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SMW2 Yoshi's Island offsets and helpful info

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Originally posted by Yoshis Fan
In order to freely choose the Worlds you want to use the Tileset in, additional ASM work is required and I don't know how to achieve that.
As said, you can still try and search for the patch I was mentioning in the last post.


You mean this one?

Unfortunately the patch has a buttload of bugs(ski and Faceleft don't work/crash the game) BUT! the "world6 tileset" actually works
hhmmm
Originally posted by Yoshis Fan
Changing the Offsets I told you will make everything look like World 6 in World 1, 2, 3, 4, 6 and it will make everything look like Worlds 1-5 in World 5. As said, with this method it is NOT possible to make 3 Worlds one way and the other 3 the other way.
These are your possibilities:

- No World uses World 6 Tileset/Palette
- 1 World uses World 6 Tileset/Palette
- 5 Worlds use World 6 Tileset/Palette
- All Worlds use World 6 Tileset/Palette

For anything different, as said multiple times, you can try and find the patch; I can only help you with the four options above.


So this means something like the area in 1-2 with the cross-section would look like it would in World 6? Well, then I guess I'll just have to make some changes to my plans...again... Anyways thanks for the help.
Originally posted by doggycharly
You mean this one?

Unfortunately the patch has a buttload of bugs(ski and Faceleft don't work/crash the game) BUT! the "world6 tileset" actually works
hhmmm

The patch I am talking of is an all-in-one patch. And it's a shame this is buggy as hell, since it'd be very nice if it worked: Brown Chomp Rock, Ski Mode, Left-Facing Yoshi, and World 6
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I went ahead and added a header to my rom and now my level looks just like I wanted it to. But now all the forest 1 sets look like world 6 just as I thought( and just like you said ). This brings me to the question if I were to edit the rom so the world 6 palettes were only in one world then would they still appear if another level from a different world crossed into them?

For example say I make it so that World 1, oddly enough, was the only one with the world 6 palette. Next I change something like the bonus area in 1-4 to use the forest 1 set now with world 6 graphics. Then I have an exit in 3-5 go to the edited world 6-ish area in world 1. Will the graphics still appear as world 6 graphics?

EDIT: Never mind I just checked, it doesn't, at least not for me.
Thanks for all the info about the world 6 palettes. Now all I need to know is how to change it so that only world 2 has the world 6 palettes.

I know it seems odd that world 6 won't have it's own unique palette set, at least until I can find that ASM patch, but I have my heart set on using the Forest 1 set in 6-7 and I can't do that with the altered appearance.

Also, on a different note, how would one go about changing the level icons? I am just looking to switch the icon arrangement so something like the 3-2 icon would go where the 6-7 icon is and 6-7 would go in 2-6 and so on.
Originally posted by rkb1723


Also, on a different note, how would one go about changing the level icons? I am just looking to switch the icon arrangement so something like the 3-2 icon would go where the 6-7 icon is and 6-7 would go in 2-6 and so on.


You can see the graphics in YY-CHR and just switch the icons around.
Then, you just use Ycompress, and I forget what you type, but it's command prompt, and I think the graphics start at x120200.
Originally posted by Lespna1
Originally posted by rkb1723


Also, on a different note, how would one go about changing the level icons? I am just looking to switch the icon arrangement so something like the 3-2 icon would go where the 6-7 icon is and 6-7 would go in 2-6 and so on.


You can see the graphics in YY-CHR and just switch the icons around.
Then, you just use Ycompress, and I forget what you type, but it's command prompt, and I think the graphics start at x120200.


Thanks for the info! Yikes! I thought the hex-editing would be the worst of it but this is much more work then I had ever anticipated doing for a Yoshi Island hack. But I guess I will have to do this if I want to make the kind of hack I had planned.
Originally posted by doggycharly
Originally posted by Yoshis Fan
In order to freely choose the Worlds you want to use the Tileset in, additional ASM work is required and I don't know how to achieve that.
As said, you can still try and search for the patch I was mentioning in the last post.


You mean this one?

