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05-15-24 04:11 PM
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Acmlm's Board - I3 Archive - ROM Hacking - YI Midrings
  
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The 13th Prodigy
Posts: 33/133
Thanks, I ended up replacing the spike balls anyway, but now that I know those tileset changing things exist, I can make use of them.
S.N.N.
Posts: 481/2028
Originally posted by Golden Yoshi
I know what the problem is. The spike balls only belong to the castle tileset. The reason they worked in that part of 5-3 is because there are tileset changing sprites in there. I don't remember which sprite numbers they were, but look at that part of 5-3 and look near the spike balls. There should be sprites that say "Change palette..." or something or other. These change the tileset to castle so that it can use the spike balls. There should be more sprites past the spike balls to change it back to snow tileset, so use these sprites mentioned. The only drawback is that the castle tileset can't use the snow FG, so you will need to put these sprites away from any snow-related objects, however, they will work with the ice blocks since they are standard objects.


There are tileset changing sprites? Wow....where have I been? I could have used them in so many situations
Golden Yoshi
Posts: 125/153
I know what the problem is. The spike balls only belong to the castle tileset. The reason they worked in that part of 5-3 is because there are tileset changing sprites in there. I don't remember which sprite numbers they were, but look at that part of 5-3 and look near the spike balls. There should be sprites that say "Change palette..." or something or other. These change the tileset to castle so that it can use the spike balls. There should be more sprites past the spike balls to change it back to snow tileset, so use these sprites mentioned. The only drawback is that the castle tileset can't use the snow FG, so you will need to put these sprites away from any snow-related objects, however, they will work with the ice blocks since they are standard objects.
S.N.N.
Posts: 471/2028
Woah....what the...?

Your tileset and layer 1 palette both match 5-3. ...I have no clue why they look like that. My only other guesses would be that the spike balls are layer 3, or it has something to do with the snow.

If neither of those work, then I'm stumped. Sorry
The 13th Prodigy
Posts: 31/133
http://www.angelfire.com/games4/supermariocrystal/ProblemYIR.html

That shows the header of the level and what the spike balls look like in ZSNES.
S.N.N.
Posts: 470/2028
Hmmm.

Spike balls have to do with the tileset, yes. Not the sprite set - only things that have to do with sprites are the green squares in EggVine. I'm pretty sure this is either caused by an incorrect tileset (should be tileset 4, but as you said, you have it copied) OR, I'm guessing it could be your layer one object palette. If your layer one object palette is anything other than 4, the blue spike balls will probably turn messed up. Change your palette to this.

If it's already like this....then post a screenshot of your header for that level, and Ill see what else it could be.

Good luck
The 13th Prodigy
Posts: 30/133
I finished 1-2 and am into 1-3, but I have a few problems with 1-2.

First off is the midrings, now fixed.

Second, and most important...

I have "A7 - Spike Balls" in my ice level, and as a room in 5-3 shows it should work. However, when I place the spike balls they appear in ZSNES as weird...white-green...blobs of nothing. I've checked the tilesets and the sprite sets. Any ideas on what could be the problem, do you know what the tilesets are for spike balls, 'cause I really need them.

I have it snowing in that level, if that helps any.
S.N.N.
Posts: 468/2028
Hey 13th....just off topic, how far are you along now in your YI hack? I'd like to play it soon
The 13th Prodigy
Posts: 29/133
Actually, I've been using WindHex32, but the principle is the same.

Thanks a lot, I was afraid it would take heavy-duty ASM hacking X_X
Golden Yoshi
Posts: 124/153
First, you will need a hex editor, preferrably Translhextion, I'm sure this is the one you've been using all along anyway . Now, properly setting up the midring will take some going back and forth between the hex editor and EggVine, so listen up .

1. Open up Translhextion and load your ROM. Jump to offset xBF7DC. This will take you to the beginning of the midway data. It starts at the midway data for 1-1, and lucky for you, it goes in order to 6-8 . You will notice that there are sequences of 4 byte values...this represents a single midway entrance. The first number in the sequence is the level index of the midway entrance, second is the X coordinate, third is the Y coordinate, and the fourth is the entrance type. Change these values to your liking. Remember, in each level, you may have up to 4 midway entrances, but be careful when you put extra midway entrances into one level, because you may overlap into the next level's midway entrances.
2. Now, go into EggVine and insert a midring. Go into edit header and go to Unknown 2. If you wish to use the first midway entrance of the level, enter 0 in this spot. Enter 32 for the 2nd midpoint, 64 for the 3rd, and 96 for the fourth. You can only use one single midway entrance for each level index, however, there can be up to 4 for the entire level.
3. Repeat process for the rest of your hack as you wish. Take note that along the midway data in the hex editor there are clusters of 00's. These represent unused midway data, so you are free to use them .

Have a ball .
The 13th Prodigy
Posts: 28/133
How does one change where Yoshi starts in a level after hitting a midring? I tried placing multiple rings throughout a level and they all end up in the same place.
Acmlm's Board - I3 Archive - ROM Hacking - YI Midrings


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