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Yoshi's Strange Quest (V1.4 in progress)

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Ah-friggin'-HA! That's got to be EXACTLY what was causing the issue--I do remember using an infinite-timer code (so I could easily pass Mysterious Plains and Cookie Crisis), but forgot to turn it off during the Bowser battle. Thanks for pointing that out.

#wario{^_^}

Turns out my copy of the game somehow bugged out on me, and is STILL freezing at the end of the second phase of the Bowser battle...even though I turned off ALL cheat codes in both TempAR and SNES9xTYL. It's as if it's telling me to "upgrade to beta 4 already!"

#wario{:whistle:} <--The game, whistling the "Jeopardy!" theme
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by slakkmichael
Funny thing is that I did apply the patch to a clean ROM and I didn't get a warning screen at all. Besides the over world glitch, I didn't really run into many bugs at all except that purple block glitch. I'm guessing it was Zsnes that did this? (I'm using 1.51 just so you know) In case you haven't, I would try testing it in that version and see if that is the case.

Anyways so far I have completed world 1 and here are my thoughts

Yoshi Race: A nice little race level. I like how at the beginning the Bomb-omb battlefield music plays but then when you hit the block the Mario kart music plays. I like that attention to detail.

Look-Alike Plains: I liked the blatant 105 edit joke you made there. I found that amusing. The normal exit isn't anything too hard so you shouldn't have any trouble with it. The secret exit can be a little tricky to get if you are not to good at flutter jumping. Plus it requires to jump from one pillar to the next near the end and they have one tile. I would suggest at least having two tile on them so you can have a little bit more breathing room. Also it can be a bit lengthy which was one of my issues with TSRPR and Super Meat Boy's final boss. It isn't too bad nor isn't too painful once you get the hang of it but it can get slightly annoying.

Yoshi Woods: I like the whole gimmick with the different colored Yoshi's which hints on which block you need to jump on. I find that creative. For the normal exit, the only hard part was when you need to jump from block to block that have the sleeping Yoshi's on them and there are flying fish coming after you. I don't really know how to tone that down but I wanted to point that out. The secret exit I find to be easier but it does take memorization to figure out the pattern. I don't think that is enough to make that difficult as long as you can memorize the pattern well.

Red Yoshi's Mansion: I find this one a fairly standard castle. I think it is a nice 1st castle. (especially since you took out the annoying coins and spikes that were in V 1.2) It has obstacles that you can avoid no problem and the multiple half way points do help. For the boss fight I find hard at first and that's only because there were three flying eggs coming at you but when you take one of them out it becomes a standard boss fight.

And while I'm at it, I will talk about Misty Mine

Misty Mine: My only issue is that the barrels move a bit too fast which could cause you too either time a little too early or a little too late, and the fact that you also have to do this over bottomless pits can make the player feel a little bit nervous at times. Other than that I don;t find this level too hard or anything.

That's all I can say about this beta. It looks good but there is some room for improvement. I'll see if I can play more of it when I get back from school but I can't make any promises on that.


If that's the case, then I'm not sure why the warning screen didn't show up the first time. Either way, I do know that even if the warning screen doesn't show up, YSQ still modifies some RAM addresses to fix some stuff if it detects you're using a V1.3 save in V1.3.1. The way it detects it is admittedly a little sloppy, but there wasn't much I could do about that (the only solution to completely stop SRAM glitches like this would have been to make YSQ wipe the entire SRAM if a V1.3 save is detected, but I didn't want to do that for obvious reasons). This kind of thing won't be a problem in my future hacks as I'll implement the save file detecting routine from the beginning. Also, I have ZSNES 1.51 and the warning screen displays for me.


Anyway, here's my comments are your comments:

- Thanks. :) Also, that little detail was something one of my friends suggested, and I agree that it's a nice little detail.

- Thanks again. :) As a fun fact with this level, both the first and second half of the level tie into the level theme in a different way
the first half looks an awful lot like level 105 in some spots, doesn't it? The second half looks an awful lot like one of the levels from V1.2 of YSQ, doesn't it?
Also, I'll tweak that section of the level you mentioned, and I don't think this level was long or difficult enough to warrant having two midpoints, but when I looked at the level again in LM, I noticed that it's actually 1.5 times as long as Dinosaur Trail in terms of the number of screens used in the main parts of the level (32 Vs. 48). Maybe I ought to add another midpoint somewhere?

