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Mattrizzle
150
Level: 29


Posts: 10/151
EXP: 136270
For next: 11615

Since: 07-27-07

From: United States

Since last post: 27 days
Last activity: 27 days

Posted on 01-01-08 01:56:55 PM (last edited by Mattrizzle at 01-01-08 11:02 AM) Link | Quote
Seeing as SMW Central has been shut down for nearly a day, I felt that I should post this thread here. Keep in mind that I don't have all of the previously posted information.

Sprite Tables
18200-1872D Sprite pointer table 1 (3 bytes per pointer) 000-1B9
1872E-18C5B Sprite pointer table 2 (3 bytes per pointer) 000-1B9
51420 Clipping (8 bytes per clipping type)
51520-5191D bit 7: Makes the sprite inedible if set
5191E-51D1B Determines if the sprite stays on ledges
51D1C-52119 Graphics-Related
5211A-52517 Graphics-Related
52518-52915 ?
52916-52D13 ?
52D14-53111 ?

Change these offsets to 02 to make Baby Mario invisible:
3413D [01]
34197 [01]
51DDE [01]

2A53C [08 00] Speed of Piranha Plants' chomping

----------
10200-10247 Yoshi color assignments for each level
(12 bytes per world: Levels 1-8, Extra, Bonus, & 2 unused entries)
This won't change the Yoshi colors on the map.

In-game Yoshi Palettes(15 colors per palette)
1FA240 00: Green
1FA25E 01: Pink
1FA27C 02: Yellow
1FA29A 03: Light Blue
1FA2B8 04: Purple
1FA2D6 05: Brown
1FA2F4 06: Red
1FA312 07: Blue

Intro Yoshi Palettes(16 colors per palette)
1FEF4A Brown
1FEF6A Pink
1FEF8A Yellow
1FEFAA Light Blue
1FEFCA Purple
1FEFEA Green
1FF00A Red
1FF02A Blue

3C7B [00 A0] Reference to start of palette data($3FA200)
3C80 [A0 5F]

FX Graphics pointers (adding #$01 to the pointer makes it use the upper bitplane)
AD0F [00 E0 20 E0] Harry Hedgehog
168BB [E1 60 A1 20 C1 60 C1 20] Naval Piranha's head(mouth closed, half open, fully open, turning)
26991 [A0 60 60 20 A0 00 00 20 C0 00] Each Yoshi transformation when time expires(car/mole tank/helicopter/train/submarine/mushroom)
74B2B [80 E0] Growing snowball
7DF43 [01 C0 01 E0 21 E0 41 E0 61 E0] Toadies(story)
8934F [E1 C0] Balloon (Throwing Balloons Mini-battle)
8A229 [E1 C0] Balloon, untouched (Popping Balloons)
8A272 [E1 C0] Balloon, touched (Popping Balloons)

20BB8 [01 00 03 00 05 00 09 00] Shyguy Colors(Green, Red, Yellow, Pink)
2C7E7 [20 00 15 01] Enemies from '?' Bucket (Bandit, Coin)
7855B [02 00 02 00 04 00 08 00 02 00 04 00 08 00 02 00] Crazy Dayzee Colors(Yellow, Yellow, Blue, Purple, Yellow, Blue, Purple, Yellow)

1AC0E [C0 01 C2 01 E0 01 E2 01 C4 01 C6 01 E4 01 E6 01 C8 01 CA 01 E8 01 EA 01 CC 01 CE 01 EC 01 EE 01] Tile space which most FX graphics occupy
88633 [C0 C2 C4 C6 E0 E2 E4 E6 C8 CA CC CE E8 EA EC EE] Throwing Balloon/?Giant Snowball? tilemap

8826A [02 00] What music plays during Mini-Battles
882CD-882E4 Mini-Battle routines(1)
[E8 80 EE 80 F4 80 DC B6 79 AD 91 9D 98 9D 64 B7 E5 80 6E B7 06 C5 FA 80]
883F2-88409 Mini-Battle routines(2)
[5E 82 5E 82 5E 82 DD B6 1A AE 88 9E 88 9E 65 B7 E5 80 5C B8 FA C5 5E 82]

B9B54 [37] Game Mode to switch to when selecting a new game (Intro)
263AE [0B 00] Game Mode to switch to after intro (Level)
263B4 [0B 00] Welcome level
--------
Super FX Icons
45C16-45C2D Pointers to icon sets for each world
45C2E-45DDD Super FX Icon GFX pointers (this includes level and item icons)
BDDA3-BDDAE Pointers to icons' bitplanes used for each world
BDDB8-BDDF6 Bitplane used for each level icon (1 byte per level) 11=bitplane 1; 15=bitplane 2
BDE03-BDE03 Controller setting icons
BDE43-BDE4E Pointers to icon palettes for each world
BDE4F-BDEDE Palette used for each level icon (2 bytes per level)

130674= 74 04 53
--------
Map Screen
Change BB6B1 to 2E and BB6B8 to A7 03 to play mini-battles at the Bonus Icons on the Map

BB643 [08] How many levels can be scrolled to on the map
BB6AE [D0] Change to 80 to make the Bonus icon lead to a level

X-coords of each Yoshi on world map
BBFAE [30 00 58 00 98 00 C8 00 10 01 28 01 68 01 B8 01]
BBFBE [30 00 60 00 98 00 D0 00 10 01 50 01 88 01 C0 01]
BBFCE [30 00 70 00 A0 00 C8 00 18 01 58 01 98 01 D0 01]
BBFDE [30 00 70 00 A0 00 C8 00 18 01 58 01 90 01 C8 01]
BBFEE [30 00 60 00 A0 00 D0 00 18 01 58 01 90 01 C8 01]
BBFFE [30 00 68 00 98 00 C8 00 18 01 50 01 80 01 B8 01]

