Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Yoshi's Island Data | | | |
Pages: 1 2 3 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
Kefka Indefinitely Unbanned Level: 81 Posts: 1023/3392 EXP: 4826208 For next: 166641 Since: 03-15-04 From: Pomona, CALIFORNIA BABY! Since last post: 4 hours Last activity: 4 hours |
| ||
Originally posted by dan That would only happen with 5 wizzes working on it 14 hours a day for the whole 3 months. |
|||
Toadeeboy Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post. Level: 27 Posts: 154/264 EXP: 104840 For next: 11319 Since: 03-15-04 From: Inside Paper Mario Since last post: 502 days Last activity: 339 days |
| ||
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 Red Paragoomba Level: 14 Posts: 13/57 EXP: 10277 For next: 2794 Since: 04-11-04 From: mushroom kindom in the toad house Since last post: 59 days Last activity: 59 days |
| ||
MY HEAD IS OVERLOADED OF DATA heee he exist an editor for that ? if its no anyone create a hack for that |
|||
dan Snap Dragon Level: 43 Posts: 56/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
| ||
Originally posted by SMWExpert 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 Vire Dacht je nou echt dat het over was? Dacht je nou echt dat ik gebroken was? Nee toch? Nou kijk eens goed op uit je ogen gast. zonder clic heb je geen kloten tjap... bitch Level: 55 Posts: 520/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
| ||
And it should have an LM kind of UI. And maybe even written in C for its speed. | |||
Cellar Dweller Flurry !!! Level: 27 Posts: 47/269 EXP: 107817 For next: 8342 Since: 03-15-04 From: Arkansas Since last post: 16 days Last activity: 34 min. |
| ||
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) |
|||
Fyxe Lyn Level: 51 Posts: 105/1160 EXP: 954265 For next: 59673 Since: 03-29-04 Since last post: 117 days Last activity: 114 days |
| ||
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 Red Cheep-cheep Level: 24 Posts: 84/214 EXP: 76441 For next: 1684 Since: 03-16-04 Since last post: 66 days Last activity: 12 days |
| ||
The Extention four byte objects have no size. It's predefined. | |||
Clockworkz Birdo "Hoargh! Take your shoes off!" Level: 64 Posts: 716/2002 EXP: 2188320 For next: 25777 Since: 03-15-04 From: Undisclosed Since last post: 12 hours Last activity: 12 hours |
| ||
Man, someone's gotta start an editor damn quick; we wanna start hackin', so ya better get crackin'! | |||
Kefka Indefinitely Unbanned Level: 81 Posts: 1084/3392 EXP: 4826208 For next: 166641 Since: 03-15-04 From: Pomona, CALIFORNIA BABY! Since last post: 4 hours Last activity: 4 hours |
| ||
Originally posted by Clockworkz 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 Birdo "Hoargh! Take your shoes off!" Level: 64 Posts: 717/2002 EXP: 2188320 For next: 25777 Since: 03-15-04 From: Undisclosed Since last post: 12 hours Last activity: 12 hours |
| ||
Well, I am learning visual basic next year... maybe I can help you out! =P | |||
Kefka Indefinitely Unbanned Level: 81 Posts: 1085/3392 EXP: 4826208 For next: 166641 Since: 03-15-04 From: Pomona, CALIFORNIA BABY! Since last post: 4 hours Last activity: 4 hours |
| ||
Originally posted by Clockworkz Who ever said I'd be attempting to make a YI editor? |
|||
Clockworkz Birdo "Hoargh! Take your shoes off!" Level: 64 Posts: 722/2002 EXP: 2188320 For next: 25777 Since: 03-15-04 From: Undisclosed Since last post: 12 hours Last activity: 12 hours |
| ||
By 'you', I mean 'you all'. Meaning, I will help you all out by attempting to make a YI Level editor. ;; | |||
Aioria Boss Bass Yes I will!! ;D Middle Ages Warrior Level: 58 Posts: 197/1567 EXP: 1516086 For next: 61460 Since: 03-15-04 From: near the pneumon ultramicroscop icsilicovolcanoconiosis land Since last post: 19 days Last activity: 19 days |
| ||
an YI editor would be very interesting and convenient | |||
Penguin Newcomer Level: 3 Posts: 1/2 EXP: 66 For next: 62 Since: 05-04-04 Since last post: 543 days Last activity: 339 days |
| ||
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 Red Cheep-cheep Level: 24 Posts: 90/214 EXP: 76441 For next: 1684 Since: 03-16-04 Since last post: 66 days Last activity: 12 days |
| ||
Penguin, those documents are outdated. And: 0x010200 - 0x0200ED: UNKNOWN(65,261 bytes) That is the sprite properties. |
|||
Sokarhacd Ball and Chain Trooper Resistance is Futile You Will Be Assimilated Hab SoSlI' Quch Level: 61 Posts: 121/1757 EXP: 1799888 For next: 76708 Since: 03-15-04 Since last post: 6 days Last activity: 4 hours |
| ||
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 Newcomer Level: 3 Posts: 2/2 EXP: 66 For next: 62 Since: 05-04-04 Since last post: 543 days Last activity: 339 days |
| ||
yeah, I know they're outdated...I'm updating them though | |||
Cellar Dweller Flurry !!! Level: 27 Posts: 98/269 EXP: 107817 For next: 8342 Since: 03-15-04 From: Arkansas Since last post: 16 days Last activity: 34 min. |
| ||
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 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 265/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
| ||
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 ) |
Pages: 1 2 3 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Rom Hacking - Yoshi's Island Data | | | |