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

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Yes, that's normal.
Also, snow appears right at the start of 5-1 of the original game, so you could have looked there.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31

It's been a few years since I stopped playing around with the game, but I've restarted playing around with making levels and am now adjusting to Golden Egg after being used to the old Eggvine. Eggvine let me change the BG1 tileset palette, but I don't see such an option in GE. Am I missing it, or is it not programmed in?



~Eleventeen is the best color in the alphabet
Originally posted by HylianYoshi
It's been a few years since I stopped playing around with the game, but I've restarted playing around with making levels and am now adjusting to Golden Egg after being used to the old Eggvine. Eggvine let me change the BG1 tileset palette, but I don't see such an option in GE. Am I missing it, or is it not programmed in?


I assume you mean the BG1 pallete where it says, Grass 1 and other options. Where you can see some icons below where it says, File, Edit, Level, and View, there is an icon that is a picture of a Yoshi. Click on it and you can see more options, and there is BG1 tileset. I hope that helps.
Actually, for the Tilesets you use the menu popping up when you click the Yoshi head, for Palette-related things, click the Icon with the multi-colored egg. There you must select a different flag in order to adjust the BG1, BG2 and BG3 Palettes.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31

All right, so I was missing it. Thanks guys for the help c:



~Eleventeen is the best color in the alphabet
Originally posted by doggycharly
Anyway, thanks for the info you posted above(too late), I finally made some sprite I wanted to be "global", However, there are two I am missing: The donut lift and the Mud splash tiles
(I'm wondering, does these sprites count as "extended" sprites or something?) where are stored the tilemaps?
If someone can find the tilemaps offsets for me(because I couldn't), that would be appreciated !!


Sorry for the semi-spammy post :C but I still want to know this!!

Oh also, In addition to the mentioned above, I'd like to know the tilemaps pointers for the green & red witch block too(sprites 15C and 15D)(then again, their graphics pointers are just "00 00", pretty much like the donut lift)

---
And lastly....
(IMAGE)
is the "3" used somewhere?... or anything else in that image that isn't used in the game?
This isn't a problem, just something I'm curious about:

I opened AllGFX, switched to 4bpp SNES, and scrolled down until I saw this weird mess, and it extends all the way down for the duration of AllGFX. I tried the other modes and it still looked glitchy.
I also couldn't find the title screen GFX, but maybe I didn't look hard enough?
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The weird mess are actually the tilemaps for backgrounds, intro scene, mini-games(and others) of the game. Yes they're compressed in the allgfx.bin

(note that by tilemaps I don't mean the actual graphics... is kinda hard to explain...)



as for the title screen graphics:

Jump to The offset 6A400(allgfx.bin!!)
Switch to 2bpp GB
Hello people.

I am the creator of the kaizo hack Trouble in Paradise. http://www.smwcentral.net/?p=viewthread&t=39862

I lost a lot of my work (and it was nearly done) but I want to get back to it. Haven't hacked YI or even played any rom hacks in a couple of years so I'm a bit rusty. Also, when I was hacking it last time, I was using Eggvine instead of Golden Egg, which I've never used before. So please bear with me. I would really appreciate some help, and will probably have to ask a few questions to get used to the new editor. Also, I'm not very good with computers (my hack is good though, check out the thread).

OK so this is my question:

How do you see the existing screen exits? In Eggvine it was easy as the screen was divided into squares. Some of these squares were orange and through clicking on it you could clearly see the co-ordinates of where Yoshi goes to when he exits the screen there. I can't see any equivalent to that in Golden Egg. I don't want to create a new screen exit, I just want to see the ones that are already there. Thank you.
Originally posted by Sokobansolver
It's there. Just press 3 to view the screen boundaries. The screens with exits enabled will be labeled with the coordinates.