Y-coords of each Yoshi on world map
BC00E [9C 00 7C 00 A4 00 A8 00 94 00 74 00 8C 00 90 00]
BC01E [A4 00 94 00 9C 00 90 00 9C 00 9C 00 8C 00 8C 00]
BC02E [AC 00 94 00 84 00 A4 00 A4 00 84 00 AC 00 90 00]
BC03E [9C 00 A4 00 8C 00 B0 00 A4 00 A4 00 9C 00 8C 00]
BC04E [AC 00 7C 00 8C 00 80 00 74 00 8C 00 84 00 7C 00]
BC05E [AC 00 A4 00 94 00 94 00 9C 00 9C 00 8C 00 A8 00]

For the following addresses, every first byte determines the tile, and every second byte determines the attributes.
BC0D2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3B] Inactive Yoshi tilemaps, Worlds 1-5
BC0E2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3D] Inactive Yoshi tilemaps, World 6
BC2AE [E2 BE] Reference: Inactive Yoshi tilemaps, World 6
BC2B3 [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5
BC43F [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5

BC11A [4A 2D 4C 2D 4A 2D 4C 2D] Baby Mario Tilemap

BC894-BC8D7 Active Yoshi color assignments on world map
(12 bytes per worlds 1-5; 8 bytes world 6)

BD4FE [09] How many icons flip when clicking score icon 1st time
BD85D [09] How many icons flip when clicking score icon 2nd time
BE227 [0A] Which icon reveals scores
BE233 [0B] Which icon opens the control change menu

BE38E [40 00 40 00 00 40 00 80 80 00] Button sequence that unlocks the Mini-Battle menu
BE213 [20] Button which must be held for duration of sequence(Select)
BE34E [20] Button which must be held for duration of sequence(Select)
BE359 [C0 C0] What buttons can be used during button-pressing sequence(X, A, Y, B)
BE36D [0A 00] How many button presses are in the sequence, x2


Button flags:
01 00: ?
02 00: ?
04 00: ?
08 00: ?
10 00: R
20 00: L
40 00: X
80 00: A
00 01: Right
00 02: Left
00 04: Down
00 08: Up
00 10: Start
00 20: Select
00 40: Y
00 80: B

BF32C [34 32 64 32 94 32 C4 32 34 5A 64 5A 94 5A CC 5A] Cursor Location for each Mini-Battle icon (X-location, Y-location)
BF5C9 [00 04 0C 12 08 16 14] Mini-Battles in Mini-Game Menu
BF5DD [2D] Game Mode for Mini-Battles(from Menu)
--------
Palette Stuff
NOTE: The palette pointers here must be added to 1FA200 in order to find the actual locations!
3C14-3C23 [40 00 5E 00 7C 00 9A 00 B8 00 D6 00 F4 00 12 01] Relative pointers to each Yoshi palette
3C73 [14 BA] Refers to aforementioned table
3D86 [14 BA] Refers to aforementioned table
3D9B [14 BA] Refers to aforementioned table
26566[14 BA 00] Refers to aforementioned table
81D36[14 BA 00] Refers to aforementioned table

27D23-27D32[5C 00 7A 00 98 00 B6 00 D4 00 F2 00 10 01 2E 01] Seems to be relative pointers to the end of each Yoshi palette
27D33-27D40[AA 27 C8 27 E6 27 04 28 22 28 40 28 5E 28] ? Unused Yoshi palette pointers
12E58[23 FB 04] Previous Yoshi's Palette at Goal
27D51[23 FB 04] Has to do with palette cycle when Yoshi's controls are reversed

1CC36 [2C CB 5F] Yoshi Transformation Palette Pointer

1FA45E Placeholder Yoshi palette normally unseen in game
1FC98E darker version of above
1FC9AC darker version of above
1FC9CA darker version of above
1FC9E8 darker version of above
1FCA06 darker version of above
1FCA24 darker version of above
1FCA42 darker version of above

Active Yoshi colors on Map screen(3 indexes per color)
1FE188 Light Blue
1FE18E Purple
1FE194 Green
1FE19A Brown
1FE1A0 Yellow
1FE1A6 Red
1FE1AC Pink
1FE1B2 Blue
--------
RAM Addresses
7E0118?? Game Mode
00: Nintendo Presents
04: Story
0B: To Level Start
1E: To Map Screen
29: Flip Cards
2D: Throwing Balloons
37: To Game Intro

7E0212 Bonus Challenge Mode
00 Flip Cards
02 Scratch and Match
04 Drawing Lots
06 Match Cards
08 Roulette
0A Slot Machine

7E03A7 Mini Battle Mode
00 Throwing Balloons (4)
02 Throwing Balloons (5)
04 Throwing Balloons (6)
06 Beta(Throwing Balloons FG; HUD: YOSHI:00, TIME:00, BANDIT:00)
08 Gather Coins
0A Popping Balloons (Stationary Platforms)
0C Popping Balloons (Moving Platforms)
0E Beta(Wooden deck/silos and log cabins in the grass; HUD: TIME:99, BANDIT:04)
10 Beta(2 grassy platforms, 4 posts and...A MINE CART TRACK!; HUD: YOSHI:00, BANDIT 06)
12 Watermelon Seed Spitting Contest
14 Watermelon Seed Spitting Contest (2P)
16 Throwing Balloons (2P)

