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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Anyone care to guess what this is? (A: YI Editor)
  
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Cellar Dweller
Posts: 116/269
Originally posted by RipMilk
Ok it is a yoshi island editor running on linux and to prove it
just download the file and open it with notepad.

http://s91407720.onlinehome.us/acmlmboard_files/romhacking/yi/yilhh-0.01.tar.gz


That is not the program I posted screenshots of. It is just a little command line tool to edit level headers. I linked to it in a reply to a YI data thread before the database wipe. No one seemed to be interested in it, and the contact information(a pre-wipe PM URL) included is out of date.

However, the header encode/decode functions were copied into Island Dozer.
Deleted User
Posts: 1/12
Ok it is a yoshi island editor running on linux and to prove it
just download the file and open it with notepad.


http://s91407720.onlinehome.us/acmlmboard_files/romhacking/yi/yilhh-0.01.tar.gz



For crying out loud glance at the url for once!!
Cellar Dweller
Posts: 92/269
I seem to have encountered an new(or at least unwritten of) form of 4 byte object. They are like the standard 4 byte objects but the last byte is not a packed width and height. One dimension is fixed in size and the other is specified in the (entire?)last byte. Lines of coins, wood platforms, and pipes are some of the objects that appear to work this way.

A few objects are 4 byte that were thought to be 5 byte. The ones that I changed to stop junk decodings: C5 C6 C7 F4. There is probably more. Some objects were listed as both 4 and 5 byte, or not at all. I have made some guesses about some of their sizes. If the program encounters an object with an unknown record size, it will stop processing objects and print the unknown object command on standard output.

Ailure : It is written in C. The GUI is GTK based and designed with Glade. I'm using Anjuta for an IDE. The versions of Glade and Anjuta that I'm using are both pre-1.0.

If I get it released, it will be available of Linux first. After that I hope to port it to Windows, and if I don't, I intend to release it with the source code anyway.

HyperHacker : You did. It is in this YI data thread.

Gavin
Posts: 95/799
Originally posted by Yoghurt Duck
Originally posted by Ailure
And what's bad about Linux now? Have you tried it even?
Yeah, let's install Linux ONLY because we want to make YI hacks.


or how about you're grateful that someone with skill is actually doing anything at all.

you can progrm in hex ONLY, because you're not grateful
HyperLamer
Posts: 1263/8210
Sorry if this is a useless post, but I'm pretty sure I posted the header format. If nothing else I can get it in September.
FuSoYa
Posts: 92/255
Not really a big deal to bump a data thread, as long as you're contributing significant new info to it.
Dylan
Posts: 202/1407
Ok ok, I was mistaken. I have never heard of any full YI editor, It was a mere assumption. So yeah, I'm wrong.
Weasel
Posts: 432/454
Originally posted by Gb boy
It looks more like a Tetris Editor than a YI editor to me. This editor only displays basic shapes that represent the environment. SMW is hacked so much, I'm sure you could find a full YI editor out there, it is a similar game in a lot of technical aspects.
Go find us a full YI editor then We'll see ya in a few months, I suppose.
Dylan
Posts: 192/1407
I supposed you would have to crack open the source of the ROM and modify the code if you wanted a YI hack. I am aware of the fact the graphics are still compressed.
Darth Coby
Posts: 754/1371
Originally posted by Gb boy
It looks more like a Tetris Editor than a YI editor to me. This editor only displays basic shapes that represent the environment. SMW is hacked so much, I'm sure you could find a full YI editor out there, it is a similar game in a lot of technical aspects.


Uhm.. No.
It's not all THAT easy. Else we'd have an editor for a looooooooooooooooong time now, and the squares are there because he doesn't know how to extract the GFX from the ROM yet.
Dylan
Posts: 190/1407
It looks more like a Tetris Editor than a YI editor to me. This editor only displays basic shapes that represent the environment. SMW is hacked so much, I'm sure you could find a full YI editor out there, it is a similar game in a lot of technical aspects.
knuck
Posts: 473/1818
Originally posted by Ailure
And what's bad about Linux now? Have you tried it even?
Yeah, let's install Linux ONLY because we want to make YI hacks.
Ailure
Posts: 3313/11162
Originally posted by blackhole89
The problem about it, for me, is that it looks too much like Linux... and romhacking hates Linux. That's fact. Is there any chance of porting it to Windows before it progresses too much?
And what's bad about Linux now? Have you tried it even?

