This is a sub-page of Proto:Super Mario World 2: Yoshi's Island.
This version of the editor, the oldest, is found in the SFC\ソースデータ\ヨッシーアイランド\ツール\tool\old_cos ("old course") directory, specifically in the sfc folder. old_cos includes various files pertaining to it, which, together with the ROM, provide a snapshot of the game's development in late 1993, approximately 1.5 years before its June 1995 release.
Editor
Overview#
No header fix is required to boot this level editor. an emulator with SFX-DOS support is required, such as this branch of bsnes-plus. The mouse should be configured to be in Controller Slot 2.
Upon boot, there are two choices: ENMY DATA SET and BG EDIT. The first allows for placement of enemies on the map, and the second choice allows for editing of map tiles.
No one has figured out how to fully utilize the editor yet, as the instructions in the README below suggest that the keyboard's function buttons need to be used in order to load .DAT files, and BSNES Plus doesn't appear to respond to function button input. A possible solution would be to remap the function buttons to other keys by editing the ROM.
Main Menu |
ENMY DATA SET |
BG EDIT |
|---|---|---|
Instructions#
A set of instructions for using the editor can be found in ツール\tool\old_cos\doc\nii.doc, which is named for programmer Masaru Nii.
Japanese |
English |
|---|---|
l. 1 f5キーを押す 2 デリートしたいファイルの番号をキーボードの数字キーで入力。
3 f10キーを押し、デリートを実行 4 f5キーを押して、通常の処理に戻る <画面使用状況一覧での手順> 1 f6キーを押す 2 現在使用されている画面が、全体図の中で青く反転して表示される 3 次に作業したい画面を全体図から矢印カーソルで選び、マウスの右ボタンを押して決定す
4 f6キーを押して、通常の処理に戻る <各種パラメータの設定の手順> 1 f7キーを押す 2 フラッシングしている文字を、変更したいパラメータの位置に、上下カーソルで合わせる 3 パラメータを十六進で入力する。入力は数字キーの0~9および文字キーのA~Fで行な
4 f7キーを押して、通常の処理に戻る |
Note that "Variable Units" are called "Objects" by western Yoshi's Island modders and documenters, while "Fixed Units" are referred to as "Extended Objects".
Development Snapshot
Comparing the assets of this prototype with files that have accurate last-modified dates, it appears that it dates from late 1993.
Entities#
- The entities DOROB (the bandit) and BUGGY (an unused four-wheeled buggy) are present in the ROM in the form of code, but they don't have graphics assigned to them. This means that ystool.hex is older than the earliest version of the file that assigns graphics to entities, SFC\ソースデータ\ヨッシーアイランド\日本_Ver0\sfc\back_up\ys_ench.asm.BAK0, as the file does have graphical assignments for these entities.
Meter#
Prototype |
Final |
|---|---|
The meter, which appears on the pause screen in the final game, originally contained a hunger gauge. Code related to this meter can still be found in the source by searching for text such as "はらぺこメーター" (Hunger Meter), "eat power", and "eat counter", and the labels MEATPW and MEATCT. The meter was converted to a charging meter indicating how far an egg would be tossed in a later prototype, and removed from the final game entirely.
Icons for all of Yoshi's possible transformations are also present, including the forms of Mini Yoshi and Mushroom Yoshi, which are also absent from the released version.
In the final game, the windows on the meter are for items.
The level countdown timer was also removed, but code that may be associated with it can be found by searching for the labels TIMER and TIMEUP.
Palettes#
The common sprite palettes look like this in ystool.
Prototype |
Final |
|---|---|
Palettes: BG1#
Label |
Comment |
Translation |
|---|---|---|
BG1COLBK |
BG1 Colour Bank |
|
BG1_SUB_7_COL |
;[0:地下] |
Underground |
BG1_SUB_1_COL |
;[1:草] |
Grass |
BG1_SUB_2_COL |
;[2:水中] |
Underwater |
BG1_SUB_3_COL |
;[3:溶岩] |
Lava |
BG1_SUB_6_COL |
;[4:雪] |
Snow |
BG1_SUB_5_COL |
;[5:バブル] |
Bubble |
BG1_SUB_0_COL |
;[6:カベ] |
Wall |
Palettes: BG2#
Label |
Comment |
Translation |
|---|---|---|
BG2COLBK |
BG2 Colour Bank |
|
BG2_SUB_7_COL |
;[0:地下] |
Underground |
BG2_SUB_4_COL |
;[1:草] |
Grass |
BG2_SUB_1_COL |
;[2:水中] |
Underwater |
BG2_SUB_0_COL |
;[3:溶岩] |
Lava |
BG2_SUB_3_COL |
;[4:雪] |
Snow |
BG2_SUB_3_COL |
;[5:バブル] |
Bubble |
BG2_SUB_6_COL |
;[6:カベ] |
Wall |
BG2_SUB_5_COL |
;[7:パステル2] |
Pastel 2 |
Palettes: BG3#
Label |
Comment |
Translation |
|---|---|---|
BG3COLBK |
BG3 Colour Bank |
|
BG3_SUB_0_COL |
;[0:雪山] |
Snowy Mountain |
BG3_SUB_1_COL |
;[1:草トンネルマスク] |
Grass Tunnel Mask |
BG3_SUB_2_COL |
;[2:水中] |
Underwater |
BG3_SUB_3_COL |
;[3:スライム] |
Slime |
BG3_SUB_4_COL |
;[4:カベ] |
Wall |
BG3_SUB_5_COL |
;[5:バブル泡] |
Bubble Foam |
BG3_SUB_6_COL |
;[6] |
|
BG3_SUB_7_COL |
;[7] |
|
BG3_SUB_8_COL |
;[8] |
|
BG3_SUB_9_COL |
;[9] |
|
BG3_SUB_A_COL |
;[A] |
|
BG3_SUB_B_COL |
;[B] |
|
BG3_SUB_C_COL |
;[C] |
|
BG3_SUB_D_COL |
;[D] |
|
BG3_SUB_E_COL |
;[E] |
|
BG3_SUB_F_COL |
;[F] |
Palettes: OBJ#
Label |
Comment |
Translation |
|---|---|---|
OBJCOLBK |
Object Colour Bank |
|
OBJ_SUB_1_COL |
;[0:地下] |
Underground |
OBJ_SUB_1_COL |
;[1:草] |
Grass |
OBJ_SUB_2_COL |
;[2:水中] |
Underwater |
OBJ_SUB_3_COL |
;[3:溶岩] |
Lava |
OBJ_SUB_6_COL |
;[4:雪] |
Snow |
OBJ_SUB_6_COL |
;[5:バブル] |
Bubble |
OBJ_SUB_0_COL |
;[6:カベ] |
Wall |
OBJ_SUB_1_COL |
;[7:パステル2] |
Pastel 2 |
Tilesets#
ツール\tool\old_cos\sfc\ys_init.asm assigns graphical banks to the tilesets that existed at this time.
The following graphical banks, despite existing, are empty:
BG1 |
BG2 |
BG3 |
OBJ |
|---|---|---|---|
|
|
|
|
Tileset: BG1#
Japanese |
Translation |
|---|---|
|
|
Character Bank 3C:
Tileset: BG2#
Japanese |
Translation |
|---|---|
|
|
Tileset: BG3#
Japanese |
Translation |
|---|---|
|
|
Tileset: OBJ#
Japanese |
Translation |
|---|---|
|
|
Character Bank 40:
Character Bank 50:
Character Bank 51:
Tileset: SuperFX#
Offset 0x70000: