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SMW2 Yoshi's Island offsets and helpful info

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How about starting a GIANT SMW2 knowledge-list.
Everyone could collect something interesting (f.e. unused, but good-looking pallettes, where the hits a boss can bear up in the offsets are, and so on and so on)
A master-list of Yoshi's Island Data, so you could say.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Weird discovery: I found this one, by replacing the BG from 1-1 in YI with the lavafall BG from 6-2. Setting Layer 2 Image:0, Layer Object palette:33 and Special Effects:17 in that level, you can get semi-transparent layer 3 BG, like below:



EDIT: Ok, I've discoved the location of Layer 2 Object Palette 33's palettes used by Layer 2 Image 0 (lavafall BG). The main palette is at:
x1FBABA-x1FBAD6(0x2 bytes).
This BG has MANY palette animations. I'll post them in order from top to bottom:

x1FF97E-x1FF98C(0x2 bytes) 1st palette animation
x1FF99E-x1FF9AC(0x2 bytes) 2nd palette animation
x1FF9BE-x1FF9CC(0x2 bytes) 3rd palette animation
x1FF9DE-x1FF9EC(0x2 bytes) 4th palette animation
x1FF9FE-x1FFA0C(0x2 bytes) 5th palette animation
x1FFA1E-x1FFA2C(0x2 bytes) 6th palette animation
x1FFA3E-x1FFA4C(0x2 bytes) 7th palette animation
x1FFA5E-x1FFA6C(0x2 bytes) last palette animation

By editing those addresses, you can get an example like this:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/5A4yf4AZucA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5A4yf4AZucA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

I edited them in a wrong order just a bit.


The green BG palette is probably the most impressive find I have seen out of you. It really allows much more flexibility to that BG. Well done.

(I am falling behind on the ROM map again. Sigh.)
The reason for that is because, if memory serves, there's Layer 3 mist in The Cave of the Bandits, which is transparent, and it uses those settings.
Lookin' good Metaknight. Though how can the palette data from 0x1FBABA to 0x1FBAD6 be two bytes altogether? Seems more like 29 bytes. (If I'm not mistaken)
Also, the waterfall seems a bit messed up. At a certain animation, it "jumps" back rather than pouring downwards constantly. :P
I mentioned above I edited them in a wrong order, Buu.
Now, I have 2 small discoveries: 1st: Layer 2 object 39's palettes of Layer 2 image 29 is at: x1FBC22-x1FBC3E(0x2 bytes)(1st palette) and x1FBC40-x1FBC5C(0x2 bytes)(2nd palette). Editing the colours at the addresses above will give you the result below:


2nd: Layer 2 object 42's palette of the YI ocean background is at: x1FBCD6-x1FBCF2(0x2 bytes). Edit its colours and this happens:
Originally posted by MetaKnight
I mentioned above I edited them in a wrong order, Buu.
Now, I have 2 small discoveries: 1st: Layer 2 object 39's palettes of Layer 2 image 29 is at: x1FBC22-x1FBC3E(0x2 bytes)(1st palette) and x1FBC40-x1FBC5C(0x2 bytes)(2nd palette). Editing the colours at the addresses above will give you the result below:
[IMG]

2nd: Layer 2 object 42's palette of the YI ocean background is at: x1FBCD6-x1FBCF2(0x2 bytes). Edit its colours and this happens: [IMG]


Great. Now do the unused palettes (the orange and gold palettes).
One more discovery, before I stop for today:
Layer 2 Object Palette 11 of that BG located in 4-4 of the original YI. Used that level for show. The palette is at: x1FB5CE-x1FB5EA(0x2 bytes). Result is below:


Oh, hell yes, I always liked that BG, just never fancied the generic brown and green palette. Hopefully you can find the snow palette's offset for that BG, then maybe I can finally edit the ground so it isn't brown. Although, I haven't touched my hack in weeks, so eh.

Nice discoveries.
Dunno, if this is a known thing, but:
If you shoot Naval Pirhana with an egg before Kamek transforms it, Naval Pirhana will be destroyed and Kamek comes and says:
"OH, MY!"
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
That's already old, Yoshis_fan. Many people know that.
Didn't know it, just want to tell it.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
Blumiere's quote:Oh, hell yes, I always liked that BG, just never fancied the generic brown and green palette. Hopefully you can find the snow palette's offset for that BG, then maybe I can finally edit the ground so it isn't brown. Although, I haven't touched my hack in weeks, so eh.

Nice discoveries. end quote

I thought it might be good to find the snow version of the round mountains BG. Layer 2 Image: 29's Layer Object Palette 34's palettes are found, first being at: x1FBAF6-x1FBB12(0x2 bytes) and the other at:
x1FBB14-x1FBB30(0x2 bytes). Addresses have the same colors, but editing them will give you things like:

Is ok to request Offsets here? If I can, I want to edit the green eggs palette to Yoshi's palette.
I've found an awesome object:
it's
Special 4 byte object number XFB
The objects of the screen it is placed in will be duplicated and sent to another screen depending of the X and Y position of the object.
Place it at X 0 on the screen and it will be in the first screen of the level. Place it a Y 0 on the screen and it will be in the upper screen of the level. The thing is, if you want similar or the same screen more often than one time this method is very good. It costs almost no time and only costs 4 bytes of object data. The sprites and screen exit in the screen are not copied, though! You could, for example make bonus-rooms this way, where you have to defeat enemies and place different items when all enemies on screen are defeated. Got it?