- The trick to getting past the fish is to move at the same speed they're moving so that they're never in the middle of the screen.

- One trick to make the world 1 boss a bit more manageable is to stay in one spot (preferably by the spot where the shells appear), and stay there unless one of the eggs is going to go there. In which case, just move enough to dodge it, then return to your original spot.

- I have no idea how the barrels work, so I'm not sure how I'd make the barrels move rotate more slowly. However, the first barrel in Misty Mine is in a spot where it can't blast Yoshi into any hazards (well, besides maybe a koopa, but that's easily taken care of), so the player can practice with it until they get the timing down. I could make some of the other barrels in the first half a bit more forgiving by making it so that if your timing is a bit off, Yoshi either won't die, Yoshi will get blasted to the spot he was trying to get to anyway (but you won't get a minor reward such as coins) or just end up back in the barrel.

-
Originally posted by xirtamehtsitahw
Ah-friggin'-HA! That's got to be EXACTLY what was causing the issue--I do remember using an infinite-timer code (so I could easily pass Mysterious Plains and Cookie Crisis), but forgot to turn it off during the Bowser battle. Thanks for pointing that out.

#wario{^_^}

Turns out my copy of the game somehow bugged out on me, and is STILL freezing at the end of the second phase of the Bowser battle...even though I turned off ALL cheat codes in both TempAR and SNES9xTYL. It's as if it's telling me to "upgrade to beta 4 already!"

#wario{:whistle:} <--The game, whistling the "Jeopardy!" theme


I'm not sure why it still not working for you, but if it's not the cheats, then it may be one of the patches you applied conflicting with that boss. I have no idea what patches would cause that battle to not end, but if you want to check for incompatibilities, this is the sprite I used for that battle: Link

Also, there is another way to make that fight never end, but I fixed it in one of the older V1.3.1 betas. At one point, Yoshi could eat the fireballs and the rocks that that boss spawned, and if he ate the latter, he could spit them out. Occasionally, the rocks would glitch up when you do this and become unbreakable, which means the fight would never end as the teleport sprite would not activate until there are no sprites on screen besides Yoshi and his eggs. I doubt that would be the problem, as that was fixed a while ago, but I thought I'd mention it just in case.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Actually...it's a bit weirder than you think. I did NOTHING to my already-altered copy of your mod, and I was able to beat Bowser, and the final cutscene would play, but...not now. I wonder if it has something to do with repeatedly erasing pre-existing gamesaves...?

I'm going to start with a completely new save (deleting the current one I ported over from Beta 3.1), and see if that fixes the issue (gonna take some time to get back the progress I'm about to lose #ab{:P}).

UPDATE: Just got to the middle of world 6 (in the mountains), and have collected all 5 Yoshi Coins in every single world I've (re)played so far, except for Yoshi's New Home (natch; haven't beaten the game yet) and Blackout Mansion
(is it even possible to get all five Yoshi Coins in one go? Seems like one of them requires you to take the secret exit, preventing you from collecting at least some of the others.)

The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Currently have 6 worlds in the bag (all Yoshi Coins, except for Blackout Mansion and Yoshi's New Home), and in the process of conquering world 7. Three more worlds to go after this!

BTW, I already know how to fairly easily get all five Yoshi Coins in each of the four Switches.

And, a final note: Sieg Heil! I just found YET ANOTHER typo in World 6's Ruined Castle,
in the "death coin room". The word "explanation" is misspelled "explaination"
. You can't get anything past my spelling "laser vision!" #w{xD}

UPDATE: And...Mr. Spelling Bee strikes AGAIN! This time, I found the word "insistent" misspelled as "insistant". Also, Bowser makes a grammatical mistake when he says "I've ever ate",
in his diary.
The correct grammar would have him saying "I've ever eaten".

Then again, this is BOWSER we're talking about. I don't think he really cares whether his grammar or spelling is correct...#wario{XP}

ANOTHER UPDATE: Currently have 99 of the 100 exits found, and only 3 or 4 levels (out of 71) left to collect all 5 Yoshi Coins in. Never been closer to truly completing this game (before, just got the 100 exits). Soon, I'll see what the fuss over that purple ? block is all about...heh heh.

