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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 - Yoshi's Island Data | |
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Kefka
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Posted on 04-24-04 07:22 AM Link | Quote
Originally posted by dan
I doubt that very much. Even with all the data in the game documented, it would take 2-3 months to write a good level editor for YI, due to the games complexity.


That would only happen with 5 wizzes working on it 14 hours a day for the whole 3 months.
Toadeeboy
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Posted on 04-25-04 02:42 AM Link | Quote
Actually, if HyperHacker (or anyone else) tries making an editor, they can start out small first, then get bigger. For example, it could start with just simple object and sprite adding/deleting/moving. Then it could support backgrounds, musics, level headers, etc, etc, etc, etc, etc.....
goldangel

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Posted on 04-25-04 11:02 AM Link | Quote
MY HEAD IS OVERLOADED OF DATA heee he exist an editor for that ?


if its no anyone create a hack for that
dan

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Posted on 04-25-04 03:46 PM Link | Quote
Originally posted by SMWExpert
Actually, if HyperHacker (or anyone else) tries making an editor, they can start out small first, then get bigger. For example, it could start with just simple object and sprite adding/deleting/moving. Then it could support backgrounds, musics, level headers, etc, etc, etc, etc, etc.....


I can't see many people using the editor if it will just be done in steps. As I said, it would take many months to make a half decent editor for YI.
Darth Coby

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Posted on 04-26-04 01:41 AM Link | Quote
And it should have an LM kind of UI. And maybe even written in C for its speed.
Cellar Dweller

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Posted on 04-26-04 10:00 AM Link | Quote
Can anyone tell if the following is an accurate decoding of the first 25 objects of 1-1? I'm not sure that I have the location and size decoding correct.

5 BYTE	(148, 106)	0 x 9	eb (left edge)
EXT 4 (146, 104) ? x ? da ()
EXT 4 (128, 96) ? x ? fd (prevent downward scroll into same screen)
5 BYTE (150, 105) 1 x 7 e4 (horz. flower platform)
EXT 4 (144, 96) ? x ? fd (prevent downward scroll into same screen)
5 BYTE (150, 116) 4 x 0 6e (multi color stone blocks)
5 BYTE (162, 113) 0 x 6 eb (left edge)
EXT 4 (160, 110) ? x ? da ()
5 BYTE (154, 109) 0 x 6 ec (right edge)
EXT 4 (152, 107) ? x ? d5 (big right facing rock)
EXT 4 (160, 96) ? x ? fd (prevent downward scroll into same screen)
EXT 4 (237, 107) ? x ? 82 ()
5 BYTE (106, 113) 0 x 14 ec (right edge)
5 BYTE (162, 120) 0 x 7 67 (orange filler block)
5 BYTE (122, 113) 0 x 14 eb (left edge)
EXT 4 (120, 112) ? x ? dd ()
5 BYTE (123, 119) 1 x 0 67 (orange filler block)
4 BYTE (71, 114) 0 x 3 63 (horz. wooden platform)
EXT 4 (69, 108) ? x ? 15 ()
5 BYTE (64, 101) 8 x 110 c6 (diagonal down right coins)
4 BYTE (240, 112) 0 x 0 63 (horz. wooden platform)
4 BYTE (54, 99) 0 x 8 c4 (coin)
4 BYTE (54, 101) 0 x 8 c4 (coin)
5 BYTE (123, 114) 1 x 4 67 (orange filler block)
EXT 4 (150, 103) ? x ? 50 ()

Fyxe

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Posted on 04-26-04 06:33 PM Link | Quote
I have a question... Does anybody have any idea of what exactly I would have to type into Lunar Compress' Decomp or Sniff programs to be able to view the Kamek sprites in YY-CHR or TLP? I'm talking about the Kamek sprites you see in the last section of the castle, before Baby Bowser.

If anyone knows it would be a great help...
Iggy Koopa

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Posted on 04-27-04 04:14 AM Link | Quote
The Extention four byte objects have no size. It's predefined.
Clockworkz

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Posted on 04-27-04 05:42 PM Link | Quote
Man, someone's gotta start an editor damn quick; we wanna start hackin', so ya better get crackin'!
Kefka
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Posted on 04-27-04 05:44 PM Link | Quote
Originally posted by Clockworkz
Man, someone's gotta start an editor damn quick; we wanna start hackin', so ya better get crackin'!


Making an editor not only takes skill, but a ton of effort. Effort that those who CAN make an editor apparently can't put into it right now. And no, I must correct something you said in there: you wouldn't be HACKING, you'd be EDITING. Big difference. Many people have EDITED Final Fantasy, but few have HACKED it. Hacking it would be what the people who found this data were doing.
Clockworkz

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Posted on 04-27-04 05:46 PM Link | Quote
Well, I am learning visual basic next year... maybe I can help you out! =P
Kefka
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Posted on 04-27-04 05:56 PM Link | Quote
Originally posted by Clockworkz
Well, I am learning visual basic next year... maybe I can help you out! =P


Who ever said I'd be attempting to make a YI editor?
Clockworkz

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Posted on 04-27-04 11:34 PM Link | Quote
By 'you', I mean 'you all'. Meaning, I will help you all out by attempting to make a YI Level editor. ;;
Aioria

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Yes I will!! ;D

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Posted on 05-03-04 07:01 AM Link | Quote
an YI editor would be very interesting and convenient
Penguin
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Posted on 05-04-04 06:44 AM Link | Quote
I was starting a YI-only hacking community, but I guess I shouldn't.
I've been mucking around with YI for the past few weeks, but I haven't figured that much new stuff out...well, except that the TIME UP/ YOU LOST text is at 0x00EFAA.

(that was not a shameless advertisement! nosiree!)


(edited by Penguin on 05-03-04 09:50 PM)
Iggy Koopa

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Posted on 05-05-04 03:34 AM Link | Quote
Penguin, those documents are outdated.

And:
0x010200 - 0x0200ED: UNKNOWN(65,261 bytes)
That is the sprite properties.
Sokarhacd

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Posted on 05-05-04 05:12 AM Link | Quote
im starting to learn alot of C++ but, if there were to be an editor, I would try to make one, but not alone, only if another person, or other people will help, since if someone did it alone it would take FOREVER...so anyone wanna go in it together and hopefully make something of all this data?
edit: of course I meant we wont be starting right away, since there is still many things I need to learn, but we could always get a design done, and stuff like that and write some code sooner or later.


(edited by Chaosflare on 05-04-04 08:20 PM)
Penguin
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Posted on 05-08-04 04:17 AM Link | Quote
yeah, I know they're outdated...I'm updating them though
Cellar Dweller

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Posted on 07-28-04 07:53 AM Link | Quote
First, I'm going to explain the memory map for those who have not figured it out. The whole ROM is mapped into the latter halfs of banks 0x00 - 0x3F(and probably 0x80-0xBF), just like a LoROM game. The whole ROM is also mapped into all of banks 0x40-0x5F(and probably 0xC0 - 0xDF) just like a HiROM game.


The pointer table for the level names starts at 0x113AE1 in the SMC file. Each entry in the table is the lower 16 bits of an SNES address. There are 72 entries in the table corresponding to the 72 levels on the map screen. Because the pointers are less than 0x8000 they must be accessed from a HiROM bank, it is most likely that the game program accesses them from bank 0x51.

The pointer table for message block texts starts at 0x110200 in the SMC file. There are four 16 bit pointers for each level on the map screen. Like the level names, the game program likely accesses them from bank 0x51.

Immediately following each table are the text strings that its entries point to.


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.

Some objects are 4 byte that were thought to be 5 byte. I found four but there may be more: C5 C6 C7 F4.


For some reason, the palette is loaded from the save RAM each frame.


Could this thread restickied, especially with the current interest in YI editor programming?
blackhole89

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Posted on 07-31-04 12:46 AM Link | Quote
Crap, this info is perfect for making an editor which's features wouldn't differ much from LM's early versions but I most probably won't get access to a compiler until 8/15 (that's called "vacances" ). Otherwise (or if nothing is released then, still) I would go for it, too (that's gonna become some kind of race, isn't it )
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