Thank you, much appreciated!
I was just wondering, is it only possible to have the World 6 tilesets (with the bones decoration and the generally spooky feel) in World 6? Or is there an easy way of getting them in other worlds?
Originally posted by pinnor
I was just wondering, is it only possible to have the World 6 tilesets (with the bones decoration and the generally spooky feel) in World 6? Or is there an easy way of getting them in other worlds?


Just change this offset:

354A: Which world loads the alternate gfx file table for levels (World 6)

Change to the world you'd like. Note, this offset is x2. So if you want World 5 to load the alternate tileset, enter 0A.
Originally posted by Golden Yoshi
Originally posted by pinnor
I was just wondering, is it only possible to have the World 6 tilesets (with the bones decoration and the generally spooky feel) in World 6? Or is there an easy way of getting them in other worlds?


Just change this offset:

354A: Which world loads the alternate gfx file table for levels (World 6)

Change to the world you'd like. Note, this offset is x2. So if you want World 5 to load the alternate tileset, enter 0A.


Thank you.
I think there once even was a patch to determine the Tiles chosen for Tileset #01 for each single room index. However, I can't find it right now and I also think it was kind of buggy...
Another option you have is to enable those tiles for any World except for the World determined at 0x354A.
Aside from that, the Tileset-Changers are unable to load the Tiles normally used for the World 6 Bone-Tileset, so you can still use that to have the "normal" Tileset #01.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
I think there once even was a patch to determine the Tiles chosen for Tileset #01 for each single room index. However, I can't find it right now and I also think it was kind of buggy...
Another option you have is to enable those tiles for any World except for the World determined at 0x354A.
Aside from that, the Tileset-Changers are unable to load the Tiles normally used for the World 6 Bone-Tileset, so you can still use that to have the "normal" Tileset #01.


I dug through some old threads and I found this xkas patch, made by Kipernal. It's supposed to allow you to "force the normally hardcoded effects of brown chomp rocks, left-facing Yoshi entrances, world 6's tileset, and ski slopes onto any level in the game.". So I think it allows you to use the world 6 tileset on a per-level basis. Haven't tried it yet though.
Originally posted by B.B.Link
2. Has anyone found offsets to re-point certain sprites tiles. I'm interested in re-pointing the Watermelon seed contest Bandit (2p) sprite GFXs.


I did not know where to repoint the 2P Bandit sprite, but you can replace the Yoshi graphics from the opening with that.

Fergalicious definition to make them boys go crazy.
Have fun and safe in the internet!
♪When you're a duck. You're a duck all the way. From the first time you quack. To the last egg you lay! ♪


I think I am giving up with trying to make another world have the world six tileset. Sounds too difficult, and besides I would probably only want it for one level not a whole world.

I apologise as I'm sure the answer to my next question is somewhere in this 41 page thread. At the moment in one of my levels Yoshi comes out of a pipe downwards, and goes behind the background. Please someone remind me how to stop this? I knew the answer at one point, but have until recently I haven't done any hacking in a couple of years. Cheers.
To stop this from happening you must alter the Level Mode.
IIRC the following values are safe: 3,5,6,B,C
However, if I were you, I wouldn't build the level around the warps; if you have to change the Level Mode, certain BG3 effects might stop working (like fog and snow).
The alternative is to either place your warp so, that there is no BG2 behind Yoshi or you can use an instant warp or a door as well (note, that doors take up 1 out of 4 SuperFX slots).
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis Fan
To stop this from happening you must alter the Level Mode.
IIRC the following values are safe: 3,5,6,B,C
However, if I were you, I wouldn't build the level around the warps; if you have to change the Level Mode, certain BG3 effects might stop working (like fog and snow).
The alternative is to either place your warp so, that there is no BG2 behind Yoshi or you can use an instant warp or a door as well (note, that doors take up 1 out of 4 SuperFX slots).

Ah, thank you. That's very helpful. I would like to come out of pipe (downwards) just because of how the last section ended (i.e. going down into a pipe) but it's not crucial.
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