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SMW2 Yoshi's Island offsets and helpful info

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thanks men!!!! me sirvio


its great this list now it became more easy

do you havo more of this things ??

once again thank you hasta la vista baby nos vemos gracias

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I found Burt's danger palette(red skin). It's found at:x1FE9A6-x1FE9C0(0x2 bytes). Also found Burt's palettes that cycle only at his hand. They're 5. x1FE9DA-x1FE9E0(1st cycle),x1FE9FA-x1FEA00(2nd cycle)x1FE9E2-x1FE9E8(3rd cycle),x1FE9EA-x1FE9F0(4th cycle),x1FE9F2-x1FE9F8(last cycle). Editing them will do:


I don't know if this is a known thing, but:
To make a Tap-Tap chase, Sprite Set 81 is required, or the nose will be glitched and you have to choose 6 (golden) or 15 (silver) for the Sprite Pallette. Maybe Blumiere can add this information to his Sprite Set-list.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis_fan
I don't know if this is a known thing, but:
To make a Tap-Tap chase, Sprite Set 81 is required, or the nose will be glitched and you have to choose 6 (golden) or 15 (silver) for the Sprite Pallette. Maybe Blumiere can add this information to his Sprite Set-list.

Sure thing, when I have spare time I'll update it and link the new one in this post.
Another helpful info for Layer 3:
Type 24 (Castle Towers) can be used with Pallette 17 and 38, 39 looks good, too, but the light is a bit glitched.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Whoa I never actually knew that you could use palette 38 with 24. Nice find Yoshis_fan! ^_^Free counters!
Found Sluggy's heart and dots' palettes. The palette is at: x1FA6F8-x1FA714(0x2 bytes). Only edit the heart's colours and the dot's color. Yes, the 3 dots use the same color. Don't edit the rest of the colors found at the address. Here are the results:


EDIT: Found regular baby Bowser's palettes. First one is at:
x1FF7B0-x1FF7CC(0x2 bytes)-Bowser's in-background palette and x1FEC3C-x1FEC58(0x2 bytes)-Bowser's regular palette. Below are the results:


Drugged Baby Bowser in-background:)

Even drugged:))
Those finds are epic win, especially with the drugged Baby Bowser. I don't know if I'll edit them, though.
I have another helpful information:
Here is how you can make bonus games in your Hack work properly (Bandit's House-Games)

Make a Screen Exit in the screen, where the House is.

Enter this as destination for the following games:
6E Throwing Balloon
E4 Popping Balloons
E7 Seed-Spitting
E2 Gather Coins

(I guess that were all games, I think there are four; if there should be another one, please tell me and write the level down.)

For the Entrance Type write your level Hex-Number.
For example, when you place your Bandit-Game in level "1F 4-5 Main",

then enter "1F" for the Entrance Type.

For the X and Y position enter the position of the locked door of your Bandit's house.

After the game has ended, Yoshi will land in the level of the Entrance Type and the given X and Y.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Another helpful thing:
If you want a Flying Kamek in a level, which attacks Yoshi you have to set Sprite S125.
Its kind of function depends on X. X1 is the Kamek, which flies away after the Bowser-Fight. If it is set on X2 it is the attacking Kamek.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Raphael the Raven"s palette is found. The first one is at: x1FE8DA-x1FE8F6(0x2 bytes)(Note: You shouldn't change this), the second at x1FE916-x1FE932(0x2 bytes) and the last at x1FE934-x1FE950.
Changing the colours of the last two addresses posted will give you the following:




Raven mutated=Teenage fatty mutated raven :)
Nice find!

I've found a thing, too:
Eggvine has two level-kinds, which look strange, when you open them:
-Sewer levels.
Every slope and down right or left ceiling and the stone sewer ceiling and stone sewer ground are just many random-looking objects, looks like those are unfound objects/extreme complicated (why did Nintendo do this?)
-Forest levels like 1-7.
There are some random objects, too; it doesn't look as complicated as in the sewer levels, but strange. I guess that's because of the strange trees (6F) if you make them diagonal it will crash. I think that strange level arranging of 1-7 avoids the crashing. (The same question: Why did Nintendo do this?)


NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
It's the way EggVine renders the level. There are some that it cannot properly render (see: Raphael's moon, which just appears as a strip of land with four poundable logs on it). The same applies for sewer levels, as well one other type which I can't recall right now.

I would guess that any level which uses special modes cannot be properly rendered by EggVine.
Mmmh..I can't find upwards slope left/right!
@S.N.N.:
The moon, OK, but I don't think that sewers and forests are something special... Well, fact is: It cannot render them for some reason :(
I've found out, that some objects depend on each other in sewers, so if you delete one of the unfitting tiles, the sewer level will corrupt. So it actually can't be a rendering fault, because then one object would have more than 5 bytes and that's actually not possible. Let's say if the rendering fault gets fixed, there would be tiles, which are 10 bytes or 15 bytes... Or I'm totally wrong and Eggvine displays a wrong amount of usable bytes. I hope Golden Egg, which will hopefully be released sometime hopefully can render that.

@Vandarx:
That's because they are just many random objects in Eggvine.
But there is one single slope in sewer tileset, which can be done with one object:
Its name is "B2: Down-Left Diagonal Ceiling"
Scale it like an upward-down pipe: make it 16*16, then it is 2*2 in the game. If you make it 16*15 it is 3*3, and so on. If you don't scale it 16*X it will crash!
But you can make half-functional slopes with the objects named "Pipe Slope" and "Pipe Slope with Ceiling". In the game they look like this, then:





Isn't it possible to update Eggvine?
OK, if Golden Egg will come out sometime, it will revolutionize YI Hacking, but the Emulator can read the level properly, so isn't it possible to kinda copy the emulator's rendering?
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I guess I've got the error with the sewers:
Eggvine has rendering problems.
The objects from the B-row are obviously sewer-objects:
B0 Hole in Castle Block? (Background)
B1 Normal Horz. Platform (Correct)
B2 Down-Left Diagonal Ceiling
B3 (That actually MUST be the Down-Right Diagonal Ceiling, but the level crashes, when you set it)
B4 (Probably the Slope to Down-Left)
B5 (Probably the Slope to Down-Right)
B6-B9 (?), could be the stone-sewer tiles (Maybe!)
BA PIpe Ceiling
BB Weird Block (Don't know!)
BC Top right corner of Pipe
BD Top Left corner of Pipe
BE Sewer Spout
BF Water of Sewer Spout

I guess, as Eggvine doesn't render some objects correct, the unfound tiles, B3-B9 are rendered back to the ROM incorrect, too. So you had to make the tiles of the sewers like the wrong-rendered tiles in Eggvine, the wrong back-rendering could be the problem of some objects like B3, that the game freezes.

EDIT:
I've done it!!!
I got a slope in a sewer level!!
Okay, the shadows don't look perfect, but that is incorrectable with the method I've used...


NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Just think; with each advancement in this field, we move closer to the creation of Yoshi's Island: Sewer Edition.

My favorite edit from this topic is probably Teenage Mutant Ninja Raphael.
Well, this "Sewer Edition" is far away and will be never reached with Eggvine, as it's impossible to make stone sewer grounds and ceilings.
So, at the moment, it is only possible to make Pipe sewers.
But Stone Sewers are less interesting than Pipe Sewers, because in Stone Sewers you can't make slopes, so you could, in fact, also make 2x2 grey stone blocks instead of that. It wouldn't look that good, though, but for the player, it'd be the same.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I've found another level-kind, which is rendered wrong by Eggvine:
Icy Caves!
The DE: Icey Cave Floor is redered wrong. It is WAY less complicated than the sewers or the forests, but there is a sprite overload, too.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Originally posted by Yoshis_fan
I've found another level-kind, which is rendered wrong by Eggvine:
Icy Caves!
The DE: Icey Cave Floor is redered wrong. It is WAY less complicated than the sewers or the forests, but there is a sprite overload, too.

I hope Golden Egg will be way easier to use than Eggvine.Free counters!

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