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Bones_the_Great

Red Goomba








Since: 07-11-06
From: Alaska, it's real cold...

Last post: 6323 days
Last view: 6315 days
Posted on 12-04-06 07:52 PM Link | Quote
Thanks for taking the time to read a thread that has so little in the heading.

1 - How do I make it so that yoshi hatches a baby sometimes? Can I make my own block that does it? If so, explain.

2 - How do I make it so that you dont get coins when yoshi swallows an enemy?

3 - How can I make it so that eating berries won't give you anything but a coin, no matter what color they are? Do I modify them as blocks? If so how?

4 - How do I make it so that yoshi gets hurt when walking on stuff like black pirahnas?

5 - How do I choose what color yoshi I want in my level?

- Some other Questions -

6 - Im very confused about block making, even after reading the readme. I have the program, but lack the brains. How can I make those turn blocks simply explode if you hit them from below as big mario and do nothing if your small? (I still want them to be able to be broken from above with a spin jump)

7 - Which level does the intro scene occur in?

8 - Can I have the game start with big mario instead of small mario? If so how?

9 - Which levels are the boss levels? Is there any way I can have certain bosses fought more than once?

I truly appreciate anyone whos helping. You will be remebered... Hopefully.
Kailieann



 





Since: 11-18-05

Last post: 6301 days
Last view: 6301 days
Posted on 12-04-06 10:16 PM Link | Quote
Okay, let's see how much of this I can cover.

1 - How do I make it so that yoshi hatches a baby sometimes?

Quite frankly, I don't think this is possible. Not without a significant amount of reprogramming. The game just isn't designed to handle more than one Yoshi at the same time

2 - How do I make it so that you dont get coins when yoshi swallows an enemy?

This should be fairly easy, all you have to do is find where the code writes to $13CC during the Yoshi swallow code and change it to EA EA EA.
Of course, finding the address would require using a debugger.

3 - How can I make it so that eating berries won't give you anything but a coin, no matter what color they are?

Basically the same as the last question, only a bit more complicated. You'd have to find the code for the berries and branch over everything but the add a coin part.

4 - How do I make it so that yoshi gets hurt when walking on stuff like black pirahnas?

This one is a little more complicated, still. I know the hurt routine is at $00:F5B7. You'd need to find places in the code where it jumps to the routine when you don't have yoshi, and then find the places where it branches over those jumps when you do have yoshi.

5 - How do I choose what color yoshi I want in my level?

You mean change Yoshi's color at the start of each level?
There are basically two ways you can do this. Either put a bunch of No Yoshi blocks at the end of each level, and put a new yoshi at the beginning -- this would be problematic, though, because the player could do something stupid like get themselves killed, they'd be able to move to a new level with the wrong Yoshi.
The other option is to use custom code (maybe levelASM or a custom block) to force-change yoshi's color.

That way would be better, but you'd still need to actually know how to implement the code in question.

6 - Im very confused about block making, even after reading the readme. I have the program, but lack the brains. How can I make those turn blocks simply explode if you hit them from below as big mario and do nothing if your small? (I still want them to be able to be broken from above with a spin jump)

Basically, learn assembly.

7 - Which level does the intro scene occur in?

If you mean the opening movie, level C7
If you mean the 'welcome to dinosaur land' part, level C5

8 - Can I have the game start with big mario instead of small mario? If so how?

Well, the easy way would be to put a mushroom on top of him in level C5.
Failing that, modify the new game routine to write $#01 to $19

9 - Which levels are the boss levels? Is there any way I can have certain bosses fought more than once?

Levels are:
CC: Roy Koopa
D3: Wendy O Koopa
D5: Forest of Illusion Reznor
D9: Ludwig Von Koopa
DF: Vanilla Dome Reznor
E2: Chocolate Island Reznor
E5: Morton Koopa Jr
1C7: Bowser
1DE: Valley of Bowser Reznor
1EB: Larry Koopa
1F2: Lemmy Koopa
1F6: Iggy Koopa

Not sure where Big Boo is.
And, as for fighting them more than once, have more than one level link to them. It really is that simple.

Note that other than Wendy and Lemmy, you can't actually edit the boss levels. But, of course, you already knew that, as it's made quite clear in the Lunar Magic help file.

So, yeah. You have a lot of good ideas, though not all of them are practical.
But, before you do anything, you need to sit down and read some tutorials, especially on things like assembly.
FirePhoenix0

Koopa


 





Since: 10-10-06
From: Northern VA

Last post: 6304 days
Last view: 6301 days
Posted on 12-04-06 10:50 PM Link | Quote
9. The Big Boo Boss is at level E4. Using him in this level activates the secret exit. Using him in any other level though activates the normal exit so plan accordingly.