7E02B8-7E02FF High Scores for each level
7E7360 Sprite Number

7E0134?? Background Color
7E0136?? Layer 1 Tileset
7E0138?? Layer 1 Palette
7E013A?? Layer 2 Image
7E013C?? Layer 2 Palette
7E013E?? Layer 3 Type
7E0140?? Layer 3 Palette
7E0142?? Sprite Set
7E0144?? Sprite Palette
7E0146?? Layer/Ordering Properties
7E0148?? Tile Animation (upper 4 bits of Special Effects)
7E014A?? Palette Animation (0-14) (lower 4 bits of special Effects)
7E014C?? Layer 2 Scrolling?
7E014E?? Music
7E0150?? Set to 01 to make Chomp rocks brown and remain where they are when you leave the screen
----------
Level-related
BF5E7-BF670 pointers to each level's starting point data(added to BF671)
BF671-BF750 level starting point data
BF751-BF7DA pointers to each level's midway point data(added to BF7DB)
BF7DB-BF9C2 level midway point data

Format for starting/midway point data:
Byte 1: Level data(Multiplied by 06 and added to BF9C3)
Byte 2: Starting X-coordinate
Byte 3: Starting Y-coordinate
Byte 4: ?(whatever this is, a few levels share the same value; always 00 in midway point data)

Here are the references to these tables in case you want to change the locations of them:
B1F4 [E7 F3 17](BF5E7) Reference to level starting point data pointers
B1F9 [72 F4 17](BF672) Reference to level starting point data, byte 2
B207 [73 F4 17](BF673) Reference to level starting point data, byte 3
B215 [71 F4 17](BF671) Reference to level starting point data, byte 1
B28F [C3 F7 17](BF9C3) Reference to level object data, low byte
B295 [C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
B29B [C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
B2A3 [C8 F7 17](BF9C8) Reference to level sprite data, high byte

E86A [51 F5](BF751) Reference to level midway point data pointers
E86E [DC F5](BF7DC) Reference to level midway point data, bytes 2 and 3?
E877 [DB F5](BF7DB) Reference to level midway point data, byte 1
E87E [DE F5](BF7DE) Reference to level midway point data, byte 4

85C5C[E7 F3 17](BF5E7) Reference to level starting point data pointers
85C61[71 F4 17](BF671) Reference to level starting point data, byte 1
85C6F[C3 F7 17](BF9C3) Reference to level object data, low byte
85C75[C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
85C7B[C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
85C83[C8 F7 17](BF9C8) Reference to level sprite data, high byte

114BBC-114C4B Pointers to each level name

W1: 73 4A 9E 4A CA 4A F8 4A 21 4B 4C 4B 78 4B A4 4B CC 4B 2F 53 2F 53 4C 4A
W2: F9 4B 23 4C 47 4C 6C 4C 90 4C BD 4C E7 4C 0E 4D 38 4D 2F 53 2F 53 2F 53
W3: 5D 4D 88 4D B3 4D DC 4D 04 4E 2A 4E 55 4E 7F 4E A6 4E 2F 53 2F 53 2F 53
W4: CD 4E F5 4E 23 4F 4F 4F 78 4F A5 4F D4 4F FF 4F 2C 50 2F 53 2F 53 2F 53
W5: 52 50 67 50 91 50 BC 50 E4 50 0A 51 38 51 61 51 8D 51 2F 53 2F 53 2F 53
W6: BA 51 DE 51 0C 52 39 52 64 52 8C 52 B4 52 DD 52 04 53 2F 53 2F 53 2F 53

All of the gibberish level names point to [2F 53](11552F). The first copy of this pointer in each world is for the Bonus Challenge slot. The isolated [2C 4A] in World 1 is for the "Welcome to Yoshi's Island" level.

TIP: Remember that most pointers are byte-swapped and in SNES format!

To correct the side effects of changing the Bonus challenge icons into levels,
make the following changes in parentheses:

BD2ED (Change to [0E 0B 16 0B 1E 0B 26 0B 2E 0B 36 0B 4E 0C 56 0C 5E 0C 66 0C 70 0C 78 0C])
BD305 (Change to [4E 0B 56 0B 5E 0B 66 0B 6E 0B 76 0B 8E 0C 96 0C 9E 0C A6 0C B0 0C B8 0C])
BD31D (Change to [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C DE 0C E6 0C F0 0C F8 0C])
BD367 [ED D0] Reference: flipped Score tile coordinate table(row 1)
(Change to EF DC)
BD36C [FF D0] Reference: flipped Score tile coordinate table(row 2)
(Change to ED D0)
BD371 [11 D1] Reference: Flipped Score tile coordinate table(row 3)
(Change to 05 D1)
BD376 [23 D1] Reference: Flipped Score tile coordinate table(row 4)
(Change to 1D D1)
BA8F2 [09] How many icons can flip over after beating a level
(Change to 0A)
BD3E1 [12] How many icons have a border when flipped over, x2
(Change to 14)
BD399 [D0] Change to 30 (with BD9E6) to make scores beyond the extra level appear green when the levels are incomplete
BD9E6 [D0] Change to 30 (with BD399) to make scores beyond the extra level appear green when the levels are incomplete
BD677 [D0] Change to 30 (with BD6AF) to make scores beyond the extra level display a slash when the levels are incomplete
BD6AF [D0] Change to 30 (with BD677) to make scores beyond the extra level display a slash when the levels are incomplete
BD788 [12] How many icons can flash if the high score is 100, x2
(Change to 14)

