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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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Koroc

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Posted on 08-20-04 10:04 AM Link
This should come in handy to anyone who hasn't documented them yet - Yoshi's starting coordinate for every level, and the index of the level, according to EggVine.

Coordinate / Stage / Index
07,78 1-1 (00)
07,7B 1-2 (01)
03,7A 1-3 (02)
07,7B 1-4 (03)
77,6B 1-5 (04)
07,7B 1-6 (05)
07,7B 1-7 (06)
68,4C 1-8 (9B)
09,7B 1-E (08)
07,5B 2-1 (09)
07,7B 2-2 (0A)
07,7B 2-3 (0B)
07,7B 2-4 (0C)
07,7B 2-5 (0D)
07,19 2-6 (0E)
F8,2B 2-7 (0F)
04,2B 2-8 (10)
0E,7B 2-E (11)
07,7B 3-1 (12)
07,7B 3-2 (13)
04,6B 3-3 (14)
07,3B 3-4 (15)
07,7B 3-5 (16)
08,4B 3-6 (17)
48,7A 3-7 (18)
05,7B 3-8 (19)
07,7B 3-E (1A)
07,7B 4-1 (1B)
08,7B 4-2 (1C)
07,5B 4-3 (1D)
07,7B 4-4 (1E)
06,1B 4-5 (1F)
07,6B 4-6 (20)
07,6B 4-7 (21)
07,6B 4-8 (22)
7D,1B 4-E (5A)
07,7B 5-1 (24)
07,6B 5-2 (25)
07,3B 5-3 (26)
07,7B 5-4 (27)
07,5B 5-5 (28)
05,59 5-6 (29)
96,6B 5-7 (2A)
38,5B 5-8 (2B)
07,4B 5-E (2C)
07,7B 6-1 (2D)
07,5B 6-2 (2E)
07,4B 6-3 (2F)
07,7B 6-4 (30)
07,3A 6-5 (31)
07,4B 6-6 (32)
05,7B 6-7 (33)
03,7B 6-8 (34)
05,78 6-8A (B8)
07,7B 6-6B (C6)
05,5B 6-8C (CD)
05,77 6-8D (D3)
07,7B 6-E (35)

Two notes. First, these coordinates are according to the coordinate system employed by EggVine, thus the reason why they are in this thread and not in the YI Data thread. Second, 6-8 A through D refer to the entry point from going through the 1/2/3/4 special door in the second room of 6-8.


(edited by Koroc on 08-20-04 01:05 AM)
(edited by Koroc on 08-20-04 09:08 AM)
Smallhacker

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Posted on 08-20-04 01:43 PM Link
A really, REALLY nice program! It took me some time (one minute) to figure out that you couldn't put stuff below the end of the original level, but when I did, I started messing around with it (like making a small hack with glitched graphics where the goal is in the beginning of the level and there's a hole below it, and a hole at the edge of the screen. When you enter the goal, Mario falls down one hole and Yoshi falls down another one. Lame? Yes. Fun? Yes. ). Maybe I should make a YI hack containing the SMB1 levels?

Remember to make sure that it allows editing the Mode7 part of the title screen by typing "Chelsea".
Terror-Zombone

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Posted on 08-20-04 04:55 PM Link
Originally posted by Squash Monster
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.

Level 1-1 Completely.
Squash Monster

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Posted on 08-20-04 05:15 PM Link
Originally posted by elixirnova
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)
Clear level works fine. When did I say that? Replacing a level with two or three objects doesn't, and the starting locations probably play some role in the bugging the game does. It might have something to do with what Smallhacker said about it crashing if you go below where the level already started. I'm going to have to check that out. I think I'm going to have to make EggVine only let you put objects down to screen 8 vertically.

Originally posted by Smallhacker
A really, REALLY nice program! It took me some time (one minute) to figure out that you couldn't put stuff below the end of the original level, but when I did, I started messing around with it (like making a small hack with glitched graphics where the goal is in the beginning of the level and there's a hole below it, and a hole at the edge of the screen. When you enter the goal, Mario falls down one hole and Yoshi falls down another one. Lame? Yes. Fun? Yes. ). Maybe I should make a YI hack containing the SMB1 levels?