UPDATE TO THE UPDATED UPDATE OF MY PREVIOUS UPDATE: All 100 exits in the bag, and only TWO levels remain for me to collect all 5 Yoshi Coins in! They will fall to me TONIGHT! BWA HA HA! #wario{$_$}
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
It happened...I have finally completed your game, Yoshifanatic. All Yoshi Coins found, all 100 exits. Now, all that's left is to try to make a speed run of this game (INCLUDING Yoshi Coins this time...heh heh).

As for an actual "Let's Play" video, I highly doubt I'd be able to post one, because while my laptop has a webcam, I have no idea how to set it up...#ab{:P}

I'm going to try to find all the Yoshi Coins in under 3 hours. Wish me luck! #wario{;)}
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Here's a redundancy error I stumbled across while playing your hack on ZSNES 1.51:



This and the other error,
in Bowser's diary,

may be the only ones left in this late beta version of your game.

Otherwise, this game is practically flawless. I'd give it a 9.9/10.

JUST shy of absolute perfection. Close enough to be rated "best hack EVER" by Yours Truly.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Quote
Here's a redundancy error I stumbled across while playing your hack on ZSNES 1.51


rofl

ZSNES is not a very accurate SNES emulator. Even if people still use it, knowing about the whole malware bug discovered a while ago, SMW Central no longer requires you to make your hack compatible with ZSNES, because of said malware bug and inaccuracy.
That redundancy error is the type which would still appear if the hack were played on a PSP using SNES9xTYL. I don't really know how to take screenshots on a PSP using SNES9xTYL though.

And, regarding that so-called "malware bug", I don't seem to have trouble with ZSNES in that sense. I have AVG 2015 Free edition, and it would've picked up such a bug. It didn't.

My laptop is still running fine.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Do you have a camera? Take a picture of the screen while you play the game, and ta da, you have a screenshot.

Regardless, what I said still applies. No one has to bend over and do a whole bunch of more unnecessary work to make their hacks more compatible with ZSNES.
That's good to know that if I decide to actually build a Birdo-based hack (the idea's been in the back of my head for a long time), I won't have to do a bunch of extra stuff just to make it run with an obsolete emulator.

Also, wonder where Yoshifanatic went? He hasn't posted anything in this thread in a long time.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Hey guys, its been a while since I was last on SMWCentral, and I decided I'd log in to wish you guys Merry Christmas/Happy Holidays! :)

Also, if you guys have been wondering what I've been up to, I've mostly been working on improving my ASM skills so I'll be able to implement a lot of cool things in my future SMW hacks. I'll show you guys what I've coded later, but for now, here is a screenshot showing a little bit of what I've done for my next hack:


While this screenshot mostly shows the graphical style I'm planning on using in my future hack in general, there is at least two major things going on in this screenshot that I've coded that can't really be seen from a static image. As for the graphical style itself, I've mostly taken graphics I've been using in my previous hacks and spruced them up to make them feel fresh. Here is a few more sprites if you want to see more:



The majority of the things I've done so far are things that will add more possibilities to the gameplay or make things easier on myself so I can do the former, so don't expect to see that many flashy effects when I decide to show this stuff off. At least one of those things I coded is a thing that will affect how the entire hack will be designed, so look forward to seeing it. :)


As for YSQ V1.3.1, at the moment, I don't see much issue with it being a beta for the time being as it's pretty much complete at this time aside from whatever tweaks I have to make. I decided I'm not going to start my final beta tests until a few more people give feedback on the various aspects of YSQ as I don't want a repeat of what happened with V1.3 where my beta testers didn't give much feedback overall (particularly on the level design). So far, only two people have been giving me plenty of feedback (xirtamehtsitahw and smwforever45) so it'd be nice if more people had any feedback to give about YSQ. I want YSQ to be the best it can be, so I'm not going to rush it.


Also, xirtamehtsitahw, I've fixed all the spelling and grammar errors you pointed out, except for the "redundancy error", since that message box would sound kind of weird if I removed the part that I'm assuming you felt was redundant (which I think was "All the bosses so far have been from other games!" Ironically, that message had a much worse one in V1.3 but I got rid of in V1.3.1 (I listed all the bosses that had been fought up to that point. I realized that wasn't necessary so I got rid of it). In addition, I fixed another minor bug in YSQ, which was that the blocks that make Yoshi jump on his own during the credits and during
the "kaizo trap" at the end of The Not Scary House
didn't make him display his jumping pose. That was because the block didn't store 0X0B to RAM address $7E0072, which tells the game that Yoshi is in the air because he jumped (and also is used to display his jumping frame).