B8351 [05] How many worlds must be completed before the dark world appears on the title screen
B8724 [0A] Which world doesn't show flags from previous worlds on the title screen
B8E95 [14] Which world triggers the transport to dark world, x2
3139-3168 GFX files to use for each foreground tileset (Worlds 1-5; 3 bytes per tileset)
3169-3198 GFX files to use for each foreground tileset (World 6; 3 bytes per tileset)
3199-31D8 GFX files to use for each Layer 2 tileset
31D9-3238 GFX files to use for each Layer 3 tileset
3239-3538 GFX files to use for each sprite set (6 bytes per set)
354A [0A 00] Which world loads the alternate gfx file table for levels (World 6)
3A74-3AB3 Foreground palette pointers (Worlds 1-5; 2 bytes per tileset)
3AB4-3AF3 Foreground palette pointers (World 6; 2 bytes per tileset)
3C3B [0A 00] Which world loads the alternate palette table for levels (World 6)
BC2A9 [0A] Which world uses alternate Yoshi tilemaps

740A7[28] (4-5: Chomp Rock Zone) Level which always has brown Chomp Rocks
----------
BCA8D [54 EF] Pointer to Mini-Battle Menu drawing Subroutine
BF154 Start of Mini-Battle menu drawing Subroutine
BEA5D Control settings menu subroutine

35F4-35FF Tilemaps for each world map (2 bytes per world: BG1, BG2)
3609-3638 Graphics files for each world map (8 bytes per world)
3D17-3D46 Palette pointers for each world map
(8 bytes/4 pointers per map: palette lines 0, 1, 2, and 7)
E2 3A = 1FDCE2

9FF99-9FFA4 Pointers to Yoshi paths for each world's cinema sequence(2 bytes per pointer, added to 9FFA5)
9FFA5-A0058 Yoshi path data for each world's cinema sequence
These work as checkpoints. Each checkpoint is four bytes:
Byte 1: If 80, tells Yoshi to stop walking and triggers the castle explosion(end of data)
Byte 2: X-coordinate
Byte 3: Z-coordinate
Byte 4: Y-coordinate

BA9FC [08] Base value to use for world map music, -1 (the value at $7E1146 is added to this)
BAA04 [09] Track value 09 check?
----------
Boss-Related
65C60 Text pointers to Kamek's speech before each boss battle(each pointer is two bytes)

Each of these unknown tables are 1 byte per boss battle...
65C76 [02 02 02 02 04 04 02 04 02 04 04 04]
65C82 [35 35 35 35 33 33 35 B3 35 33 33 33]
65C8E [04 04 04 04 01 01 04 01 04 01 01 01]

...and these are 2 bytes per boss battle:
65C9A [D8 00 D8 00 D8 00 D8 00 FA 00 FA 00 D8 00 FA 00 D8 00 FA 00 FA 00 FA 00]
65CB2 [00 3E 00 3E 00 3E 00 3E 00 36 00 36 00 3E 00 36 00 3E 00 36 00 36 00 36]
65CCA [1F 61 DF 22 00 7F EC 23 1F 61 DF 22 00 7F 13 5C 1F 61 DF 22 00 7F EC 23]
65CE2 [DF 22 00 7F EC 23 00 7F 00 7F EC 23 1F 61 20 5D EC 23 1F 61 DF 22 1F 61]

65CFA [0A 0C 0A 0C 0A 0A 0A 0C 0A 0A 0A 0C] Music to use for each boss battle

66769-6678C Boss Palette Pointers(After transformation)
CA A5 5F 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
22 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
A2 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
06 A6 5F 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
8E A5 5F 5-8 Raphael the Raven
42 A6 5F 6-4 Tap-Tap the Red Nose
C2 21 70 6-8 King Bowser

6678D-667B0 Boss Palette Pointers(Before transformation)
02 21 70 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
82 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
22 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
A2 21 70 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
42 21 70 5-8 Raphael the Raven
42 21 70 6-4 Tap-Tap the Red Nose
02 21 70 6-8 King Bowser
---------
Title Screen
7FE80-801FF Title Screen logo tilemap
B849D [80 FC] Reference to above(low/middle bytes)
B84A3 [0F] Reference to above(high byte)
B84E1 [0B 2F] First tile for top row of Stars which appear when you beat the Extra level of a World
B84E9 [1B 2F] First tile for bottom row of Stars which appear when you beat the Extra level of a World
1F9A00-1F9DFF Mode 7 Tilemap (before World 6)
1F9E00-1FA1FF Mode 7 Tilemap (World 6)
1FCAD8-1FCAF5 Title Screen logo palettes

35158 [20 A5 CF] Change to EA EA EA to never lose Baby Mario upon getting hit
S.N.N.
750
Level: 58


Posts: 219/755
EXP: 1524422
For next: 53124

Since: 07-21-07

From: Ontario, Canada

Since last post: 8.4 years
Last activity: 5.6 years

Posted on 01-01-08 03:25:26 PM Link | Quote
Oh my god, Kattwah's layout works!
--------------------------------

I'll add in my own, including the couple music offsets Mattrizzle gave me last year.

Music pointers:

E1968 Athletic
E268B Bonus Challenge
E3163 X-4 Boss
E3B9E Cave Theme
EBE5A Credits
ED3CA Touch Fuzzy Get Dizzy
ED89C Make Eggs, Throw Eggs
F2329 Final Bowser Battle
F3260 Pre-Credit Stuff
F36BC, F43EE Death
F378C, F44BE Baby Mario kidnapped by Toadies
F38EA, F461C Level Start
F3956, F4688 Game Over
F3B5C Introduction
F40B0 Welcome to Yoshi's Island
F488A Goal Part 1/Win Bonus
F49A1 Goal Part 2
F5143 Powerful Mario/Mini-Game
102623 Title Screen
102EB9 Story

Older info:

BF7DB: Midway start data
BF671: Main Start Data

Sprite SCF: Rocks from Bowser Battle (NO GRAPHICS GLITCH WITH ROCKS!)

