Points of Required Attention™
Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,318,395
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 03-29-24 11:11 AM
Guest: Register | Login

0 users currently in ROM Hacking | 2 guests

Main - ROM Hacking - Eggvine problems New thread | New reply

Pages: 1 2

Raccoon Sam
Posted on 10-26-07 05:11 PM Link | Quote | ID: 68663


Cobrat
Level: 56

Posts: 329/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
Here's the deal, I open Yoshi's Island with Eggvine, start editing level 1-1 and attempt to change the first flower row to object 18, a Stone block.
I save and run the ROM, but nothing happens after the level name is displayed. Yoshi just stands there with the black background.
What's going on.

____________________


blackhole89
Posted on 10-26-07 05:15 PM Link | Quote | ID: 68665


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 721/4196
EXP: 21484948
Next: 351653

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



What Eggvine version are you using, and could you provide the faulty ROM/an IPS of it for reference's sake?

____________________



Raccoon Sam
Posted on 10-26-07 05:21 PM Link | Quote | ID: 68670


Cobrat
Level: 56

Posts: 330/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
I'm using uh.. "EggVine_v0"? It isn't 0.80 though.



____________________


Ailure
Posted on 10-26-07 05:27 PM Link | Quote | ID: 68672

Hats
Steam Board2 group
Level: 121

Posts: 1681/3965
EXP: 19735026
Next: 321670

Since: 02-19-07
From: Sweden, Skåne

Last post: 3273 days
Last view: 2024 days
Heh, I think it should be time for a new Yoshi Island editor. Maybe I should start a project with open source code... :/

...but what is the latest version of eggvine anyway? The latest of my local copies are 0.80 :/ I used to betatest eggvine, but I hardly used it since.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Squash Monster
Posted on 10-26-07 07:53 PM Link | Quote | ID: 68678


Buster Beetle
Level: 48

Posts: 431/469
EXP: 802655
Next: 20888

Since: 02-22-07
From: New York

Last post: 5669 days
Last view: 5668 days
I think 0.80 is the latest, but I'm not sure. Yes, I'm aware how silly that is.

The latest version has a bug where if you make an object with width -1, the entire level gets blown up. Yeah. Sorry about that.

I think a new editor, especially an open source one, is a fantastic idea. However, I'm not going to release source because:
- It's on a computer two states away.
- The code is not documented at all.
- I don't remember anything and don't want to be expected to answer things I don't know.

On the other hand, if someone does want to make a new YI editor, talk to me. I'll give permission to use the EggVine data files (they're useful!) to anybody who's project looks half decent.

____________________

Smallhacker
Posted on 10-26-07 08:38 PM Link | Quote | ID: 68679


Panser
Swedish weirdo times eleven

Level: 42

Posts: 213/339
EXP: 493373
Next: 27989

Since: 02-19-07
From: Stockholm, Sweden

Last post: 5157 days
Last view: 5156 days
I've actually thought about creating a YI editor myself, but never started as I couldn't find any level format information... and I'm too lazy to decipher the format myself.

____________________
SMW Central

Raccoon Sam
Posted on 10-26-07 08:42 PM Link | Quote | ID: 68680


Cobrat
Level: 56

Posts: 331/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
Well, I remember asking for YI data once. This is what I got:
Posted by Cellar Dweller +
At one time there was a bunch of activity around YI hacking, so there is a bunch of stuff in the archive.

YI data thread
A failed editor attempt
A slightly less failed (but still failed) editor attempt
The only YI editor to make it to release
Some stuff that Chickenlump saved back in the overclocked days (MSWord format, but I'm sure there is a Mac program to view them.)


Some of the links are broken but easily fixable.

____________________


Ailure
Posted on 10-26-07 11:06 PM Link | Quote | ID: 68681

Hats
Steam Board2 group
Level: 121

Posts: 1686/3965
EXP: 19735026
Next: 321670

Since: 02-19-07
From: Sweden, Skåne

Last post: 3273 days
Last view: 2024 days
Posted by Squash Monster
On the other hand, if someone does want to make a new YI editor, talk to me. I'll give permission to use the EggVine data files (they're useful!) to anybody who's project looks half decent.
Seing how the EggVine data files are in a human readable format due to it's txt nature, yes they are quite useful. Expect me to ask for permission whenever I get around with the project, probably whenever I get my stupid school labs done (which is very very soon).

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Smallhacker
Posted on 10-27-07 01:02 AM Link | Quote | ID: 68690


Panser
Swedish weirdo times eleven

Level: 42

Posts: 214/339
EXP: 493373
Next: 27989

Since: 02-19-07
From: Stockholm, Sweden

Last post: 5157 days
Last view: 5156 days
With that data (YI data thread), even though it's EXTREMELY unorganized, I think I could make something out of it.