Also, as for the conversation you and Mayrio had about emulator compatibility, my stance on that is that I'm more concerned with my hacks working on a real SNES. If something I do doesn't work in ZSNES or SNES9x, that's not my problem. That said, with the exception of the MSU-1, it's much harder to break SNES9x compared to ZSNES so it's unlikely anything I do will make my hacks not work in SNES9x (and I'll have a compromise in the case of the MSU-1, like I did for YSQ where it's completely optional).

And speaking of the MSU-1, did you guys know that MSU-1 hacks won't get accepted to the hack section? If you didn't, then you can probably guess how I felt when I read this thread 2 months ago and found out about that from one of Alcaro's replies since YSQ uses the MSU-1: "Hacks that use MSU-1?" I'm not too thrilled about that and I'm not going to sacrifice being able to update YSQ's submission page over an optional minor feature. I'm not sure what I'm going to do, but I'll likely not include the MSU-1 files if the MSU-1 hacks still won't get accepted just so I don't have to deal with this (though I will give them out if anyone asks for them). Then again, I heard that BSNES V096 doesn't need a .bml to activate the MSU-1, so maybe that will help alleviate one of the bigger issues with supporting the MSU-1? I don't know.

Anyway, that's all I have to say for now. I'll see you guys later. :)
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
I gotta post in here just to say that those sprites look great! That baby Yoshi is also totally adorable. The texture on the pipes "body" look very repetitive, though. It looks like 1 8x8 tile being repeated over and over. I guess it's all still a work in progress, though.

As for YSQ, I was playing it almost a year ago, but for some reason, I stopped around the level where red and green Yoshis lead you through a forest. Can't remember why I stopped, because I thought it was fairly well-designed from what I played. I'll get back to it again when I can.
Hey, I just wanted to tell you that I've been playing this hack and while I've only gotten through two levels, I'm really liking it! One of the things I like the most about it is its music. Would you happen to have a list of the tracks used in the game?
Originally posted by yoshifanatic




Wow, makes me think Yoshi's Island mixed with What A Blast.
Sure I like the new graphic style, but the background still kinda stands out (but it hasn't been changed yet, so...).

Also yay, TheIncredibleCowDestroyer's back...
Hey guys, just wanted to let you guys know that I've updated the V1.3.1 Beta to version 4.1, which you can get here:

Link

Here is what has changed:

- Fixed a minor bug where Yoshi uses his falling frame instead of his jumping frame when he jumps on his own.

- Made some tweaks to Misty Mines

- Fixed a bug in Castle Crush where the grinders would pass through the ceiling instead of being destroyed.


Also, the typos xirtamehtsitahw pointed out have technically been fixed. I say technically because they're fixed in the message files, but I forgot to actually reapply the VWF dialogues patch. They'll be fixed in game in the final version though.

This update was actually made over a month ago, but I wanted to see if anyone would notice. It doesn't surprise me that nobody noticed. XD


Anyway, besides the minor tweaks, I haven't been working on YSQ or even my next hack all that much. I've mostly been taking a break. However, I did just start working again on the coding for my next hack. As I mentioned in my C3 thread back in January, I'm working with the SMW source code to make my next hack. By doing this, I'll be able to do stuff like heavily optimizing SMW's engine to speed it up, implementing things that would be hard to do normally (like converting many of SMW's sprites to be dynamic), or simply make SMW more customizable for my wants.

At the moment, I'm attempting to convert minor extended, smoke, spinning coin, score, and bounce sprites into extended sprites. The idea being that by doing this, I can have more of these types of sprites on screen at a time as needed as they're all sharing the same sprite slots. This also means I can remove some redundant routines to free up ROM space, speed up some routines since the game no longer needs to differentiate between these sprites, and potentially fix bugs like the fact that smoke sprites don't track the high byte of their position and the infamous turn block glitch seen in Star World 1. Once they're all converted, I'll then increase the number of extended sprite slots to around 30-40 (40 is how many slots all these sprites have combined). However, in order to reduce the chances of the sprite slots all filling up, I'll likely tweak a few things or design my levels in a way where it's unlikely to happen.