Also, there's another way of making more bosses than just linking to the levels. You can use the manual insert dialog by pressing "Insert." Once you do that, you can enter one of the following Hex codes to bring up sprites not accessible in the normal sprite insert dialog.

A0=Bowser Scene
A9=Reznor. Be sure to insert four of them.

Other Boss things you can insert are:

A1: Bowser's Bowling Ball
A7: Iggy's Ball
B5: Sinking Fireball from Boss Battles

Just remember that you have to be in sprite editing mode otherwise you'll get an "add object manual" dialog instead.


(edited by FirePhoenix0 on 12-04-06 09:50 PM)
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6306 days
Last view: 6301 days
Skype
Posted on 12-04-06 11:17 PM Link | Quote
Originally posted by Bones_the_Great
3 - How can I make it so that eating berries won't give you anything but a coin, no matter what color they are? Do I modify them as blocks? If so how?


By simply using Map16. You can put 3 of the red berry tiles on an empty page, and select a different pallete for each. That way they look different but act the same; giving Mario a coin.
pikaguy900

Sparky


 





Since: 08-10-06

Last post: 6314 days
Last view: 6301 days
Posted on 12-04-06 11:33 PM Link | Quote
Guys, you can put bosses on ANY level. All you have to do is insert the Boss' sprite into the level and use the level things that make it a Boss Level (gives the level a red gradient background with a warning that it's a boss level and can't be edited). Big Boo Boss, Wendy O. Koopa, and Lemmy Koopa are the only exceptions- They can be used normally in ANY level, provided the correct Sprite Memory Setting is selected. By the way, for the Big Boo Boss, the actual level number it's in doesn't determine what exit to use when it's defeated. If you check its description in LM, it says "Defeating it will trigger the level's normal exit, EXCEPT FOR ONE SPECIFIC LEVEL ON THE OVERWORLD WHICH IT WILL TRIGGER THE SECRET EXIT.". Check the overworld for the level number of DONUT SECRET HOUSE. Whatever that level number is in an unmodified SMW ROM, that's the OVERWORLD level number that the BBB (Big Boo Boss) will trigger the Secret Exit for. It can be changed in a Hex editor, though. You have to remember- When clearing a level, the game triggers events for the OVERWORLD level, not secondary levels (the levels you go to by using pipes, doors, etc.). The Bosses are NO exception.
Bones_the_Great

Red Goomba








Since: 07-11-06
From: Alaska, it's real cold...

Last post: 6323 days
Last view: 6315 days
Posted on 12-05-06 12:55 AM Link | Quote
You've all been so helpful thank you!

Reading this brings up some new questions... Bare with me if I ask something stupid...

1 & 5) There are parts in the game that have him hatch as a baby... Usually a different color though. Does this mean that I cannot have a big colored yoshi pop out, will they always been baby? Does this also mean they can't hatch as green babies (if its the only one in the level)? If I can give them as color, where would I find the block for that? Is it graphics specific?

2) Ack! Not programming oriented... Tried tutorials, now my head is full of information that I dont understand... Maybe someone could help me out?

3) 10 red ones still gives you a mushroom, and wouldn't the berries stay there forever if I overlayed it? I can live with the mushrooms I guess... Further expimimentation is needed.

4) Couldn't I just make the pirahnas somehow work as lava for yoshi but pirahnas for mario?

9) Can I place bosses in the level? How? what is a reznor?

10) I have a new question, how can I pull all the graphics out of my rom in a paint friendly format?

Thanks again for baring with my stupidity lol!


(edited by Bones_the_Great on 12-05-06 12:12 AM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6309 days
Last view: 6309 days
Posted on 12-05-06 01:14 AM Link | Quote
4 - How do I make it so that yoshi gets hurt when walking on stuff like black pirahnas?

Most of the custom hurt blocks that come with blocktool will hurt you whether you're riding Yoshi or not. For instance, you could give block 217 (hurts from above) muncher graphics. Or I'm pretty sure the instant kill block would take you out regardless of Yoshi status...

1 & 5) There are parts in the game that have him hatch as a baby... Usually a different color though. Does this mean that I cannot have a big colored yoshi pop out, will they always been baby? Does this also mean they can't hatch as green babies (if its the only one in the level)? If I can give them as color, where would I find the block for that? Is it graphics specific?

Sprite 2C, Yoshi egg. It'll hatch into a different color Yoshi depending on its x position. It should be able to make a green baby if you set it in the right place. You could probably change it so that the egg always hatched an adult Yoshi, but you'd have to locate the values to change yourself.

EDIT: Just bothered to check this. It doesn't do Green Yoshi eggs. I guess you could give the level a No Yoshi entrance and then stick an already hatched Baby Green Yoshi wherever you need it.

