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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Egg Vine - Released! (Current version: 0.73, released 2004.08.21) | | Thread closed
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Jesper
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Posted on 08-19-04 02:53 PM Link
Originally posted by jonwil
looks great, now make it load the graphics from the rom

Yeah, looks like a great idea, now give him the code to do it. Don't have it? Then you're not better than your own suggestions.
Golden Yoshi

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Posted on 08-19-04 11:04 PM Link
I don't think that displaying the graphics is absolutely necessary to make good levels with this editor. I thought the same way at first, that there'd be no way to put the editor to use without the graphics. But after a while you just get used to it, and I was able to make that 4 level demo. I think that in some ways, the absecnce of graphics can be an advantage. This will allow people to take their time on their hacks. If they had the graphics, everything would be so simple that they would just rush through the levels and slop something together. This will give us a chance to see more professionally designed hacks rather then a lot of haphazard, glitchy hacks. However, inserting the graphics should be done eventually, because some objects are very tricky to set up, but it need not be at the top of SM's priority list. Just give it a try...it is a good editor.
Keikonium
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Posted on 08-20-04 12:06 AM Link
I tried the editor the day it came out, its actully pretty good for such a new editor! It is confusing without actually seeing the graphics, but im not complaining seeing as I would even know where to start in making an editor I couldn't even design one level tho because it wouldn't let me open a YI rom without it poping up with an error. I can't remember what the error said but it was something along the lines of it being dangerous to continue running eggvine. I did manage to open an alredy hacked YI that I found off some site, but that doesn't help because I wanted to start from scratch

I was trying to open a V1.1 rom, its english and never hacked before. Its 2 megs...anyone know what the problem is?
Icy Guy

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Posted on 08-20-04 12:20 AM Link
The editor only supports v1.0, as Squash Monster has said numerous times.
Kitten Yiffer

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Posted on 08-20-04 12:23 AM Link
It sounds like your not having version 1.0 of Yoshi island... there was severeal versions released. (and this first version have wierd font )

For some reason IPS files works fine on a version 1.1 ROM, at least it was like that for me. I go and rescheck again as i'm not 100% sure.

And oh, if squash monster ever add graphics I would at least make it optional. Having it looking exactly like the game can be messed, especially levels who use layer 3.
Squash Monster

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Posted on 08-20-04 12:34 AM Link
1.0 (U), mind you. (E) won't work.

The only difference between 1.0 and 1.1 (both U) that I know of is the location of the pointer table that says where the levels are. Normal hack patches will work on both versions, as the locations of the levels aren't altered. However, Egg Vine uses that pointer table to find levels, and if it's not in the right spot, it'll try to load some other random data as a level, which will cause errors.

The one that shuts down the loading process is the unknown object error. A few objects in the FX range are unlisted in the data files, and I don't think they're even used by the game. Since there are both 5 and 4 byte objects, the editor needs to know how big the object is to load the next one. Of course, it's missing that information in this case, thus the error.

I'll add an in-editor anouncement of the fact that it should be version 1.0 (U) in a few places. It'll show up next version.

Originally posted by Kitten Yiffer
It sounds like your not having version 1.0 of Yoshi island... there was severeal versions released. (and this first version have wierd font )

For some reason IPS files works fine on a version 1.1 ROM, at least it was like that for me. I go and rescheck again as i'm not 100% sure.

And oh, if squash monster ever add graphics I would at least make it optional. Having it looking exactly like the game can be messed, especially levels who use layer 3.
Once I add graphics, layer three would likely be edited in a separate mode. In normal editing, it'd either be toggle-able or entirely invisable to begin with.

The boxes work spiffily though, so I'll definately keep them as an option.


(edited by Squash Monster on 08-19-04 03:36 PM)
(edited by Squash Monster on 08-19-04 03:37 PM)
Juggling Joker

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Posted on 08-20-04 12:48 AM Link
I'd like to make a suggestion, if you don't mind. To appease all those whiners who want graphics now and just can't wait, just load the graphics from a file packaged with the editor, instead of working on the tedious process of finding and decompressing them straight from the rom. This would only be a temporary solution, and it could be optional for those of us with patience.
Squash Monster

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Posted on 08-20-04 01:44 AM Link
Originally posted by Juggling Joker
I'd like to make a suggestion, if you don't mind. To appease all those whiners who want graphics now and just can't wait, just load the graphics from a file packaged with the editor, instead of working on the tedious process of finding and decompressing them straight from the rom. This would only be a temporary solution, and it could be optional for those of us with patience.
Of course I don't mind suggestions. I believe the hard part of graphics is not going to be the decompression/compression but rather deciding what tile to display where. Thanks for the suggestion anyway, though.
Aioria

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Posted on 08-20-04 01:45 AM Link
W00t!

Hey, this beauty is pretty easy to deal with! Even without graphics! Also, I guess adding graphics wouldN't be a top priority, although it'd be nice and damn fukin useful if some time we'll be able to get exgfx in YI

*Aioria starts his YI hack, Yoshi Legends: The Sacred Egg

I'm editing level 1, I'm almost at the middle way of it ^ ^

I'm having lots of fun




(edited by Aioria on 08-19-04 04:46 PM)
Ok Impala!

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Posted on 08-20-04 02:01 AM Link
Ok!