Unfortunately the patch has a buttload of bugs(ski and Faceleft don't work/crash the game) BUT! the "world6 tileset" actually works
hhmmm


When you say Ski and face left don't work or crash the game does this apply to places where they are already? I'm just curious since 1-5 and 5-7 have the face left already and the ski is already in 5-3 and 5-E. If it would just not be possible to play the special animation for skis but ski areas still worked and the face lefts were disabled or un-edited then I surely would try to implement this. But if ALL ski areas, special animation or not, are disabled then it certainly isn't worth messing with.
Lately, I have been messing with the map-16 tilemaps objects stuff, mainly the sand-block tiles I want to edit

I'm almost done with it, however there are some tiles that I can't find and want to edit: the cross-section sand block tiles(for all sets)

Any help? :c



EDIT: Speaking of tilemaps, there's also other sprite tilemap that simply I can't find: The Fly-Guy with 1-up. Note that I want to edit the 1-up itself, not the guy

EDIT 2: Looks like I found the cross-section sand block tiles by myself, now only the Fly-guy with 1-up tilemap is relevant by now.EDIT: Once again, found by myself... ignore this :P
Can someone help me to find these graphics tilemaps ?(pointed by the red arrow)Note that I want to edit the black circle, not the numbers...

I have tried almost everything to find them with no luck at all, these tiles does not seem to be located in the sprite graphics pointer(xD068A) is there another pointer for sprite graphics?(not the normal ones?)

Ignore this, found by myself
look at my post below
Everytime I ask a question, several months later I find the answer by myself...
Yes, I did found the the star counter tilemap offset, it is located at xC188 if anyone's curious


Now another question..

As you can see in the image, during the mapwhen pressing the score icon, obviously) if a level has a score below 10, it only shows ONE digit, I know this is something that is not noticeable in the game but why I want to fix it? I really don't want to spoil it yet but...
It is possible to "fix" this? I mean making score in the map show two digits if the score is below 10
Yes, it's possible. Remind me to take a look at the code for this later and I can make an asm patch.
Today I was looking at Layer 2 palettes 32-3F, and they're all flashing orange palettes, with each odd one's palette inverted. Hope this helps. Maybe we could add some custom palettes in place of these palettes with SNESPal
My Mode 0 guide.

My Discord server. It has a lot of archived ASM stuff, so check that out!

It's possible to change the Baby Bowser palette when the lights are off, but they don't know the locations where the lights are on. I have the answer:
Those are SNES addresses:
$3FEA00 - $3FEA1C controls the first palette of the Baby Bowser room when the lights are on;
$3FEA1E - $3FEA3A controls the second palette of the Baby Bowser room when the lights are on.

Here are the PC addresses:
$1FEC00 - $1FEC1C controls the first palette of the Baby Bowser room when the lights are on;
$1FEC1E - $1FEC3A controls the second palette of the Baby Bowser room when the lights are on.
Sorry for bumping, but I found the 2 palettes for Prince Froggy's stomach, First is at x1FEA02-x1FEA1C and the second at x1FEA22-1FEA3C.
Editing them should give you a frog with a poisoned stomach.

As for the rest, like uvula, stomach acid and the other state of the stomach. I found those, but I'll post them at C3.
I finally found the HDMA for Giga Bowser. It's at x1FF718-x1FF734. While you could change the values, you should wait at C3. I updated my patch with more edits.
This edit does have 1 problem. If I change the HDMA or use the original one, I get an HDMA glitch:

This happens while Baby Bowser is dispelled and when Yoshi heads towards baby Luigi. Any help here?
Not sure, but seems like the scene actually uses another pointer, or it is hardcoded (which would make sense because bosses in this game are very complex). Either way, it seems that editing only the HDMA doesn't work,
Layout made by MaxodeX
2021 TRENO vibe check thread
Looks like I'll have to semicolon that edit. Still, it's bad there's no solution to this.
I did add tehaxor69's edits regarding Salvo's health, but the thing is how can I make him shrink a bit harder when hit by the values.
Here are they in my .asm file:
Code
org $06831F	;- This is Salvo's health before becoming big.
db $00		;

org $068BA4	;- This is Salvo's health after becoming big.
db $FF		;

org $0688E8	;- Salvos Health decreases by this when hit.
db $10		;

org $0688EB	;- Salvos Health minimum value.
db $20		;

Both 10 and 20 were 00.

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