____________________
SMW Central

Raccoon Sam
Posted on 10-27-07 01:14 AM Link | Quote | ID: 68696


Cobrat
Level: 56

Posts: 334/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
Posted by Smallhacker
With that data (YI data thread), even though it's EXTREMELY unorganized, I think I could make something out of it.

Hooray \o/
I really like where this is going, seriously, but uh, can anyone help me with my actual problem :>

____________________


Delmaru
Posted on 10-27-07 03:00 AM Link | Quote | ID: 68703


Leever
Level: 33

Posts: 72/193
EXP: 208728
Next: 20451

Since: 08-26-07

Last post: 5415 days
Last view: 5380 days


sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.

and for your problem, its prolly a bad rom.


____________________



Cellar Dweller
Posted on 10-27-07 05:57 AM Link | Quote | ID: 68714


Snifit
Level: 39

Posts: 89/287
EXP: 384328
Next: 20443

Since: 02-19-07
From: Arkansas

Last post: 4024 days
Last view: 3191 days
I still have the source code for that editor I never finished. If anyone thinks that it will be useful, I can slap on some copyright/GPL notices and clean it up a little. I don't remember for sure, but I think that the code was not in a compilable state the last time I worked with it.

My old hosting has expired, so here is a URL where that last file can be retrieved, for now.

http://desktop64.homeip.net:8086/YIData.zip

(I try not to host stuff on my computer, but there is a certain board feature that has not been reimplemented in the current version. After I finish the SM64 extender I'm working on, I may just code it, post it, and see if it, or something equivalent, gets implemented as a result.)

Ailure
Posted on 10-27-07 11:28 AM Link | Quote | ID: 68719

Hats
Steam Board2 group
Level: 121

Posts: 1687/3965
EXP: 19735026
Next: 321670

Since: 02-19-07
From: Sweden, Skåne

Last post: 3273 days
Last view: 2024 days
Posted by Delmaru
sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.
But it would also allow pros to work on a hack, without fiddling with the minor details all the time.

I'm actually sketching up a editor, though dunno if anything happens with it.

____________________
AIM: gamefreak1337, MSN: Emil_sim@spray.se, XMPP: ailure@xmpp.kafuka.org


Raccoon Sam
Posted on 10-27-07 12:48 PM Link | Quote | ID: 68721


Cobrat
Level: 56

Posts: 335/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
Posted by Delmaru
sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.

and for your problem, its prolly a bad rom.


Well, it is 1.0, (U) and has the [!] seal in it.
Does it depend on the header?

____________________


Delmaru
Posted on 10-27-07 05:11 PM Link | Quote | ID: 68726


Leever
Level: 33

Posts: 73/193
EXP: 208728
Next: 20451

Since: 08-26-07

Last post: 5415 days
Last view: 5380 days


that might be it too. thats what happens with SMW a lot. maybe try adding a header in a hex editor?

@Ailure: ok, i was just thinking. i hope you work on it.

____________________



blackhole89
Posted on 10-27-07 05:14 PM Link | Quote | ID: 68727


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 727/4196
EXP: 21484948
Next: 351653

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



Without a header, the editor should never have successfully loaded it and let you edit anything reasonable to begin with...

____________________



Raccoon Sam
Posted on 10-27-07 05:33 PM Link | Quote | ID: 68730


Cobrat
Level: 56

Posts: 336/672
EXP: 1376950
Next: 21226

Since: 02-19-07
From: Hi

Last post: 3440 days
Last view: 2671 days
So it can't be that either.
I moved the flower grounds around a bit and it works fine, but when I CHANGE anything it goes nuts...

____________________


Squash Monster
Posted on 10-28-07 08:27 AM Link | Quote | ID: 68765


Buster Beetle
Level: 48

Posts: 432/469
EXP: 802655
Next: 20888

Since: 02-22-07
From: New York

Last post: 5669 days
Last view: 5668 days
Somebody said that thread was disorganized, so... let's talk about level format.

Somewhere in the ROM, there's a big table of pointers to level data. It alternates between pointers to object data and sprite data. Find that table and load each from it separately.

Let's talk object data. Object data starts with a header. It's ten bytes and you'll have to check that thread for what they mean. After that we start with actual objects. There's two types of objects, but one specific object is so special it's practically a type of object in and of itself.

