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SMW2 Yoshi's Island offsets and helpful info

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The maximum length or width you can have for any object in EggVine is 80. Whenever you make an object bigger than that, there's a high possibility of it glitching up as you've described. This seems to be the case for you, as you said your water stretched across the whole level.

This can easily be solved by just duplicating any objects after you reach the 80-tile limit. ;)

As for your vanishing sprites, that sounds like you have a lot of sprites in one area. Are they crammed in one concentrated area, or did you spread them out across several screens? In YI hacking, sprites will tend to vanish if you place too many, rather than causing slowdown like in SMW. My advice would be to just move your sprites around to different spots until they load properly. Also, the door sprites take up a little more sprite memory, so try not to jam too many of those into really busy areas.
what is the best eggvine version?



F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
Yeah, I did that with my water, GY.

Originally posted by Golden Yoshi
As for your vanishing sprites, that sounds like you have a lot of sprites in one area. Are they crammed in one concentrated area, or did you spread them out across several screens? In YI hacking, sprites will tend to vanish if you place too many, rather than causing slowdown like in SMW. My advice would be to just move your sprites around to different spots until they load properly. Also, the door sprites take up a little more sprite memory, so try not to jam too many of those into really busy areas.

Most of the stuff is indeed crammed into one specific area, but I have a good reason for that: When I first began on my level, the no-scroll object kept getting ignored when I placed it down somewhere. But in my secondary area, I DON'T have many sprites crammed into one area. In fact, if I place one Fly Guy, it won't appear. If I place two, BOTH appear! O_o Weird. But oh well. I'm also running out of interesting places to hide Red Coins and Flowers, which is why I had them cramped up in one area...

Also, I only have 3 doors in this area. I just thought of a way that I can both extend my level (it feels REALLY short right now, even if you go for everything...), but I'll need to extend the 1-1 side area... No problem, I don't mind redoing that stuff if I'm going to use a different layout. XD

Thanks for your help, GY!
<Adam> I feel like smwc is a prostitute now, because we put up a porn ad for money
X-King there is only one Version of the Editor EggVine v0.80

Yoshi's Adventure I (12.2%)
Originally posted by MetaKnight
Thanks. (me goes to test it)
EDIT: When I go to that offset, I see 7C. Is that normal?

Edit: It was x9116 the offset of the Hookbill Koopa's HP (x2).
I just double checked, and $910D is the correct offset in the 1.0(U) version.

Hey everyone! I've been YI hacking for a while.

Alright, so here are my questions:

-Will changing the bytes maximum overwrite other levels, as in SMB3?

-Is there a way to lead to the map after the opening scene?
Originally posted by BulletBillTime
Hey everyone! I've been YI hacking for a while.

Alright, so here are my questions:

-Will changing the bytes maximum overwrite other levels, as in SMB3?

-Is there a way to lead to the map after the opening scene?


By changing the maximum bytes, do you mean just putting over the maximum allowed bytes, or actually expanding the maximum amount of bytes in a level?

If you mean just going over the maximum, it just won't let you save the level when placing over the limit, so you must delete some objects to be allowed to save again.
I'm talking about expanding the maximum bytes and reaching that new maximum.

For example, I want to have 700 bytes of objects in a level that only allows 100. I expand the allowed maximum, and put 700 bytes worth of objects. Will other levels be overwritten by that?
Nah, every level has its own pointer, so as long as you point the expanded level to a free area in the ROM, it shouldn't present a problem.
Thanks.

Now, on to my second question:

-Is there a way to disable the intro level, and simply lead to the map instead?
Originally posted by BulletBillTime

-Is there a way to disable the intro level, and simply lead to the map instead?


Change 1 byte at 0x263AE [0B] to [1F], and 1 byte at 0x263B4 [0B] to [00].

I hope anything, like initialization for the game, isn't done between opening scene and intro screen's appearance.
Well, I plan on relocating Bigger Boo to 6-4, and Tap-Tap the Red Nose to 2-4 in my Custom Yoshi's Island Game, but when I enter Tap-Tap the Red Nose's room in 2-4, he is already big, and Yoshi is forcibly just gonna sit there! Can someone help me on this please? I NEEEEEEEED HEEEELLLLP SOOOOOO BAAAADDLLLLY!!!