6 - Im very confused about block making, even after reading the readme. I have the program, but lack the brains. How can I make those turn blocks simply explode if you hit them from below as big mario and do nothing if your small? (I still want them to be able to be broken from above with a spin jump)

If you're willing to sacrifice all normal turn blocks, BMF's released a breakable bricks patch that should do exactly what you want. As always, back up your hack before applying it.

10) I have a new question, how can I pull all the graphics out of my rom in a paint friendly format?

Extract the graphics, open them in YY-Chr, set up the palette using a savestate, then File > Take Snapshot to save as a bitmap. This just takes a snapshot of whatever's on the left side, so if it's a big file, you'll have to keep scrolling down and taking more pictures until you get everything.


(edited by icegoom on 12-05-06 12:24 AM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6302 days
Last view: 6302 days
Posted on 12-05-06 03:20 AM Link | Quote
Yes, most of the custom blocks ignore Yoshi status and even temporary invincibility, star power, etc.
Originally posted by Kailieann
this would be problematic, though, because the player could do something stupid like get themselves killed, they'd be able to move to a new level with the wrong Yoshi.

Unless the level has a No Yoshi intro, you lose Yoshi when you die. Start+Select could be an issue though.
Kailieann



 





Since: 11-18-05

Last post: 6301 days
Last view: 6301 days
Posted on 12-05-06 08:37 AM Link | Quote
Reznor is the fortress boss.
You know, the fireball-spitting dinosaur one with the platforms rotating around a big sign that says "REZNOR"?

As for making Munchers act like lava.. that would be impractical at best. And HH is right about hurt blocks ignoring trivial things like invincibility, which is why I didn't mention them.

As for help with assembly, very few (if any) people are willing to sit around and walk someone through the process, and even the most generous of us are rarely in the mood to write code for someone else's hack.

Your best option (this is how I learned assembly, by the way) would be to:
Open Sukasa's ASM thread.
Download the 65c816 opcode reference file (should be in the thread).
Get a Hex Editor.
Get a clean SMW ROM.
Open the Memory Map at SMW Central.
Then try putting together blocks using different opcodes and different addresses, and inserting them into the game with blocktool.
Paste one copy of the block into the game at the beginning of level 106 (Yoshi's Island 2), and see what happens when you hit it.

If the block doesn't work the way you expected to (get used to that), THEN paste the code and the blocktool offsets you used, and we'll try our best to figure out what went wrong.
Kiwisauce

Red Goomba








Since: 09-23-06

Last post: 6304 days
Last view: 6303 days
Posted on 12-05-06 10:58 AM Link | Quote
I'd recommend downloading Blocktool and then disassembling some of the blocks to figure out how they work. That's how I learned assembly.


(edited by Kiwisauce on 12-05-06 09:59 AM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6302 days
Last view: 6301 days
Posted on 12-05-06 12:29 PM Link | Quote
2 - How do I make it so that you dont get coins when yoshi swallows an enemy?

This should be fairly easy, all you have to do is find where the code writes to $13CC during the Yoshi swallow code and change it to EA EA EA.
Of course, finding the address would require using a debugger.

Uh, I would not do that, as the write in question also handles everything that gives you a coin. Instead, find the write to the coin modifier, then try and find the RTS/RTL command, then using that, edit the JSR/JSL right before the address returned to into EA's
KPhoenix

Koopa








Since: 08-01-06
From: USA

Last post: 6306 days
Last view: 6301 days
Skype
Posted on 12-05-06 06:58 PM Link | Quote
3:

I didn't realize that the berry tiles remain after being eaten, because of Map16. Go to the page that originally has the berries. Look at the red berry's tile behavior, then set the other two berries at the same.


(edited by KPhoenix on 12-05-06 05:59 PM)
(edited by KPhoenix on 12-05-06 05:59 PM)
Kailieann



 





Since: 11-18-05

Last post: 6301 days
Last view: 6301 days
Posted on 12-05-06 07:43 PM Link | Quote
Originally posted by Sukasa
2 - How do I make it so that you dont get coins when yoshi swallows an enemy?

This should be fairly easy, all you have to do is find where the code writes to $13CC during the Yoshi swallow code and change it to EA EA EA.
Of course, finding the address would require using a debugger.

Uh, I would not do that, as the write in question also handles everything that gives you a coin. Instead, find the write to the coin modifier, then try and find the RTS/RTL command, then using that, edit the JSR/JSL right before the address returned to into EA's


No no no. I actually know what I'm talking about for once.
$13CC is the 'increment coin' address. Everything that adds a coin has its own write to $13CC, and then the main level loop increments $0DBF (the coin counter) around $00:8F25.

NOPing out the 'yoshi eats enemy' write to $13CC shouldn't affect anything that yoshi doesn't eat.
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