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  #261  
Old 7th May 2014, 11:37 AM
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Attempting to place all of them in code boxes.

The extra values after an address are for that same address as the first value until another address is there.

Code:
King Jingaling Jiggy Spawn
0x71A
00-->40

MT

Relic Thingy Jiggy Spawn
0x717
12-->32

Exterminated Flies Jiggy Spawn
32-->36

Mayan Kickball Jiggy Spawn
36-->3E

GGM

Canary Mary Jiggy Spawn
0x717
3E-->7E

Old King Coal Jiggy Spawn
7E-->FE

Dilberta Rescued Jiggy Spawn
0x719
00-->20

TNT Diffused Jiggy Spawn
0x71C
00-->80

WW
Hoop Hurry Jiggy Spawned
0x718
00-->20

Cactus Of Strength Jiggy Spawned
20-->21

Mr. Patch Jiggy Spawned
0x719
20-->60

Dodgem Dome Jiggy Spawned
60-->62

Saucer Of Peril Jiggy Spawn
62-->66

Mrs. Boggy Jiggy Spawned
66-->67

Balloon Burst Jiggy Spawned
0x71C
80-->84

JRL

Jolly's Partner Rescued Jiggy Spawned
0x718
21-->A1

Chris P.Bacon's Jiggy Spawned
A5-->B5

Tipped Up Jiggy Spawned
B5-->B7

UFO Flying Away Jiggy Spawned
0x71B
00-->08

Woo Fak Fak Jiggy Spawned
08-->28

Submarine Mine Minigame Jiggy Spawned
0x71C
84-->A4

TDL

Ooga Booga Tribe Jiggy Spawned
0x718
B7-->F7

Rocknut Tribe Jiggy Spawned
0x719
67-->77

Styracosaurus Family Jiggy Spawned
77-->7F

Terry Defeated Jiggy Spawned
0x71A
40-->42

Terry's Babies Returned Jiggy Spawned
42-->46

Chompasaurus Jiggy Spawned
0x71B
28-->2A

GI

Tin-Tops Challenge Jiggy Respawned
0x6F9
86-->8E

Rare Barrels Jiggy Spawned
0x71A
46-->47

Twinkly Packing Jiggy Spawned
0x71B
2A-->2B

Skivvy Workmates Jiggy Spawned
0x71C
A4-->AC

Clinker's Cavern Jiggy Spawned
0x71D
F8-->FC

HP

Sabreman's Treasure Jiggy Spawned
0x719
7F-->FF

Roman Numeral Buttons Jiggy Spawned
0x71A
47-->4F

Colloseum Stony Jiggy Spawned
4F-->CF

Chill Dragons Jiggy Spawned
0x71B
2B-->6B

Aliens Saved Jiggy Spawned
0x71C
AC-->AE

Boggy's DinDin Jiggy Spawned
AE-->EE

Oil Rig Jiggy Spawned?
0x71D
FC-->FE

CCL

Pot O'Gold Jiggy Spawned
0x71A
CF-->EF

Fifty Germs Jiggy Spawned
0x71B
6B-->6F

Mr. Fit Jiggy Spawned
EF-->FF

Mingy Jongo Jiggy Spawned
0x71C
EE-->EF

Zubba Shooting Jiggy Spawned
EF-->FF

Canary Mary2 Jiggy Spawned
0x71D
FE-->FF

Last edited by retroben; 7th May 2014 at 12:09 PM.
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  #262  
Old 7th May 2014, 12:31 PM
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thanks...

Under "MT" I see you have three jiggies listed:
Code:
MT

Relic Thingy Jiggy Spawn
0x717
12-->32

Exterminated Flies Jiggy Spawn
32-->36

Mayan Kickball Jiggy Spawn
36-->3E
Is that all 3 jiggy bitmasks for Mayahem Temple, or were there more jiggies you were going to insert into your post later?

You're welcome to take a break; I'm just not sure if that was, what you meant to write.
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  #263  
Old 7th May 2014, 12:57 PM
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I think it would be best if retroben just wrote everything inside of 1 textfile, rather than a ton of posts.
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  #264  
Old 7th May 2014, 01:08 PM
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Three jiggies because of the other seven being the ones in the level you can instantly grab and have no spawn triggers.

Seven grabbable jiggies in Mayahem Temple:

1.Top Of Temple
2.Sneaky Snake
3.Golden Goliath Over Quicksand
4.Swamp Boots Through Quicksand
5.Atop The Highest Pillar
6.Not So Sacred Room
7.Targitzan's Head

All is explained.
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  #265  
Old 7th May 2014, 01:49 PM
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oh right right right, I misunderstood

I forgot you were doing bits for whether the jiggy has appeared yet / is spawned. In case you decline to pick up a jiggy that you've "unlocked", the EEPROM has to remember that you still completed the actual mini-quest to make it appear, so it stores that it's still there uncollected without making you re-do the quest.

I never imagined I would end up implementing progress-editing for those kinds of trivial datum, but I'll see about organizing it in somehow.
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  #266  
Old 8th May 2014, 07:58 AM
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It would be simpler to combine them to their respective jiggy slot for spawned and collected.

If you write one of them as collected,but not spawned while the events are not already beaten,you get softlocked in the character's conversation when they are attempting to give you a non-existing jiggy from spawning it. (Canary Mary endlessly dancing.)

Though you could just set all of them spawned for grabbing manually.
There is also a large list of individual event flags that relate to getting the spawning jiggies such as whether or not you listened to a character's problem yet and how many things out of (number) done.

It is hard to fully explain it.
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  #267  
Old 13th May 2014, 11:04 AM
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Have yall made any more progress with the save editor?
Just asking cuz I am bored.

I am running out of source material for making new codes with.
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  #268  
Old 13th May 2014, 11:57 AM
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Please assemble organized documentation about all the things I should add in the next release then.

I saw you put together a list of jiggy-spawned bits, but I don't think that singular thing is enough to justify a new release of this save editor, as most people won't have very much use for that.
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  #269  
Old 13th May 2014, 06:03 PM
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I am having trouble with finding things to spend my time on anyway,so I will try to get it all organized with inclusions of parts to leave untouched for certain cheat codes to function properly such as the Groggy and Sick Styracosaurus cloner codes.
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  #270  
Old 14th May 2014, 09:40 AM
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DP

I will try to get all of it arranged in a txt file.
Wish me luck.

Edit:I just noticed a major flaw with Jinjos,I don't know which kind of values they have.
Are they for that location,or the specific colored Jinjo?
Setting all of one jinjo color will make the Jiggy collect impossible because of a seperate address location,so set the corresponding collected Jiggy when all of that color is set to collected.

EDIT2:It may take me an extremely long time,especially when feeling painful boredom with laziness kicks in.

Last edited by retroben; 14th May 2014 at 11:23 AM.
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