Well, either way, I'm not in need of this at the moment. I just asked out of curiosity.
- Change the SFX the green red coins use, so they sound like normal red coins. Another thing is, that they also have to make the "all coins"-sound, when you collect one of them as your 20th coin. Plus, they should be visible as red coins via the Magnifying Glass. Concerning the SFX issue it should be possible to get some info from X17, the red coin in a stump. Or wouldn't it be possible to make, that they turn into S065, once the room is loaded? MEDIUM
- Prevent Bullet Bill Shooters from falling through platforms. (Should be the same setting as for S0F4) HARD
- Prevent !-Switches from falling through the spongy platform. (It doesn't seem to be the same setting as for the platforms, as S0F4, which can stand on platforms falls through spongy platforms. That's a completely new setting, as S0F4 can stand on spongy platforms in the GBA-version:
VERY HARD-IMPOSSIBLE
- Edit the Layer/Ordering Property, so that Yoshi never disappears behind Layer 2 when entering a pipe. Depends on how each L/OP-value is stored; hard to estimate that
- Weird monkey-bug: The monkeys have the same X-position...
Interesting: If you come from the left side, both will hang on the palm. (every time!) It seems to be the thing, that you come from the "bottom". When you go to the left, while you are at the area, where the spongy platform is, this bug will occurr everytime. If you just shoot the ?-cloud and climb up the flower everything will be alright. I don't think it's because of the spongy platform, though.
MEDIUM-HARD
- Unglitch the blue rollable things (S18F). They are displayed glitched until the room is fully loaded. A small trick could help: Make, that the game shows the first frame instead of the default-position of each sprite, when the game loads a room. This seems to be the method Nintendo used in the GBA-version by the way. In Extra 4 the wooden boxes stand on the floor and don't shift a bit downwards when the room is loaded.EASY-MEDIUM
- Improve Sprite Memory (if the old SNES can cope with this. I don't understand why there are no disappearing objects (except coins, as they are collectable), when there are disappearing Sprites, why disappearing objects don't exist???) in order to make the vanishing coins and doors stay.HARD-IMPOSSIBLE
- Edit the auto-scroll-sprites. I have to edit Type-K for this. It is faster in the GBA-version and it will always go to the right.HARD, but once they are found and "decoded" it's probably easy to edit them
- Make, that S0DC only claims 1/2 of the VRAM's Super FX space, so !-Switches can still be used and other Super FX-Sprites. The GFX for the snowball is stored at 0x2B800 in the AllGFX.bin and is 64x64. If it's possible, I would like S0DC's tilemaps to be 4 times a quadrant or 2 times a semicircle to decrease the space of Super FX VRAM the snowball uses. It'd also be an alternative if Super FX VRAM space would be increased by at least 1 32x32 space. Furthermore it would be good to de-Super FX other sprites either. For example the Spiked Fun Guy, the Red Bullet Bill Shooter and the Flower are problems. There's a lot of unused space in the AllGFX.bin. For example the 128x32 space at 0x00A000 or all the space, which is just Xs. VERY HARD
- Edit Yoshi's "Dizziness" (or should I call it Stonyness?): Disable Layer 2 stretching. Edit S07F, so it lies on objects and can't float (so that it goes up and down on the spike logs, when Yoshi is dizzy and won't stay in place, then)MEDIUM-HARD
- Add a light blue palette to the rising balloons. (S052 and S1ED)MEDIUM
- Create a static balloon, which can be destroyed by Yoshi and Koopa-Shell to give 1-Ups, can be shot with eggs and can't be eaten.
Create a Kamek-Blocker, which makes that Kamek stops attacking Yoshi, while he is on his flying besom. (Probably the most difficult thing)HARD-IMPOSSIBLE
Insanely unimportant:
- Make, that the Entrance acts like you would come out of a Middle-Ring entrance, so the screen won't shift around. Example: You have nothing in the screen above and set the entrance to <79. In the GBA-version this is fixed.MEDIUM?
- Create a sprite, which doesn't allow the screen to scroll downwards anymore. (Like Sprite 1D6 doesn't allow the screen to move to the right anymore.)VERY HARD
- Make, that you can have a BG-color while using Submarine-LVL-Water. Probably Layer/Ordering Property value 02 must be changed for that. MEDIUM?
- Make a 30-star detection for Mid-Rings, so they don't produce stars, when they destroy enemies while Yoshi has 30 stars, but coins instead. The clouds, which give 3/5 stars and the red flowers, which give 8 stars have this detection.
- Improve the interaction between ?-clouds and blockers. In the GBA-version the ?-clouds open an up-wards blocker, in the SNES version they go through an up-wards blocker.
- Make, that Yoshi looks to the left side when Secret 2 begins. Like in level 1-5; 2-7 and 5-7 in the original.
- Make, that the camera follows Yoshi, when he jumps off the Green Bullet Bills in the first area of Secret 4.
- Make, that Yoshi can be squashed between the Scrolling Screen in the last area of Secret 4 and a Bullet Bill Shooter.
- Make, that when Yoshi dies of Lava, he can't activate !-Switches anymore. (I know this also occurrs in the GBA-version, but this bug is just ridiculous)
Any help is VERY appreciated.
I currently have 25 issues.
- 13 of them are important
- 8 of them are not very important, but should be solved
- 4 of them are solved
NEW! SMW2 Yoshi's Island is done!
Last update: 2012-12-31