Another finding:
There are 3 undocumented Tilesets:
1. Set Layer/Ord. Property to 09 to have your level in Moon-mode (Consists of objects 01 and 0C)

2. Set Layer/Ord. Property to 10 to have a level like Kamek's room (Consists of objects F6, XD, XE, X1E and X1F)

3. Set Layer/Ord. Property to 13 to have Froggy's Throat (Consists of object X10)
Here is how you can change the Tileset and the Layer One Palette within your level!!

Palette and Tileset-Changers
Those are the sprites from S1BA to S1C9. The color on X1 determines the Tileset, the color on X2 the palette.

Tileset 00: (N)
S1BA + S1BA = Green Cave with Cross-Section
S1BA + S1C6 = Green Cave with Cross-Section

Tileset 01: (N)
S1BB + S1BB = Green Normal Ground with Cross-Section
S1BB + S1BC = Green Grass + Gray Underground with Cross-Section
S1BB + S1BF = Green Grass + Green Underground with Cross-Section
S1BB + S1C0 = Brown Grass + Brown-Grayish Underground with Cross-Section
S1BB + S1C1 = Green Grass + Pink Underground with Cross-Section
S1BB + S1C4 = Golden Grass + Brownish Underground with Cross-Section
S1BB + S1C8 = Brown Grass + Brown Underground with Cross-Section

Tileset 02: (Y)
S1BC + S1BC = Normal Submarine-level Palette

Tileset 03: (Y)
S1BD + S1BD = Normal 3D room Palette

Tileset 04: (N)
S1BE + S1BE = Normal Snow level Palette

Tileset 05: (Y)
S1BF + S1BF = Bright Jungle level Palette

Tileset 06: (Y)
S1C0 + S1BC = Green X-8 Castle
S1C0 + S1C0 = Brown X-8 Castle
S1C0 + S1C2 = Green X-8 Castle (darker than S1BC)
S1C0 + S1C8 = Dark Brown X-8 Castle

Tileset 07: (N)
S1C9 + S1BC = Green Grass
S1C9 + S1BF = Green Grass
S1C9 + S1C1 = Light Green Grass
S1C9 + S1C4 = Orange Grass

Tileset 08: (N)
S1C2 + S1BA = Green Cave
S1C2 + S1C6 = Green Cave

Tileset 09: (N)
S1C3 + S1BB = Green Normal Ground
S1C3 + S1BC = Green Grass + Gray Underground
S1C3 + S1BF = Green Grass + Green Underground with
S1C3 + S1C0 = Brown Grass + Brown-Grayish Underground
S1C3 + S1C1 = Green Grass + Pink Underground
S1C3 + S1C4 = Golden Grass + Brownish Underground
S1C3 + S1C8 = Brown Grass + Brown Underground

Tileset 10: (Y)
S1C4 + S1C8 = Brown Wooden Castle

Tileset 11: (N)
S1C5 + S1C5 = Normal Sewer Palette, but Stone Sewer-Tiles depend on Layer 2 Object Palette!!!

Tileset 12: (Y)
S1C6 + S1C3 = Orange flower field
S1C6 + S1C9 = Light Green flower field

Tileset 13: (N)
S17 + S1C7 = Blue Clouds, Gray Snow-Platforms + Brown Logs

Tileset 14: (Y)
S1C8 + S1C2 = Green Jungle Castle
S1C8 + S1C8 = Brown Jungle Castle

Tileset 15: (N)
S1C9 + S1BC = Green Grass
S1C9 + S1BF = Green Grass
S1C9 + S1C1 = Light Green Grass
S1C9 + S1C4 = Orange Grass

EDIT: I've added a "(N)" and a "(Y)" after the tilesets. "(N)" means, that it doesn't work, if the tileset isn't selected int he level-header. "(Y)" means, that you can change to that tileset with the "header-tileset" you want.
Most of those Tilesets can't be used without having the Tileset they determine in the level-header. Here are the Tilesets, which work great whithout having the Tileset in the Level-Header:

02
03
05
06
10
12
14

EDIT: Those objects represent the Tilesets and Layer 1 Palettes in a row. That means, those sprites support any tileset, but only Layer 1 Palettes 0-15!!
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
5Byte-Objects:

Byte 1 Object-ID
Byte 2 First digit of Y, first digit of X
Byte 3 Second digit of Y, second digit of X
Byte 4 Length (Hex-1)
Byte 5 Height (Hex-1)

4Byte-Objects:

Byte 1 Object-ID
Byte 2 First digit of Y, first digit of X
Byte 3 Second digit of Y, second digit of X
Byte 4 Size (Hex-1)

4Byte-Special-Objects:

Byte 1 00-Byte, Signum Significandum of the 4BSO
Byte 2 First digit of Y, first digit of X
Byte 3 Second digit of Y, second digit of X
Byte 4 Object-ID

Sprites:

Byte 1 Last two digits of Sprite-ID
Byte 2 First digit of Sprite-ID; Y-Coordinate; if straight first digit = 0, if odd first digit = 1; to calculate this multiply the Y-Coordinate with 2! If your sprite's first digit is 1, then add 1 to the result (to make it odd)
Byte 3 X-Coordinate
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
NEVER delete any number of sprites in LVL 51 and save afterwards...
The result is HORRIBLE. Open LVL 19 afterwards, but MAKE A BACKUP BEFORE YOU DO!!
I guess it's because LVL 19 has no sprites in it.
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31
I have found the Red Tower BG(Layer 2 Image: 20,Layer 2 Object palette 47)'s palette. First one is at x1FBE02-x1FBE1E and the last one at: x1FBE20-x1FBE3C. The last address is used at the bottom part of the BG. Changing them gives you this:

Say hello to Tap-Tap the Red Nose's Poisoned Fort:


Nice! More and more things are being discovered about this game! :DFree counters!

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