You have to have the tileset be able to use object 14, though, so only a few tilesets would work

1BA: Change to (Cave Graphics/Blue Palette X&1)
1BB: Change to (Grass Graphics/Green Palette X&1)
1BC: Change to (Submarine Graphics/Sub Palette X&1)
1BD: Change to (Castle Block Graphics/Red Palette X&1)
1BE: Change to (Snow Graphics/Snow Palette X&1)
1BF: Change to (Mud Tileset/Mud Palette X&1)
1C0: Change to (Castle Tileset/Red and Cyan Palette X&1)
1C1: Change to (Flower and Grass Tileset/Cyan Palette X&1)
1C2: Change to (Cave Tileset/Greenish Palette X&1)
1C3: Change to (Grass Tileset/Yellow Palette X&1)
1C4: Change to (Wooden Castle Tileset/Yellow Palette X&1)
1C5: Change to (Sewer Tileset/Sewer Palette X&1)
1C6: Change to (Flower Tileset/Greenish Blue Palette X&1)
1C7: Change to (Flower and Grass with Rocks Tileset/Dark Green Palette X&1)
1C8: Change to (Rocky Castle Tileset/Brown Palette X&1)
1C9: Change to (Flower and Grass with Line Guides Tileset/Green Tileset X&1)

A certain bit in the special effects value appearently flips between "normal" dirt or the evil World 6 dirt we all know and love

Other things; Sprite properties; etc.

Sprite data:
1E1CE: Balloon with cactus generator
It should read as: A9 74 01 22 64 A3 03

This requires a bit of ASM
The first loads the LDA.
The second loads the sprite that it generates
The third determines whether the Y location is odd or even
The forth is the long addressing mode
The last three are the subroutine, inverted

Other sprites:
136DF: What Monkey on ground with Melon shoots
13BC3: What Monkey with torpeado throws
13BC8: What Monkey with cactus throws
13EB2: What Monkey on a vine with Melon shoots
14D93: Froggy's Throat shyguy generator
14D27: Froggy's Throat acid generator
1DC07: Gusty Generator
1DCA9: Bat from the right generator
1DD40: Bat from the Left generator
1E003: Flying Wiggler Generator
1E0D2: Nipper Generator
1E28B: Balloon with Bomb generator
1E2E8: Riding Balloon Generator
1E44D: Lemon Drop Generator
2141A: What Seed Shyguy Spits
21837: What a Flower Shyguy turns into when stepped on
24F86: What the spike tops (seen in 5-1 and SMB3) throws
2E302: What the cactus with a cactus ball bounces
33134: What the milde boss splits into
364BC: Controls the sound that the Ghost that spits shyguys make
364C3: What the Ghost that spits shyguys spit
383B7: What an Egg Flower with an even X axis shoots
384F8: What an Egg Flower with an odd X axis shoots
3972F: What Snifit Shoots
3ACBF: What Lakitu throws
3C864: What Wall Lakitu throws
716C5: Affected what Goonie with Shyguy Drops
7177F: What Goonie Generator Generates
725E5: What the Bubble Blower guy Blows
7872E: What Amazie Daisy Blows
79D3A: What a large milde (the one you get after pounding a full-sized milde once) splits into
7A14B: What a medium milde (the one you get after pounding a full-sized one twice) splits into
8B373: What the Gather Coins Mini-Game cannon generates
8C539: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a watermelon
8C576: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a red watermelon

there should be 5 bytes before the A9
the first two, if changed to A5 10, means load a random number
The next (29), means use the logical operator AND
Other Stuff:

13753: When I changed this, the monkey that spits seeds runs away all the time...
1E185: When I changed this, Baby mario was in a different location...
138F6: When I ate the monkey that threw torpeados, after changing A9 D7 to A9 63, the game crashed, when I changed it to A9 D6, the monkey, rather than sweating sweat, it sweat fire

A9 XX XX 22 31 must control what an enemy generates when it hits water, lava, or does various other things

What Monkeys Sweat:

D6 - Fireballs (As in, the ones generated when something falls into lava)
D7 - Sweat
D8 - Smoke

Sprite Sets:

X0 0X: Wingless Goonies, Tap-taps, Mildes, Falling Blocks (from 1-2), Penguins, and Birds
X0 1X: Penguins, Little birds, Tap-taps, Mildes, Bullet Bills, Falling blocks, and Platform that have a number on them from 6-7
X0 2X: Spiked Fun Guy, Tap-tap, Milde, Fireballs that move back and forth, Blowhards (cactus that spit cactus balls at you), Pirhana Plants, Mini-Gusties, and egg plants
X0 3X: Stilt guys, Bubble Blowers, Penguins, Little Birds, and Ski Lifts
X0 4X: Salactites, Lanturn Ghosts, Penguins, Little Birds, Tap-taps, hookbill's mountains, pirhanas, mildes, and Sluggys
X0 5X: Tap-Tap, Pirhanas, Milde, Hookbill's Mountains, Chomp Chase, Snifit, and Fireballs that move back and forth
X0 6X: Blowhards, Mini-gusties, Flower (sprite 10), and Goonies
X0 7X: Cannon Launchers, Bullet Bills, Blowhards, Arrows, Spike Hatted Bandits, Mace guys
X0 8X: Kamek and Hookbill's Mountain Background
X0 9X: Fat Shyguys, Mildes, Tap-taps, Pirhana Plants, Lakitus (wall and cloud), and Flower that shoots its petals at you
X0 AX: Sluggy, Lanturn, Flower that shoots stuff at you, Giant Egg, Arrow (hit with egg and the arrow will shoot it in the direction it was pointing at) and Flower Shyguy
X0 BX: Ghost Guys, Sluggy, Cannon Ball Launchers, Flower (sprite 10), Ghost Shyguy moving a spike mace thing, arrows, and Lanturn
X0 CX: Egg Plant, ghost shyguys moving spike mace things, and Hookbill's Mountains
X0 DX: Nipper Plants, Arrows, Flower (sprite 10), and Gusty
X0 EX: Hookbill's Mountain, Bubble Blower, Eggplant, and Skis
X0 FX: Mildes, Tap-Taps, Baseball Boys, Blowhards, Pirhana Plants, Arrow that you hit with egg and the arrow shoots the egg in the direction it was pointing at, and Sunflowers
X1 0X: Poochey, tap-tap, milde, pirhana, and Bullet Bill
X1 1X: Ghost Guys, Nipper Plant, Big Boo, Gusty, Hanging/jumping ghosts, and Arrows
X1 2X: Sewer Ghost, Water Lakitu, Tap-tap, Milde, Pirhana plants, and fish from 3-7
X1 3X: Sunflower, Kamek, Milde, Tap-tap, Pirhana, and Naval
X1 4X: Stilt Guys, Dancing Spear Guys, Sewer Ghosts that spit Flipping Shyguys, Mildes, Tap-taps, Hookbill's Hills, and Egg Plants
X1 5X: Pyroguys, Ghost Guys that pass a torpeado around, Huffin Puffin, Seed Shyguys, Bandit, Blindfold Boo, Cactus (the one with pants), dizzy daisy, spear guys, and Spikes
X1 6X: Spikes, tap-tap, mildes, flower, and fireball from 6-4
X1 7X: Jumping Ghost, Lemon Drop, Blindfold Boo, Pyroguy, Sparky, Cactus (the one with pants), dizzy daisy, Salvo the Slime, and Happy Flower
X1 8X: Mace Shyguy, Mini-Blargg, Bullet Bill, Spiked Hat Bandit, Baseball Boy, and Arrow
X1 9X: Flower, Arrows, Blindfold Boo, Zeus Guy (karate guy), Pyroguy, and Ghost Guy
X1 AX: Snifit, Pyroguy, Ghost Guy, Blindfold Boo, Spike Chains, Zeus Guy, Bandit, Ghost that reverses your directions, and Spinning Doors
X1 BX: Lanturn, Ghost Guy, Sluggy, Zeus Guy, Fireball from 6-4, and Mouser
X1 CX: Egg Plant, Tap-tap, Milde, hookbill's mountains, skeleton goonie, and blowhard
X1 DX: Clawdaddy, Skeleton Goonie, Blindfold Boo, Dancing Spear Guy, Pyroguy, and Spear Guy
X1 EX: Fireball from 6-4, Pyroguy, Blindfold Boo, Masked Mouser, Ghost Guy, and Flower
X1 FX: Hookbill's Mountain, and Goonies
X2 0X: Hookbill's Mountains, Squid, and Huffin Puffins
X2 1X: Koopa, Eggplant, Bubble Blower, Blowhard, Spiked Fun Guy, and Nipper
X2 2X: Fireball, Boo, Masked Mouser, and Ghost guy
X2 3X: Boo Balloon, Lava splashes, Flame, and Ghost Guy
X2 4X: Explosion, Salvo the Slime, Egg Plant, Marching Milde, Flying Kamek, Tap-tap, Lemon Drop, and Pirhana Plant
X2 5X: Boo, Kamek, and Spinning Log
X2 6X: Mouser and Baseball Boy
X2 7X: Mini Gusty and Hookbill's Mountains
X2 8X: Cheep-Cheep and Sparky
X2 9X: Cheep-Cheep, Clawdaddy, and Spear Guy
X2 AX: Spear Guy, Bubble Blower, Dizzy Daisy, Monkey, Clawdaddy, and Egg Plant
X2 BX: Catfish
X2 CX: Monkey and Mushy Slug found in 5-4
X2 DX: Mouser, Sluggy, and Lanturn
X2 EX: Same as C0
X2 FX: Flower shyguy and Happy Flower
X3 0X: Huffin Puffin and Lakitu
X3 1X: Big Boo, ! Switch, and Flower
X3 2X: Masked Mouser and Flower
X3 3X: Explosion and Chomp Chase
X3 4X: Sewer Ghost, Sluggy, and Lanturn
X3 5X: Milde, Goonie, Crazie Daisy, Arrow, Explosion, Dragonfly, Flower Shyguy, Butterfly, and Pirhana
X3 6X: Huffin Puffin, Seed Guy, Sluggy, and Lanturn Ghost
X3 7X: Koopa, Fire, Fuzzy, and Raven
X3 8X: Flying Goonies and Baseball Boys
X3 9X: Snifit, Milde, Bandits, Bandits that wear hats, and Bullet Bill
X3 BX: Koopa, Bill, Goomba, and Fuzzy
X3 DX: Bullet Bill and Fire and Koopa
X3 FX: Chomp Chase, Chomp Crush, Shyguy in background, bubble blower, and Milde
X4 0X: Boo
X4 7X: Lava Fish, Spike Mace Shyguy, Koopa, Mouser, Masked Mouser, and Ghost Guy
X4 BX: Boo Balloon, Blindfold Boo and Hookbill's mountains
X4 CX: Fire Lakitu, Wall Lakitu, Normal Lakitu, Spike throwing guy seen in SMB3, penguins, and little birds
X4 FX: Gusties, Baseball Boys, Lakitu, Pirhana Plants, Tap-Taps, and Huffin Puffins
X5 1X: Gold Tap-Tap Boss, Egg Plant, and Swooper
X5 4X: Monkies and Gustys
X5 6X: Gusty, Nipper, Boo, and Lava Log
X5 9X: Goonies, Penguin, Baseball Boy, and Kamek
X6 0X: Froggy's Acid and Giant Shyguys
X6 2X: Pirhana Plant, Butterfly, Tap-tap, Milde, Arrow, Flower Shyguy, Cactus Bouncing Pokey, and Amazie Daisy
X6 3X: Flower Shyguy, Egg flower, and crazy daisy
X6 4X: Stilt Guy, Swooper, Lanturn Ghost, and sunflower
X6 5X: Big Milde
X6 6X: Bubble Blower and egg plant
X6 7X: Bandit, Fire, Potted Ghost, Blarrg, and Pot
X6 9X: Fuzzys
X6 EX: Stilt Guys, Arrows, Explosions, and Flower that you put an egg in to get stars
X7 4X: Butterflies, Flower that shoots its petals at you, Flower shyguys, Koopa, and Crazy Daisy
X7 5X: Mushy Slug, Monkey, Frog, Little Frog, Seed Shyguy, Spear Guy, and Huffin Puffin
X7 7X: Kamek and Skeleton Goonies
X7 8X: Blindfold Boo and Pyroguy
X7 AX: Stilt Guy and Monkey
X7 BX: Bowser, Wizard Kamek, Fire, and Kamek
X7 DX: Seed Shyguy, Koopa, Gusty, Lanturn, and Nipper
X7 FX: Milde, Tap-tap, Ghost that reverse your directions, egg plant, flower that throws its petals at you, and pirhana plant