Besides, most Linux apps are portable to Windows, I really doubt this would come off as Linux only.

What is it programmed in?
macks
Posts: 309/900
"Would it be considered appropriate to bump the Yoshi's Island Data Thread? I have (re)found some of text, including level names, that were not mentioned in Iggy's docs."
I think that having all the YI data in one thread would be better. And I think the Rom-Hacking mods would be pretty understanding. Hopefully

And everyone's free to program for whatever OS they want.
It just gives me yet another reason to install Linux
Cellar Dweller
Posts: 89/269
I tried changing the pointer to 1-1's objects from 0x1681c7 to 0xcb01c7 in the level table and it worked! That probably means that banks 00-3f(and 80-bf) should be treated as LoROM and other banks should be treated as HiROM.

...thinking...testing...

The YI ROM is 2MB so it fits exactly in the second half of banks 00-3f. It also fits HiROM style exactly in banks 40-5f.

Are some of the level pointers pointing into the HiROM area because level data processing will pass across bank bounds or wrap around into RAM? That doesn't appear to be the case for 1-2. I changed both of the HiROM sprite and object pointers to their LoROM equivalents and both still worked.

I don't know why Nintendo would mix LoROM and HiROM pointers in the level list when only using HiROM pointers would work for sure.
dormento
Posts: 32/99
[small hijack]
...and romhacking hates Linux...
Wtf?
People are free to use any OS they want, that's the very true meaning of GNU-Linux. Plus it's my OS of choice
[/small hijack]

I think it is not that bad bumping an old topic, even less bad if it is for a good cause (or a very good one like this)
Cellar Dweller
Posts: 88/269
In case anyone still isn't sure, it is 1-1 from Yoshi's Island. The rectangles are drawn based on the information in the object list. The slightly shrunken squares are sprites.

The program has no knowledge of the actual dimensions of the objects, which can differ from the size stated in the level data. The big faceted rocks are extended 4 byte objects, so they show up as 1x1 squares. The horizontal wooden platforms near the beginning of the level have their length stated in their height field. The diagonal line of coins object in this level has a height of 111 (0x6e in the data plus one).



Sadly, it looks like special cases will need to be created for each type of object. Each case would interpret the location and size fields, and then pick out the right tiles to draw the object. If you know better, please speak up, especially of you have started a successful editor project.

I'm still not clear on how the memory map works. I know that if the pointers to 1-1(LoROM) and 1-2(HiROM) are swapped, they will still load and work, suggesting that there is no switching between LoROM and HiROM. The LoROM and HiROM maps conflict about what should be mapped in some places(eg. the second halves of banks 00-3f). Yet, according to some discussion(lost in the database wipe), utilities such as Lunar Address will be able to compute the correct offsets in the smc file. Could the 1-1 addresses be traslated from LoROM addresses to smc offsests and then translated to HiROM addresses and still work in the level table?

Would it be considered appropriate to bump the Yoshi's Island Data Thread? I have (re)found some of text, including level names, that were not mentioned in Iggy's docs.
macks
Posts: 305/900
Originally posted by Coby
Yeah, it DOES look like YI, and the name DOES suggest it, so what's the problem, Max?

Originally posted by Coby
Altough that does look weird for a YI map. Must be because it consists out of squares and such. :o

That last part sounds very much like "omfg squuuares ", and that made you look very stupid.
blackhole89
Posts: 211/971
Either the sizes are wrong, or it isn't.
(1) The floating rock is definitively too high.
(2) Where is the rock wall right of the floating rock?
(3) Where is the wooden ledge below where the rotating platforms should be?
Weasel
Posts: 426/454
It is Yoshi's Island. Look at the level. It's towards the end of 1-1 Make Eggs, Throw Eggs. You know, the part with the beanstalk.
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - Anyone care to guess what this is? (A: YI Editor)


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