Remember to make sure that it allows editing the Mode7 part of the title screen by typing "Chelsea".
You can make a nifty level using that missing goal ground thing - put the goal next to the starting point and a horizontile red platform cloud or something similar across the pit from it. Then you have to go around in a big circle to get to the goal.

Chelsea? Maybe after I make the easter egg I already planned.


Terror-Zombone - Be more specific. Make sure you have something to stand on where Yoshi started before, and don't put any objects or sprites at screen 9 or lower.

Cellar Dweller - I owe you a ton. I have to catch up with all the data you've come up with recently. Tell me if there's anything I can help you with on your editor ever, and I'll try my hardest.

elixirnova

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Posted on 08-20-04 06:04 PM Link
Seams the left list box with the objects Isn't resizable. I'm sure it'd be nice if there was a feature like it or somthing similar *continues to try and read SC7: '?' cloud with a seed that grow|(scrollbar here)*----*reads datafile*
edit:oh yeah just thot of somthing else... that'd be nifty, a counter for red coins and flowers that are currently in the level and... uhmm...yea


(edited by elixirnova on 08-20-04 09:27 AM)
Kitten Yiffer

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Posted on 08-20-04 06:26 PM Link
I don't know how I missed this post...
Originally posted by Squash Monster
Thanks for the offer Kitten Yiffer. ETG gave me a pretty good chunk of the data just now. Want to split it up with him? He's ManaNuts on AIM.
Ok I contact him and see. Hopefully I can help listining the diffrent header settings, if he isn't done...
Terror-Zombone

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Posted on 08-20-04 06:47 PM Link
Originally posted by Squash Monster
Originally posted by elixirnova
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)
Clear level works fine. When did I say that? Replacing a level with two or three objects doesn't, and the starting locations probably play some role in the bugging the game does. It might have something to do with what Smallhacker said about it crashing if you go below where the level already started. I'm going to have to check that out. I think I'm going to have to make EggVine only let you put objects down to screen 8 vertically.

Originally posted by Smallhacker
A really, REALLY nice program! It took me some time (one minute) to figure out that you couldn't put stuff below the end of the original level, but when I did, I started messing around with it (like making a small hack with glitched graphics where the goal is in the beginning of the level and there's a hole below it, and a hole at the edge of the screen. When you enter the goal, Mario falls down one hole and Yoshi falls down another one. Lame? Yes. Fun? Yes. ). Maybe I should make a YI hack containing the SMB1 levels?

Remember to make sure that it allows editing the Mode7 part of the title screen by typing "Chelsea".
You can make a nifty level using that missing goal ground thing - put the goal next to the starting point and a horizontile red platform cloud or something similar across the pit from it. Then you have to go around in a big circle to get to the goal.

Chelsea? Maybe after I make the easter egg I already planned.


Terror-Zombone - Be more specific. Make sure you have something to stand on where Yoshi started before, and don't put any objects or sprites at screen 9 or lower.

Cellar Dweller - I owe you a ton. I have to catch up with all the data you've come up with recently. Tell me if there's anything I can help you with on your editor ever, and I'll try my hardest.



Where's Screen Nine and where Yoshi Starts?
Koroc

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Posted on 08-20-04 08:28 PM Link
Originally posted by Terror-Zombone
Where's Screen Nine and where Yoshi Starts?

Look up at the top of page 4 of this topic. My post lists the place where Yoshi starts in every level.

Screen 9 is the area of the editor between Y-coordinates 80 and 8F. (Coordinates are read like this: (X,Y) Screen 9 is the row starting with the square from (0,80) to (F,8F) )

Also, another tip is be careful about how you resize objects in the editor. If you resize objects 2, 3, 22, or 23, for example, and you give them any width, it will cause the level to crash in exactly the same way.
Terror-Zombone

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Posted on 08-20-04 10:03 PM Link
Originally posted by Koroc
Originally posted by Terror-Zombone
Where's Screen Nine and where Yoshi Starts?

Look up at the top of page 4 of this topic. My post lists the place where Yoshi starts in every level.

Screen 9 is the area of the editor between Y-coordinates 80 and 8F. (Coordinates are read like this: (X,Y) Screen 9 is the row starting with the square from (0,80) to (F,8F) )

Also, another tip is be careful about how you resize objects in the editor. If you resize objects 2, 3, 22, or 23, for example, and you give them any width, it will cause the level to crash in exactly the same way.