Also, would anyone be willing to help me out with the custom graphics for my next hack? The graphics editing was the main reason why it took so long for me to release V1.3.1 Beta 1 and it's discouraging me from working on my next hack. I'd rather be working on the coding as that's more interesting in my opinion.

To anyone that wants to help, here is a few things I have to say:

- I'll give credit, of course. You're also free to use these graphics in your own hack if you'd like.

- The graphics must be in the same style I was going for. The style and the palettes can be tweaked a bit though if necessary, but you should tell me when you do.

- You can draw extra animation frames for the SMW sprites, such as giving the koopas 2 new walking frames. Since I'm converting SMW's sprites to be dynamic, I can give SMW's sprites as any animation frames as I want. However, I'd prefer it if the remaining sprites were converted first and the ones I did potentially get polished up first before making new animation frames.

- The foreground graphics need to be converted in addition to the sprites. The background graphics are optional.

PM me if you're interested in helping out.


Anyway, that's it for now.

Originally posted by UTF
I gotta post in here just to say that those sprites look great! That baby Yoshi is also totally adorable. The texture on the pipes "body" look very repetitive, though. It looks like 1 8x8 tile being repeated over and over. I guess it's all still a work in progress, though.

As for YSQ, I was playing it almost a year ago, but for some reason, I stopped around the level where red and green Yoshis lead you through a forest. Can't remember why I stopped, because I thought it was fairly well-designed from what I played. I'll get back to it again when I can.


Thanks. :) As for the pipes, the YI pipes were hard to convert into this style. This result was was my best attempt at it. I'd rather not use another 8x8 tile for the pipes though, but maybe it'd be possible to make it look less repetitive?

Also, it's been a few months since you posted, so did you ever get back to playing YSQ? If you have and you got any feedback, let me know.

Originally posted by TheIncredibleCowDestroyer
Hey, I just wanted to tell you that I've been playing this hack and while I've only gotten through two levels, I'm really liking it! One of the things I like the most about it is its music. Would you happen to have a list of the tracks used in the game?


I'm glad to hear that! :)

As for the music list, I sent you a PM earlier that lists every song used in V1.3.1 of YSQ and the songs that are only present in V1.3.


Originally posted by levelengine
Wow, makes me think Yoshi's Island mixed with What A Blast.
Sure I like the new graphic style, but the background still kinda stands out (but it hasn't been changed yet, so...).

Also yay, TheIncredibleCowDestroyer's back...


Thanks. :)

I've been working on this style on and off since V1.3 was being beta tested and I'm pretty happy with how its turned out. Incidentally, I don't see this style very much in SMW hacks that use non-ripped custom graphics with What A Blast being the only exception I can think of. Most non-ripped custom graphics I see used tend to be similar in style, such as graphics styled after SMW or graphics that use outlines in general. That's not to say that those styles are bad, but it'd be nice if I saw other graphic styles being used more often.

In my opinion, this style is interesting because the lack of outlines allow more room for detail and the hue shifted palettes allow me to do more with fewer colors. However, because of the lack of outlines, color contrast is more important in order for the sprites to not blend in with the background or with itself.

Also, yeah, I haven't touched the BG. I'm likely not going to be using the SMW BGs when I start designing levels.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Hey guys, I've been working on YSQ a bit these past two days, and I've got another minor update for you guys:

YSQ V1.3.1 Beta 4.2

For the most part, this update fixes a bunch of minor bugs with the Yoshi ASM and makes some changes to the final boss. More specifically:


- Fixed a minor bug where Yoshi would show his running frames for a few frames after doing a sprint jump. He now instantly shows his sprint jump frame when he does a sprint jump.

- Fixed a minor bug where Yoshi could turn around while he is preparing to do a ground pound.

- Reduced the ground pound delay from 8 to 6 frames. This may help make the delay more consistent with the one in YI.

- Updated the Yoshi Presents logo to say "Yoshifanatic Presents".

