Hacking Modding Yoshi's Woolly World

Heya, just dropping in here to ask for some clarification. Can these tools be used to inspect how the game handles things like yarn count, where enemies spawn and what enemies there are? I really want to make an archipelago randomiser integration for this game. If any extra help could be given I would massively appriciate it!
 
Heya, just dropping in here to ask for some clarification. Can these tools be used to inspect how the game handles things like yarn count, where enemies spawn and what enemies there are? I really want to make an archipelago randomiser integration for this game. If any extra help could be given I would massively appriciate it!
Yes, if you want to check which objects and enemies spawn where in the level files. Other things, like checking player state or how many yarn balls are attached to Yoshi, require some reverse engineering and custom code.
 
Yes, if you want to check which objects and enemies spawn where in the level files. Other things, like checking player state or how many yarn balls are attached to Yoshi, require some reverse engineering and custom code.
Just wondering, is there any master spreadsheet for collecting data/info on the game? I'm having a hard time finding which stage is what and which enemy is what etc. Also, with the custom code, I assume I have to write in C++? Is there anything else I need to do?
 
Just wondering, is there any master spreadsheet for collecting data/info on the game? I'm having a hard time finding which stage is what and which enemy is what etc. Also, with the custom code, I assume I have to write in C++? Is there anything else I need to do?
I have a Ghidra project I don't mind sharing. You can DM me on Discord (same username as here). Also, knowing C++ and PowerPC is indeed required.
 
Importing custom models is now possible. I plan to add a dedicated tool for this to Merino in the distant future, but until then, you can use Switch Toolbox and Tangle.

Important things to note:
- Some files won't open using the main branches of Switch Toolbox or Track Studio due to TC_R8_G8_B8_A8_SNorm not being supported in their BFRES format libraries. Until it gets added, adding that functionality and recompiling it yourself is required.
- The archives for level graphics must have their compression header offsets begin at a multiple of 0x2000, and the file alignment must be a multiple of 0x2000 as well. Using the latest version of Tangle (4.4 at the time of writing), you can use this command:
tangle archive folder file.gfa 3.1 bpe -o 0x2000 -a 0x2000
View attachment 577642View attachment 577644
would it be possible to make a list of what file names match what level
 

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