This is really a big step in ROM-hacking history. Squash Monster, with this release you put yourself on a small platform where only the greatest in the ROM-hacking "world" reside. Great work, I have a huge respect for this achievement.
Kitten Yiffer

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Posted on 08-20-04 03:00 AM Link
Yeah I could guess that it was harder to generate it on the screen correctly that extracting it from the ROM, it's already possible to extract the graphics from the ROM. Thanks to lunar compress.dll.
cpubasic13
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Posted on 08-20-04 03:32 AM Link
I used this editor (finally!) and here is my review...

The interface is good. You can't see the graphics, but hey, editing without them is just as good. I like the boxes. It makes editing good. Although I would probably recommend some sort of button that puts whatever object is selected to the background for temporary use, mainly for the castle areas. I hate to delete stuff... but that is just me...

I know you added slope support, but could you add it in for objects E5 through EA? They can be kind of hard to see the slope and get correctly... because it doesn't show a slope...

For S9F, you should add that it shoots either one or three catuses at a time depending on its X position.

Other than some stuff, this isn't a half-bad editor. I can't wait to see more of it. I don't care if there is going to be graphics support or not, but if you do, then please add an option to have it box mode. I would also like to see a text editor soon. Want to change the level names quickly and not with a hex editor... too lazy... But anyway, good editor. Although I am confused with the exit settings and stuff like that. I can't really figure it out.

EDIT: Here is a pic of what this editor can do with a little header editing and a few other stuff.

This editor can do much more, though. This is just after playing with the editor for a few minutes.


(edited by cpubasic13 on 08-19-04 07:27 PM)
Squash Monster

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Posted on 08-20-04 04:23 AM Link
Aioria, Ok Impala! - Thank you.

Kitten Yiffer - Indeed.

cpubasic13 -
The flower platform slopes confused me a bit. When I tested them out in game, some of them looked and behaved like each vertical column was mirrored. I'll go take another look and add them in though, and it'll be present in the next version. Untill then, you can try editing the data files. DataFormats.txt will explain the slope data entry quite well.

Thanks for the info on Sprite 9F.

Have any idea where I could find a pointer table for where all the level names are, or is it sequential?

Exits are simple, really. Just select one by either going into screen exit mode via the menu or clicking on one's tab (you can scroll through all the ones that exist by using the < and > buttons, and create and remove via the same buttons used with objects). Move the screen exit with the plus-pad shaped set of buttons, set a level to go to with the Destination setting, choose a way for Yoshi to enter with Entrance Type, and set where in the level for Yoshi to enter with Entrance X and Entrance Y. You can find X and Y by mousing around, so save the level and go to the one you want to exit to, and find the spot and remember those numbers.


Thanks.


(edited by Squash Monster on 08-19-04 07:24 PM)
(edited by Squash Monster on 08-19-04 07:25 PM)
cpubasic13
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Posted on 08-20-04 04:30 AM Link
Originally posted by Squash Monster
Have any idea where I could find a pointer table for where all the level names are, or is it sequential?



Hmmm... I think it might be sequential. I will have to check real quick. *searches for "Make Eggs, Throw Eggs" and not "Make Eggs, Make Eggs"*

And thanks for the help with the exits.

EDIT: 1 - 1: Make Eggs, Throw Eggs starts at offset 0x114C75. Then the next thing I see is the message block for throwing the eggs, it seems. Start there and you might find all the level names... hopefully...


(edited by cpubasic13 on 08-19-04 07:41 PM)
Terror-Zombone

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Posted on 08-20-04 05:12 AM Link
??? I can't play a level with it!
cpubasic13
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Posted on 08-20-04 05:29 AM Link
Originally posted by Terror-Zombone
??? I can't play a level with it!


...what happens when you try to play whatever level you are editing? Need more info.

And if it is 1-1, then don't put anything below where the original level stopped otherwise it will freeze up at the level name. I will have to look up the coordinate.
Terror-Zombone

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Posted on 08-20-04 05:31 AM Link
Originally posted by cpubasic13
Originally posted by Terror-Zombone
??? I can't play a level with it!


...what happens when you try to play whatever level you are editing? Need more info.

And if it is 1-1, then don't put anything below where the original level stopped otherwise it will freeze up at the level name. I will have to look up the coordinate.

Well, it doesnt load! At the Level Name! Yoshi is standing, animated but nothing appears!
Squash Monster

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Posted on 08-20-04 06:30 AM Link
Did the version you downloaded work before you messed with it?
What, exactly, did you change in the game?

It's possible to do things YI doesn't like. However, it's a pretty sturdy game. I once had a level loading about 1000 random sprites and the game handled it shockingly well.
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Posted on 08-20-04 08:48 AM Link
I posted some information on the text pointer tables in the YI data thread. The locations of the tables and the text may be different in V1.0.

In V1.1 there are two bytes of control codes before each level name and I think that it is also the case with V1.0, so the real start address is 0x114C73. Removing the 512 byte header and the most significant byte results in 0x4A73. To find the table, try searching for 73 4A between 0x110200 and 1201FF.

To convert the 16 bit pointers in the table to SMC offsets just add 0x110200.
elixirnova

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Posted on 08-20-04 09:48 AM Link
ONE TIP! DONT USE the CLEAR LEVEL option... squash concluded to me that it doesnt work right.... still cant figure out why... oh well that could be one reason though being it happened to me(zombone's problem)


(edited by elixirnova on 08-20-04 12:49 AM)
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Acmlm's Board - I2 Archive - Rom Hacking - Egg Vine - Released! (Current version: 0.73, released 2004.08.21) | | Thread closed


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