WTF?
Kyoufu Kawa
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Posted on 08-20-04 10:10 PM Link
Originally posted by Terror-Zombone
WTF?

Don't do that, it'll kill you.
Terror-Zombone

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Posted on 08-20-04 10:30 PM Link
Originally posted by Kawa-oneechan
Originally posted by Terror-Zombone
WTF?

Don't do that, it'll kill you.

S-U.
Though, i mean Huh?
Squash Monster

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Posted on 08-20-04 10:52 PM Link
Originally posted by Koroc
Also, another tip is be careful about how you resize objects in the editor. If you resize objects 2, 3, 22, or 23, for example, and you give them any width, it will cause the level to crash in exactly the same way.
Whoah, didn't know that happened. *sets said objects to vertical only*
It'll be possible to make those too tall now, but it's a bit more sensable.

I've made it impossible to move objects below that line now, and made it impossible to view below that line. I'll make an option to allow viewing out of bounds to deal with people who want to fix levels they've already muddled with. New version in a bit.


Terror-Zombone - We can't think for you, try doing it yourself.


(edited by Squash Monster on 08-20-04 01:53 PM)
Golden Yoshi

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Posted on 08-20-04 10:58 PM Link
By the way Squash, did you know that you cannot place objects/sprites on the screens all the way to the right? You can move ones that are already there, but you can't insert or move objects to those screens. I don't know if this is for some purpose, just thought I'd bring it up incase it caused problems for people (and maybe me )
Kitten Yiffer

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Posted on 08-20-04 11:01 PM Link
Heh, that crash thing happened to that poundable thing. Apparently it didn't crash if you did place afar from the start of the level, but it's just got so ridocolours long and wierd.

There might be other vertical only objects, and we probably find out.
Originally posted by Kawa-oneechan
Originally posted by Terror-Zombone
WTF?
Don't do that, it'll kill you.
Not if your Jesper!
Squash Monster

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Posted on 08-20-04 11:07 PM Link
Golden Yoshi - Do these screens all the way to the right that you're talking about have both directions of the lines that mark screens?

If they don't, they're not actual screens, but rather just extra area that a quirk in the editor would display. I've removed the ability to view them, and made the lines not reach that far.

It's impossible to move objects that far becouse it would cause an overflow - there's one byte worth of data on X and Y coordinates, so there's no way to store anything past coordinate FF.


(edited by Squash Monster on 08-20-04 02:08 PM)
elixirnova

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Posted on 08-21-04 12:23 AM Link
seams this new version(0.71) had quite a few bugs its a good thing i was there to find them lol did i mention im waiting for a floating objects window!
Squash Monster

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GRUNGE no HAMSTER otona bite
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Posted on 08-21-04 12:23 AM Link
Alright, I've uploadeed version 0.71. Check the webpage again for link.

This has a few small fixes, the ability to view the object list in a sperate window, and better handling of areas that aren't actually usable.
Golden Yoshi

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Posted on 08-21-04 12:49 AM Link
Yea, I remember they looked like regular screens, with their proper borders. I'll double check once I get home thiugh.
Squash Monster

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Posted on 08-21-04 03:11 AM Link
Small update - if you downloaded 0.71 already, then redownload it. Fixed a little crash bug.
Koroc

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Posted on 08-21-04 03:46 AM Link
This is another problem - not so much a bug, I think, since it's similar to the previous problem with 2, 3, 22, 23, etc. If you place the bottom of object 39 on Y coordinate 8F, it will crash the level after the title of it is displayed. This is due, I think, to the fact that even though you only specify a height of 1 on the editor, the graphic actually has a height of 2 (or 3 if you specify 2, etc), and it pushes the object partway into Screen 9.

Pipes are somewhat strange to understand. Some levels, when edited, have vertical pipes with a width of 1, while others have pipes with widths equal to their height. An example of this is 4-2, in which in level index 1C at around (07,7B), the pipes all have widths of 1, while in the second room of 4-2 (level index 53), there is an unusable pipe with a width of 16 and a height of 15 - leading to a very puzzling and troubling problem with pipe placement. (It appears that this expansion of the pipes only occurs with downward-facing pipes, though this has not been verified. Also, in this specific case, the pipe in the second room of 4-2 extends into Screen 9 in the editor.)
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