The first byte of any type of object is the object type byte. That says what specific object it is. You can use that to tell which of the bigger kinds of objects it belongs to. EggVine comes with some data files, I think they're named O4Data.txt and O5Data.txt, which list all the types of objects. They have a ton of entries that start with object type bytes. If you load EggVine's data files in, you'll know what type of object you've got based on which file you got it from.

If it was listed in O5Data.txt, it's a five byte object. After their type byte, they have y position, x position, width, and height, probably in that order but you should check.

If it was listed in O4Data.txt, it's a four byte object. After their type byte, they have y position, x position, and a combined width/height byte. Once again, you should check the exact way that works. Also keep in mind that some four byte objects don't have both width and height: things like stakes are O4 and the width/height byte is just a height byte.

The object with the type byte 0 is a four byte object, but it's very special. It uses its width/height byte as another ID byte. Depending on what it is, it'll be any of a ton of different possible objects in-game. Pretty much everything that doesn't have width or height is one of these. Like the goal-signs.

The object with the type byte FF doesn't exist. If you come up to it, you're done with objects. The object data is followed immediately by screen exit data. If I remember correctly, they have a five byte format. You'll have to look that one up. When you get to the screen exit that starts with an FF, you're done with them too.

Sprite data is way easier. All sprites are three bytes. If I recall correctly, their format is (ID Byte) (Y Byte) (X Byte), but the first bit of the Y byte is part of the ID byte. If you want to use the EV data files, that bit is the most significant bit, otherwise it doesn't really matter. Sprite FF, once again, is the end byte. There's nothing fancy after the sprite bytes.

After the FF, EggVine puts 00s in all the extra space that was left over, followed by an FF. Once again, if I remember correctly. If you want to be compatible with EV hacks, you should keep that in mind. If you don't care, do the same trick but mark the extra space with FFs, not 00s. It'll make it a lot easier to make your program find free space. I dare say you should treat any block of 10 or more FFs as empty space.

Posted by Delmaru
sorry for jacking your thread, but the idea of a new YI editor, or even updated, would corrupt YI hacking. more and more noobs are gonna jump on it, and fuck it up. its gonna end up just like SMW hacking did. but it would still be cool.

and for your problem, its prolly a bad rom.

That argument needs to die now. Most of the YI hacks suck. As a matter of fact, the overall average quality of YI hacks is much less than that of SMW. You just notice the few really fantastic hacks because there's so few hacks in the first place that your internal crapfilter lets you find them easily. Besides, you wouldn't have a YI editor in the first place if it wasn't for well-interfaced, easy to use programs.

ALSO: EV's interface is really good except it has no graphics and an annoying bug. I dare say the object selection system is significantly better than that in LM. You can still do a lot better though. I recommend whoever makes a new YI editor takes my search idea and runs with it by using a tagging system.

____________________

Smallhacker
Posted on 10-28-07 10:50 AM Link | Quote | ID: 68768


Panser
Swedish weirdo times eleven

Level: 42

Posts: 217/339
EXP: 493373
Next: 27989

Since: 02-19-07
From: Stockholm, Sweden

Last post: 5157 days
Last view: 5156 days
Posted by Squash Monster
(post about level formats)


Hm... Something tells me that they stole some ideas from SMW. The format seems to be pretty much the same as SMW, with a few changes.

____________________
SMW Central

blackhole89
Posted on 10-29-07 03:09 AM Link | Quote | ID: 68788


The Guardian
Moloch whose eyes are a thousand blind windows!
Level: 124

Posts: 728/4196
EXP: 21484948
Next: 351653

Since: 02-19-07
From: Ithaca, NY, US

Last post: 443 days
Last view: 56 days



Well, I don't know how similar they are due to lack of off-hand knowledge on SMW, but similar data formats on sequel games aren't exactly an unexpected thing... now if YI's graphics/tile behaviour system is similar to SMW's Map16 stuff as well, it shouldn't be too hard to implement a graphical editor not requiring manually extracted data to operate.
In the end, though, I think SMW hacking will prevail in popularity anyway, both due to the progress that has been done on it and the general flexibility of the SMW engine (which I presume to surpass YI's) and its higher closeness to "stock platformers" which allows for hacks that seem very varied... YI's gameplay and graphical style practically pushes itself on every hack made of it, making it, in the long run, seem like nothing more than some kind of expansion to the original game. I would both be very surprised and readily hand out a whole box of internet cookies if somebody actually succeeded in making an YI hack retaining none of YI's "scribbling kids" visual or gameplay style that doesn't suck...

____________________


Pages: 1 2


Main - ROM Hacking - Eggvine problems New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.029 seconds. (348KB of memory used)
MySQL - queries: 102, rows: 141/142, time: 0.018 seconds.