____________________
Golden Yoshi
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Posted on 01-01-08 03:58:04 PM Link | Quote
I've made great use out of all this info.

However, I noticed one more side effect to changing the Bonus icons to Secret levels. Whenever you exit out of the Secret level or get the goal, the green Yoshi on the map will appear in the wrong spot until you move to a different spot. Here's a screen of the issue...



As you can see, the green Yoshi gets moved to another spot after exiting the Secret level, and stays there until you move elsewhere. Is there a way to fix this?

Also, I was wondering if each level had pointers to message box text. I wanted to allow a level that didn't have message box text to point to a location that does.

Mattrizzle
150
Level: 29


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Posted on 01-08-08 03:12:36 AM (last edited by Mattrizzle at 03-11-17 11:23:00 PM) Link | Quote

It seems that I've exposed yet another thing that the programmers overlooked. Yes, the glitch Golden Yoshi described happens in the normal game too.

6F5E8-6F6F3 Ending text
7D17E-7D76D Story text

As for why the credits text can't be found--it uses the sprite Layer. For some reason, I'm having a much more difficult time finding sprite tilemaps in YI than in SMW...

____________________
Golden Yoshi
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Level: 24


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Since: 10-17-07

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Since last post: 12.8 years
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Posted on 01-08-08 09:52:03 AM (last edited by Golden Yoshi at 01-08-08 08:05 AM) Link | Quote
Originally posted by Mattrizzle

It seems that I've exposed yet another thing that the programmers overlooked. Yes, the glitch Golden Yoshi described happens in the normal game too.

6F5E8-6F6F3 Ending text
7D17E-7D76D Story text

As for why the credits text can't be found--it uses the sprite Layer. For some reason, I'm having a much more difficult time finding sprite tilemaps in YI than in SMW...


Wow...amazing how I never noticed that glitch. Oh well.

It's weird that it only happens for Extra 3.

Anyway, thank you.
B.B.Link

Level: 4


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Last activity: 14.2 years

Posted on 01-19-08 05:14:33 PM Link | Quote


It happens on Extra 1, too (see Green Yoshi slightly off the level mark?). I noticed this back when I had this game on the SNES way back when. I assumed back then that thats where those levels were on the map, since when you select them, they never show what Yoshi or where on the map those levels were.

These are great offsets and info, guys. I'll dig up the info I've found back on SMW central and bring it here when I get back home.

One question though, it may already been discovered but i overlooked it. Does anyone know the offset to change Baby Mario's crying sound? I want to disable it in my project. Thanks in advance.
Golden Yoshi
Member
Level: 24


Posts: 54/97
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Since: 10-17-07

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Posted on 01-19-08 05:26:23 PM Link | Quote
Originally posted by B.B.Link


It happens on Extra 1, too (see Green Yoshi slightly off the level mark?). I noticed this back when I had this game on the SNES way back when. I assumed back then that thats where those levels were on the map, since when you select them, they never show what Yoshi or where on the map those levels were.

These are great offsets and info, guys. I'll dig up the info I've found back on SMW central and bring it here when I get back home.

One question though, it may already been discovered but i overlooked it. Does anyone know the offset to change Baby Mario's crying sound? I want to disable it in my project. Thanks in advance.


Hah, I never even noticed the out of place Yoshi in Extra 3 until now.

A project, B.B. Link? Are you working on a YI hack? That'd be quite nice .
B.B.Link

Level: 4


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Posted on 01-19-08 05:44:34 PM Link | Quote
Yeah. Been fiddling around with Eggvine for a while now. Mainly just moving/adding stuff on the original levels and trying to get used to Eggvine a little more. I got some ideas I want to try in SMW2, and with these offsets and info, they just might work. I got the intro and 1/3 of level 1 done. I might show some screens in the general screenshot thread later. (if they have one here)

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Mattrizzle
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Posted on 01-19-08 07:43:58 PM Link | Quote
Originally posted by B.B.Link
One question though, it may already been discovered but i overlooked it. Does anyone know the offset to change Baby Mario's crying sound? I want to disable it in my project. Thanks in advance.


