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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Yoshi's Island hacking with a couple of questions for the experienced | |
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Draconis Kenjishiya

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Posted on 08-24-05 05:08 PM Link | Quote
Okay, this isn't drastically important but would be nice: how do you change the SMW2 text and "Nintendo Presents" text? I looked around in YY-CHR and didn't find them, if they are in there I'll search some more, but if they're changable by another source I'll use that.

Oh, and using EggVine, how does one change Yoshi's initial starting position in a level?


(edited by Draconis Kenjishiya on 08-24-05 08:25 AM)
Squash Monster

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Posted on 08-24-05 06:16 PM Link | Quote
I don't know about your first question, but I'd assume they're compressed. Try looking at FuSoYa's site for Lunar Compress (or, I think he has a specialised YI version somewhere.)

To change Yoshi's starting position, you'll need a hex editor. I recomend using a real one, though EggVine's jokishly bad hex editor isn't horrible for the job.

I think the data for where starting positions are is in this thread.
Draconis Kenjishiya

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Posted on 08-24-05 07:20 PM Link | Quote
Okay, I'm definetely going to remember that thread...

Any suggestions on an awesome hex editor? I know a few but not sure what would be the best for this situation...
Golden Yoshi

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Posted on 08-24-05 07:23 PM Link | Quote
Originally posted by Draconis Kenjishiya
Okay, I'm definetely going to remember that thread...

Any suggestions on an awesome hex editor? I know a few but not sure what would be the best for this situation...


I'd recommend using Translhextion for the job. That's a pretty nifty one, I used it throughout SMW2+, for many things too, level entrance editing, mid-point editing, text editing, and level expansion. You can download it in the Commons of the board.


(edited by Golden Yoshi on 08-24-05 10:24 AM)
Draconis Kenjishiya

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Posted on 08-24-05 07:50 PM Link | Quote
Level expansion? You mean I can BYPASS that crazy "byte" and "sprite" limit in EggVine? If so, SPREAD THE NACHOS! That was worrying me...

(has figured out EggVine and is now ecstatic)

I'm off to hacking! Wheeee!
Golden Yoshi

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Posted on 08-24-05 07:55 PM Link | Quote
Here's how to expand the levels...

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.

Easy, no?

Tauwasser

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Posted on 08-24-05 08:34 PM Link | Quote
Hexworkshop is a good hex editor. Comes with all that crazy comparing stuff and coloring stuff Supports bookmarks as well and is just super-handy and can directly edit files and if the file was changed while opened it can save these changes as well
And it can of course this whole block-select thingy, the insertion handy-dandy and so on

Only point is that it costs money for use after so and so many days… Not sure if it will shut down completely after these days tho.

Oh yeah... Rumors go round that it has table-file support as well… Dunno 'bout that coz never use it for that purpose.

cYa,

Tauwasser
Draconis Kenjishiya

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Posted on 08-24-05 08:38 PM Link | Quote
Level number? You mean "1-1" for example, or a hexidemical number like the ones listed in Iggy's thread?
Golden Yoshi

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Posted on 08-24-05 08:40 PM Link | Quote
I mean the level index. Like if you want to do the first part of 1-1, that would be level index 0.
Draconis Kenjishiya

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Posted on 08-25-05 12:22 AM Link | Quote
Oh.

Okay, final question (for a while, anyway): Level names. Where's the text editor in Translhextion?
Golden Yoshi

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Posted on 08-25-05 04:25 AM Link | Quote
Originally posted by Draconis Kenjishiya
Oh.

Okay, final question (for a while, anyway): Level names. Where's the text editor in Translhextion?


Well, there are quite a few steps to take when editing text in Translhextion. Let's say you want to edit level names perhaps. Here's a tutorial that I had for editing the level names.

1. Make sure you have YITable.txt in your EggVine folder.
2. Make a copy of this file and rename it YITable.tbl. Put it in your EggVine folder.
3. Load your ROM in Translhextion.
4. Go to Script--> Open Thingy Table, and load your YITable.tbl file. Some popup about tokens will come up, just click OK. Another small window will appear, click "Thingy View Active" and the # on this window.
5. Go to Jump To-->Offset, and enter x114C50. This will take you to the beginning of the level name text. It goes in order from the Welcome level all the way to Extra 6.
6. You can't just enter the text, you have to enter the hex value equivalents to the text characters. A complete list of hex equivalents is found in the YITable.txt file, so refer to that. Note: Be careful not to overwrite the "###" things in the text, this makes the level name text skip a line or go to the next level, so try to keep your text within the boundaries of the "###" things.

The same works with the other text in the game, such as message box text and Kamek's little speeches before bosses. If you're unsure where the text is in the ROM just search for it using the "Find" feature in Translhextion.
Draconis Kenjishiya

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Posted on 08-25-05 05:49 PM Link | Quote
Okay, I feel dumb...

The YITable.txt file is there, but when I copy and rename the copy to "YITable.tbl" it stays as "YITable.tbl.txt"...

*falls over anime-style*

How exactly does one change the format?
Kyoufu Kawa
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Posted on 08-25-05 05:55 PM Link | Quote
You have "hide known extensions" on? Shame on you. Turn it off and try again.
Violent J

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Posted on 08-26-05 03:53 AM Link | Quote
Go into the file in notepad, and save it as "yitable.tbl" WITH the qoutes. This way, it will save it as a tbl file and not a txt file.
aioria1981

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Posted on 08-26-05 04:54 AM Link | Quote
Go to this thread. There I explain how to change text data in almost all cases. You just need to open the rom and the table file with Thingy32, then just follow the thread's (err...my) instructions (you also can use the same offset &h114C50 in Thingy by pressing 'J')
HyperLamer
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Posted on 08-26-05 05:21 AM Link | Quote
Originally posted by Tauwasser
Hexworkshop is a good hex editor. Comes with all that crazy comparing stuff and coloring stuff Supports bookmarks as well and is just super-handy and can directly edit files and if the file was changed while opened it can save these changes as well
And it can of course this whole block-select thingy, the insertion handy-dandy and so on

Only point is that it costs money for use after so and so many days� Not sure if it will shut down completely after these days tho.

Oh yeah... Rumors go round that it has table-file support as well� Dunno 'bout that coz never use it for that purpose.

cYa,


Tauwasser

It's a 40-day trial. It does support tables but only in its own, quite restricted format. And if you really want power, try making some structure definitions.


(edited by HyperHacker on 08-25-05 08:21 PM)
Draconis Kenjishiya

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Posted on 08-26-05 06:29 AM Link | Quote
WHY?!!!

I finally got the YITable.tbl file, and I when I load it in Thingy Table, a message comes up that says: Translhextion 1.6c has encountered a problem and has to close. We are sorry for the inconvience. And then it says a bunch of stuff about Microsoft and says "Send Error Report" or "Don't Send". Whatever you click, Translhextion closes

...help?
Violent J

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Posted on 08-26-05 10:18 AM Link | Quote
Reinstall/Redownload. Try that and report back.


(edited by Sonicandtails on 08-26-05 01:18 AM)
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