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[0x0858] also this is a thread and it contains YI/SMW stuff

Okay I made it. Sup guys.

Pastel (beta)

hi Jimmy52905

-> Link <-

Palettes are simple to edit now, ladies! And gentlemen too perhaps.

This tool runs on Python 2.7, so you may need to get it here.
Linux guys should only install python-tk instead, unless you already have it, of course.

Random info because I have no readme:
- The green and orange arrow buttons export and import the current palette, respectively.
- The blue and purple arrow buttons export and import all the palettes, respectively.
- I don't like the undo/redo implementation, but it does its job for now (except for a few quirks, but nothing damaging).
- I'll rewrite this tool sometime and maybe make it non-beta.

I hope the YI guys find this useful.


Also I made SMW stuff:

Restart From Last Exit I can't think of a better name

killretry?restarted!

-> Link <-

Self explanatory. I wanted to have something like Kirby where you restart from the last exit you came out from, but I also decided to add a "Retry?" prompt so you can choose whether you actually want to retry the level or return to the overworld, much like Yoshi's Island.

Perhaps I might make a version with just the retry prompt some day, so you can use midway points etc, but that's all for now.


Enjoy! Also expect more stuff maybe.
A real YI palette editor! Holy moley!
Also, the last exit atch is neat! Just need to check if it's possoble to SA-1-ify it.
That "retry" thing seems really great. Definitely going to use it.

I'm not really into YI, so I can't comment the palette editor in depth, but it seems to be really useful for YI hackers.
I haven't hacked YI for ages (and never actually hacked it seriously), but I remember never finding a way to make my own palettes. :P So I guess the YI guys will be pretty thankful for that tool, it looks pretty close to LM's palette editor, so it should be easy to change them now.

Also this retry menu looks like a pretty cool thing! Always nice to have new options on what to do with our hacks. Great job, Lionis. #smw{:peace:}

Originally posted by Rykon-V73
Just need to check if it's possoble to SA-1-ify it.

Lol, errytim
It's easily the best thing I've done
So why the empty numb?
Nice! That palette editor is just what YI needs. I have no idea why goldenegg doesn't support it.

The "retry from last exit" thing looks pretty cool as well. I remember implementing something very similar to that in SMW once, but yours is probably much better. :P
Haven't hacked YI for some time, but that palette editor will be really useful for such hackers who never got to make neat palettes aside from a few exceptions. That retry thing sounds like a great idea, will see if I can use it sometime.

Nice job, Lui!
Windowless ride, feeling alive
Are you alive or just breathing?
I like the retry from last exit patch, I might apply that for my hack if it gets too hard. The YI palette editor looks good too, I'm happy that more tools are made fro Yoshi's Island hacking, hopefully, this will motivate more people to hack the game.
nice job C:

I love that retry hack. I'll definitely will be applying this to my hack :P

The YI thing is pretty cool too. Looks like YI hacking it getting that much more easier to hack.


...SMWCP3 anyone? :P
Layout by LDA during C3.
So where does the tiles.bin and numbers.bin that asar asking for come from? Do we make them ourselves or no?
Oh wow looks like I forgot to include these.. thanks for pointing that out, I've updated the file.
Nice stuff you have there. While I'm not into Yoshi Island hacking, I'll may try that palette tool when I can. Also, that restart from last exit looks really cool. Good job with these.
The retry thing is something I'm really considering using now. I've tried to make one myself and failed, but yours seems to be really well-made - better than I could ever have done.

Not into YI but the palette editor is really neat. (I thought YI palette editing was possible all along, but guess not?)

Either way, awesome work on both.


 
Originally posted by RedRose64
So where does the tiles.bin and numbers.bin that asar asking for come from? Do we make them ourselves or no?
Originally posted by RedRose64
Originally posted by RedRose64
So where does the tiles.bin and numbers.bin that asar asking for come from? Do we make them ourselves or no?


Quote
Oh wow looks like I forgot to include these.. thanks for pointing that out, I've updated the file.


tl;dr redownload

Originally posted by WhiteYoshiEgg
(I thought YI palette editing was possible all along, but guess not?)

There is some generic palette editor that can edit colors at address X, but there's the obvious downside of having to navigate through all the addresses to modify multiple parts of the palette.


Also thanks guys.
That last post never showed up on my browser. Weird.

Anyway thanks for the update.


EDIT: I'm getting asar errors

Code
code/gamemode_code.asm:108: error: Define !CursorRAM not found
code/gamemode_code.asm:117: error: Define !RestartFlag not found
code/gamemode_code.asm:158: error: Define !CursorRAM not found
code/gamemode_code.asm:160: error: Define !CursorRAM not found
code/gamemode_code.asm:186: error: Define !CursorRAM not found
Errors were detected while assembling the patch. Assembling aborted. Your ROM ha
s not been modified.
Press any key to continue . . .


I copied all the codes into Level/uber/whateverASM as specified.........
I love the exit idea. I have been playing some hacks and found it annoying I get so far and then die. Starting from the last exit is a brilliant idea to reduce the headache of replaying a level.

Edit: I fixed the errors above in my hack and it just shows a black screen on death. Seems it is not 100% yet...
Hack Progress:
Mario and Luigi Go!!! - World 1 progress
Originally posted by RedRose64
That last post never showed up on my browser. Weird.

Anyway thanks for the update.


EDIT: I'm getting asar errors

Code
code/gamemode_code.asm:108: error: Define !CursorRAM not found
code/gamemode_code.asm:117: error: Define !RestartFlag not found
code/gamemode_code.asm:158: error: Define !CursorRAM not found
code/gamemode_code.asm:160: error: Define !CursorRAM not found
code/gamemode_code.asm:186: error: Define !CursorRAM not found
Errors were detected while assembling the patch. Assembling aborted. Your ROM ha
s not been modified.
Press any key to continue . . .


I copied all the codes into Level/uber/whateverASM as specified.........

Something got lost while copypasting apparently. I think I fixed it now (download link is the same). Sorry for the inconvenience.
Er I think everyone is going to get crashes because of an uberasm bug.

p4plus2 was going to update it, but for now go to hijacks/gamemode.asm and replace PEA $9312 with PEA $9311 to fix it.
Nice idea with the "retry" patch. Looks quite like it was in YI. The palette editor is also neat. Haven't hacked YI a long time ago, but it will be useful for many YI hackers.