3484E [A9 44 00 22 D2 85 00] Instruction: play Baby Mario's crying sound
Replace this with EA EA EA EA EA EA EA to disable the sound

If you want to search for more sound effects, look for these strings:
22 D2 85 00
20 9C 8F
85 53

RAM Address
7E0059?? Always play a particular sound effect

(Probably incomplete) List of sounds:
01- Unpause Game
02- Pause Game
03- Swimming/Grabbing egg
04- Appearing/Spitting out enemy
05- Power Up/Beanstalk sprouting
06- Egg Hatching/Slot Machine spinning
07- Bones Crumbling
08- 1-UP
09- Coin
0A- Breaking Sound
0B- Shell Sound #1
0C- Shell Sound #2
0D- Shell Sound #3
0E- Shell Sound #4
0F- Shell Sound #5
10- Shell Sound #6
11- Shell Sound #7
12- Shell Sound #8
13- Bouncing
14- Yoshi digesting
15- That one strange unused SMW sound/Growing block
16- Balloon inflating
17- Yoshi hurt
18- Dragon Coin/Coins spilling
19- Midway tape/End-level ring
1A- Old Yoshi licking sound/Aiming egg
1B- Chainsaw tick
1C- Stomp enemy
1D- Poof
1E- Chink
1F- Ricochet/Thump
20- Throwing an egg
21- Touch fuzzy w/ weird music effect
22- Changes music back to normal
23- Green Glove catching egg
24- Nothing?
25- Piranha Plant shrinking
26- Tap-Tap Walking
27- Powerful Mario Star
28- Tin clanking sound #1
29- Tin clanking sound #2
2A- Tin clanking sound #3
2B- Tin clanking sound #4
2C- Coin Tapping Ground
2D- Selecting "No" at "Try this stage again?" screen
2E- Hitting '?' Bucket
2F- '?' Bucket hitting ground
30- Powerful Mario Star Appearing
31- Entering Pipe
32- Hitting Message Block
33- "Keep Moving" Platforms
34- Trying to enter pinball gate from wrong side
35- Frog bouncing
36- Flower
37- Yoshi Hovering/Empty Egg Plant
38- Baby Mario jumping
39- Piranha Plant chomping
3A- Stomping on Shy Guy
3B- Pop
3C- Yoshi trying to eat something that's inedible
3D- Baby Mario kidnapped
3E- Yoshi licking
3F- Hookbill hit by egg
40- Door opening
41- Door closing
42- Nothing?
43- Yoshi
44- Baby Mario Crying
45- Spitting watermelon seeds
46- Collapsing?
47- Wall falling
48- Thunder/Huge blocks falling
49- Yoshi jumping
4A- Yoshi trying to throw an egg when he has none
4B- Stairs appearing #1
4C- Stairs appearing #2
4D- Stairs appearing #3
4E- Stairs appearing #4
4F- Stairs appearing #5
50- Message appearing/Lakitu throwing Spiny Egg
51- Bonfire Lakitu ready to fire
52- Lower version of 51
53- Lower version of above
54- Lower version of above
55- Lower version of above
56- End of Message
57- Losing stars (over 10)
58- Losing stars (under 10)
59- Chomp Rock rolling
5A- Squeaking
5B- Kamek
5C- Moving Cursor
5D- Entering Level/Train entering track
5E- Frog croaking twice
5F- Water splashing
60- Walking on mud
61- Spitting lava
62- Bumping Melon Bug
63- Lakitu aiming shot
64- Unlocking door
65- Frog croaking once
66- Vase breaking
67- Enemy tumbling
68- Dancing Spear Guy chant #2
69- Dancing Spear Guy chant #1
6A- Ferris wheel platform #1
6B- Ferris wheel platform #2
6C- Ferris wheel platform #3
6D- Incoming Chomp flying in
6E- Fly Guy flying away/Tulip giving stars
6F- Nothing?
70- Transformation music (full)
71- Transformation music Ch. 1
72- Transformation music Ch. 2
73- Flipping for butt stomp
74- Boss exploding(full)
75- Li'l Mouser/Grinder/Tap-Tap squeaking
76- Shy-Guy peeking out of pipe
77- Shy-Guy jumping out of pipe
78- Boss hurt
79- Ghost hurt
7A- Nep-Enut hurt
7B- Naval Piranha chomping
7C- Sluggy the unshaven moving?
7D- Transformation expiring
7E- Switch timer ticking
7F- Switch timer running out
80- Boss defeated
81- Hookbill defeated?
82- Hookbill falling?
83- Roger the Potted Ghost/Lunge Fish chomping
84- Tap-Tap the Red Nose/Tap-Tap the Golden walking
85- Largest Milde popping
86- 2nd largest Milde popping
87- Castle ready to explode
88- 3rd largest Milde popping
89- Another falling sound
8A- Baby Bowser hurt
8B- Baby Bowser flipping for butt stomp
8C- Baby Bowser talking
8D- Baby Bowser yawning
8E- Baby Bowser's first form defeated
8F- Correct sound
90- Incorrect sound
91- Big Baby Bowser roaring
92- Big Baby Bowser hurt
93- Red Coin
94- Last Red Coin
95- Bonus Challenge
96- Pushing "Jell-O"
97- World Completed Fanfare
98- Walking through snow
99- Castle exploding
9A- Kamek flying in on his broom
9B- Yoshi's head stuck in yellow gunk/Yoshi walking in world completed sequence
9C- Egg ricocheting #1
9D- Egg ricocheting #2
9E- Egg ricocheting #3
9F- Stork flapping wings
A0- Freezing enemy w/blue watermelon
A1- Breaking frozen enemy
A2- Poochy running

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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