- Modified
Evil Yoshifanatic's
animations a bit during the second phase of the final battle.
+ He now bobs up and down a bit during all times except when he dies, he is appearing, and when he is doing his stun attack
+ When he does his stun attack, he stops bobbing, then when his eyes stop flashing, he instantly strikes the ground with his body, then rises back up to the height he was at previously.
+ When he does his reverse controls attack, a somewhat flashing, transparent purple gradient appears on the top and bottom of the screen instead of the background turning purple.
+ When he does his lightning attack, the background flashes now much like it would when the thunder generator is in effect.

- Buffed
Evil Yoshifanatic's
stun attack. He can now stun you longer if you don't jump when he strikes the ground with his fat butt, making it much more likely you'll get hit by an enemy. Also made it so that the ground shakes longer and it plays an explosion sound when he hits the ground to make it seem more powerful.

- Updated the shading on
fat Yoshi's
belly because it wasn't shaded very well before.

- Reapplied VWF.asm, so that all the typos that were meant to be fixed in Beta 4.1 are now fixed.

- Fixed a minor bug where you could hear the egg picking up sound if you tried to pick up an egg while Yoshi is stunned.

- Fixed a bug where Yoshi would not get unstunned upon taking damage.

- Fixed a bug where Yoshi would get hurt if he tried to ground pound
Evil Yoshifanatic
during
the first phase of his second battle
. He now also takes double damage if you ground pound him.

- Added even more inside jokes to the list found in one message box (I sure got a lot of them, don't I? :P)


And that's pretty much it.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
I'll take a look at this beta 4.2 later.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed




YF, your game is one of the best and most fun games I have ever had the pleasure of playing. The latest patch I played was already so well-polished that it stands head and shoulders above anything Nintendo published in the 16-bit era.

However, you're of the type that is NEVER satisfied until true perfection is achieved. You've pretty much achieved gaming Nirvana with this masterpiece. If I were a GameInformer editor, I would definitely give this game a 10.

I highly doubt this game can get any better, as it is already perfect in pretty much every way. If you tried to improve it any further, you may end up falling prey to the old saw, "if it ain't broke, don't fix it".

I will definitely try this "new and improved" patch as soon as I get the necessary tools to patch a SMW rom.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by ForthRightMC
I'll take a look at this beta 4.2 later.


It's been a while since you last posted, so have you checked out the latest beta? If so, what did you think?

Originally posted by davidsk8
*insert pictures here of a Japanese YSQ cartridge*
Those are pretty cool! :) Did you make those yourself or did you simply find those pictures and you wanted to show them to me?

Originally posted by xirtamehtsitahw
YF, your game is one of the best and most fun games I have ever had the pleasure of playing. The latest patch I played was already so well-polished that it stands head and shoulders above anything Nintendo published in the 16-bit era.

However, you're of the type that is NEVER satisfied until true perfection is achieved. You've pretty much achieved gaming Nirvana with this masterpiece. If I were a GameInformer editor, I would definitely give this game a 10.

I highly doubt this game can get any better, as it is already perfect in pretty much every way. If you tried to improve it any further, you may end up falling prey to the old saw, "if it ain't broke, don't fix it".

I will definitely try this "new and improved" patch as soon as I get the necessary tools to patch a SMW rom.


You're making me blush again. XD


Also, at this point, similar to what you said, I don't think there is much I'd be able to do to make YSQ even better either. XD Unless there are happens to be a major bug nobody has found yet, it's pretty much done. However, I'm going to give others some time to play around with the latest version to look for bugs before I begin my final beta test. If nothing comes up, I'll likely start sometime in June.

By the way, I made a few more tiny changes to the ROM after posting the update. Specifically:

- I reverted the initial ground pound delay change so now it's 8 frames again. However, in its place, I reduced the time Yoshi spends spinning in the air by 2 frames. Doing that allows the ground pound to come out faster without having to reduce the initial delay.

- I made the a contact graphic appear when Yoshi pounds the ground with a ground pound, similar to in Yoshi's Island. It's not very noticeable though, because Yoshi ends up covering it and it doesn't stay on screen for very long.

- I made an optimization for the code where Yoshi spits something out. A lot of the code for spitting something sideways and spitting upwards was identical, so I just moved a lot of the shared code to before the check to see which direction Yoshi is spitting.

These changes will apply either in the next beta or the final version of V1.3.1.


Also, what did you think of the graphical improvements I made on the final boss (assuming you've checked it out by now)? Besides the bug fixes and tweaks, that was the main thing the latest update brought.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.

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