P.S, I tested my Custom Yoshi's Island Game on my SNES emulator on the PSP, and it actually works!
Since this problem has something to do with hex editing:



The level name is 1-2: Dreary Forest
When I hex edit it so the name appears in the hack, I just get this, Dreary is just fine, but Forest seems to start with the letter ä...

And also after a while, 1-3 appears in the text 1-2...
Help would be nice.

Edit: Fixed it myself.

Originally posted by Romi
I hope anything, like initialization for the game, isn't done between opening scene and intro screen's appearance.


Well, you can Start and Select out of the Intro level, so I would assume if anything is done for initialization, it would be done upon entering the level, or right before.

Also, I appreciate these offsets you are posting, as it helps expand the YI ROM Map. If you have any others, no matter how irrelevant, that you'd like to share, that would be awesome. Thanks!
I don't remember this has been already posted, though, I'm going to post anyway.

Changing 1 byte at 0x80F9C to 00 disables that Yoshi faces to left when level starts, in 1-5, 2-7, and 5-7.


Thank you. :)
But, looking into something only when someone asked question, I really even don't know irrelevant information.

I don't think this would be useful to people, but I started to make a RAM Map of YI.
But it's not at all filled currently.

And, I thank Mattrizzle for posting some information of RAM as well as ROM offsets.
Originally posted by B.B.Link

Expanding the Amount of Bytes a Level can use:

1. Choose a level which you want expansion. Write the level number down. Now, go into your Windows calculator. Put the calculator in scientific mode, then hex mode. Plug your level number into this equation: BF9C3 + (6 x Level Number). Now, write down the value you get, this is your level address. We will use this number later.
2. Go into your hex editor, preferrably Translhextion. Open your ROM, and go to Jump To-->Offset, and enter x11554A. This is where the free space begins. You'll notice a whole swarm of FF bytes from x11554A to x1201FF. The FF's are unused bytes in the ROM, so all together you have around 44000+ bytes of free space! Now, the first step is that we're going to add object data.
3. To add the object data...start at x11554A (or whatever byte after you do this the first time). Take the offset where the object data starts and write it down, you'll need the offset later. Now, enter thirteen 00 bytes. This represents the header information. After those 00's, enter 85 FF FF. This will put a cloud in the level because if a level doesn't have any objects or sprites it will crash. Now after that, add as many 00's as you wish. Each 00 represents one byte of object data, so place accordingly.
4. Now we will do the sprite data. To do this, skip one byte after your last 00 in the object data, and make sure you leave an FF after the last 00. Now that you have skipped a space, write down the offset, this is your sprite offset. Now, start of the sprite data with two FF's, then after that enter as many 00's as you want for sprite data.
*Note: When you go back to expand a new level, make sure you leave two FF's after the sprite data where the last expanded level ends, or else you will have major problems.
5. Now, go back into your calculator, and plug your object offset into this formula: Offset + 400000 - 200. After you should get a 6 digit number. Now, swap the first two digits with the last two digits. For example. If you got 515B12, swap it to 125B51. Do the same with the sprite offset, and write both of the new values down. These are your SNES addresses
6. Now go into the hex editor, and jump to the level offset offset from way before. Enter your SNES addresses over the first 6 bytes at the level offset (object address first). Now save the ROM in the hex editor.
7. Go into EggVine and open the newly expanded level. You should see a cloud all the way at the top of the screen, plus a new byte limit. Now, you can add your sprites and objects (Just make sure to get rid of the cloud because it's all the way at the top)
To do this again repeat steps 1-7, and remember, every time you do it, leave two FF's after the sprite data of the previous expanded level.


That looks way too confusing, B.B.Link. Either post a video or make the how to easier, ok?</div></div>
I wrote that tutorial. That's the most basic way I can describe it.
indeed isn't clear enough.

a thing: why there is the ram map of YI? we can use it like in the SMW hacking? ie, custom sprites, custom blocks, xkas patch(clear), custom etc...?
sorry is a n00b question.
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Here is a discovery that I never seen before. It's this:



What is up with this Rocky Background? I mean, I can't find the number for this background. And can't replace the used background with this one. Are these just the graphics or it can be used in a hack?
Looks awfully similar to the brownish BG used in sewer levels. As far as I know, it can be inserted as an object, but it is a walk-through object of sorts.

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