sprite-data and don't change the second pointer at the Offset.

NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31

NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
That's interesting, I'm sure it will come in handy for me in the future, so thanks.
E5 and E6 are the two unused mini-games. I believe Mattrizzle "rebuilt" images of them earlier in this thread. One apparently involved a mine cart, and the other had .. a house?

I'm still wondering if the code for them is in the game somewhere, but in an unused format.
You're welcome, Thundahack :)
Oh, and before I forget: Every Destination above E9 will crash the game! Some of them have some other weird effects, f.e. resetting the game with glitched graphics.
What about the Japanese version of the game?
I heard some Japanese versions of games have more features than the European and American ones.

EDIT: LVL 12 =D
But isn't a Blowhard a stronger enemy than a Lantern Ghost???
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have GREAT news!!!!!!!
I've created a list of Offsets for all the 64 Layer 2 Palettes!!
Every Palette consists of 30 colors. Depending on the image you choose for your BG-image, some of the colors are used and some others are left out. This is why different background can sometimes use the same Palette. Please forgive me, if there should be mistakes! BTW: Palettes 50-63 are unused so you can edit them in order to get custom Palettes for BGs, which you find have a lack of usable Palettes!
Here is the list:

Click here!

EDIT: Here is my custom Palette for Image 2, made from Palette 63

EDIT: The Palette changes only have effect on un-animated BGs, as the animation frames for them are stored somewhere else in the ROM. So that won't affect the animated versions of Layer 2 Image 0; 6 and 10. If you want to change the animation frames, search them! They are stored somewhere between $1FE000 and $2001FF. Oh, and one last tip: You can only have one animation for Image 6 and only two for 0 and 10, so you have to sacrifice the old Palette(s) if you want to change them.
EDIT: Sorry, made a mistake here: I wanted to say:
Image 0 has two different animations: One with water and shiny rocks, when the Palette-number is straight, and one with lava and rocks, which are animated by it. If you want something other flowing down the rocks (f.e. poisoned, green water) you need to sacrifice one of the two animations for that!
Image 6 only has one animation: A candle shines and water is flowing down the wall. The animation for that is the Palette 6 for the BG; the animation's colors are the colors for the entire BG!!! So if you want to change the Palette for NR6 you also have to sacrifice the animation for that!
Image 10 is nice to edit: The animation only consists of the water flowing down the rocks, so you can change the palette freely. If you want something different to flow down the rocks (f.e. lava) you have to sacrifice the animation!
The colors for the animations are stored somewhere between $1FE000 and $2001FF. Happy searching!
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
You can also edit SpritePalettes. Here is a list of Offsets. I've used this method to make a custom falling snowcapped platform as my SpritePalette 7.
NR Sprites Offset

00 Unused? 1FA4BE-1FA4F8
01 Unused? 1FA4FA-1FA534
02 Submarine-Fish 1FA536-1FA570
03 Mice 1FA572-1FA5AC
04 Bowser 1FA5AE-1FA5E8
05 Unused? 1FA5EA-1FA624
06 Golden Tap-Tap 1FA626-1FA660
07 Unused? 1FA662-1FA69C
08 Falling Rocks 1FA69E-1FA6D8
09 Bomber Lakitu 1FA6DA-1FA714
10 Crushing Chomp 1FA716-1FA750
11 Naval Piranha 1FA752-1FA78C
12 Raphael The Raven 1FA78E-1FA7C8
13 Burt The Bashful 1FA7CA-1FA804
14 Marching Milde 1FA806-1FA840
15 Silver Tap-Tap 1FA842-1FA87C



NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have made a list, which tells you all the headers of each single level. As you can think I went trough hell to create this one. 17 values; 221 levels. That is a total of 3757 values!!! Please forgive me, if some should be wrong. However, here is the list, I don't know if you need this:
Click!
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Here is another list of Offsets. This time it is about the Layer One Objects Palettes. There are 32 of them. NR 30 and 31 are unused; if you like make custom palettes from them. Download the list here, if you want the list, everything should be correct, I'm 99.99% sure.


Layer 1 Palette Offset List

EDIT: Here is my custom sewer palette:

NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
The arrows are a tad bit hard to see.
Otherwise... AWESOME!
Your layout has been removed.
Thank you very much for the feedback =D
That's because I couldn't make them white. The arrows have the lightest color of the pipe and that's the muddy green.

EDIT: I've made a small tweak so you can have 6 Worlds, 6 Extras and 6 Secrets. The Secret level's data points to the Extra-levels.
To change the Entrance-data of the Secret-levels, go to $BFEF9.
To change the Entrance-data of 1-1, go to $BFF11.
To change the Midway-data of S5 and S6, go to $BFF17 (The other Secrets don't have Midway-data!).
The Midway-data of S5 is from $BFF17 to $BFF26.
The Midway-data of S6 is from $BFF27 to $BFF2E.
To change the Secret-level-names go to $11554B.
6Worlds+6Secrets
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Does anyone have the offset for the palette of the giant fish that eats you in 3-7? I need to change his palette from his current to the purple/brown palette.
Please~
Your layout has been removed.
The palette is stored at $1FA3E8. It has 14 colors, so it ends after the color at $1FA402.

BTW: I have made a list which tells you the palettes of Layer 3. Layer 3 Palettes 55 to 63 are unused Palettes so you can edit them in order to have custom palettes like me. Here is my custom Layer 3 Cave Crystal Palette:



Download the list here:
Layer 3 List.txt
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis_fan
The palette is stored at $1FA3E8. It has 14 colors, so it ends after the color at $1FA402.
Altering that palette changes nearly every red sprite in the game. I think Troopa wanted to change only the palette that the Lunge Fish uses.

It happens that one of the sprite tables I discovered a while back determines which palette most sprites use (I say most because some are likely hardcoded just as SMW). The table is at $5211A-$52517. To find a particular sprite's entry, multiply the sprite value by 2 and add it to the starting address. This means the Lunge Fish's entry is at $52172-$52173 (5211A+2C*2).

The second of these bytes determines the palette; #$02 is the default value in this case, corresponding to the red/yellow/blue/green palette.

The yxppccct format applies to this byte. Changing it to #$08 (00001000 in binary) has this effect:


Resource