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

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Originally posted by ChrisSEMA
Nice information, i like it to see, that your hack is running about SNES. #ab{:)} Much time has passed, since I played Yoshi's Strange Quest at first time. Give it now 5 Yoshi coins in each level?

Originally posted by yoshifanatic


- I have never seen that happen before and nobody has told me that before. By chance, did that happen in "Impassible? Cavern"?


At Dragon's Den, the dragon can do it, if i fly with Yoshi (but it worked not always, with and without key, and i know not, how and why).

Screenshot:


Believe it or not, but when I posted that picture of YSQ on my TV, there was a conflict with AddmusicK and Lunar Magic's FastROM patch, where the sound engine would randomly glitch up whenever the current song was changed, which would make the game unplayable on the SNES. However, that glitch has been fixed now, so I was able to actually do a test run of YSQ that I've been wanting to do since I first got that flash cart. I'm at world 5 now, and I haven't encountered any game breaking bugs yet while playing it on the SNES (although there were some bugs that I found and fixed as well as a few places that I found to be way too hard that I made easier). Also, yes, every level in YSQ, except for switch palaces, has 5 Yoshi coins in it (which totals out to 335 Yoshi coins spread out across 67 levels). The status screen that is accessible on the overworld will come in handy for keeping track of which levels you haven't found all the Yoshi coins in yet:


If you can find and collect every Yoshi coin, then a Yoshi coin will appear on the status screen to indicate that you found them all (and something will be unlocked). Anyone that can make that Yoshi coin appear on the status screen without using any kind of emulator tools, like savestates or cheat codes deserves a trophy for their amazing platformer skills, dedication, and patience. That's not to say that getting them all is nearly impossible without tools. It's just that you have to get really good at using Yoshi's abilities to get some of them, as well as being able to survive long enough in the level to get all five in the level (since dying will reset the number of Yoshi coins you have in that level to 0, unless you found all 5).

As for the other thing you mentioned, I think that might be because the dragon is an object on Layer 2? I actually noticed something similar when I was checking out the level Castle Crush after I finished decorating it. I noticed that if Yoshi is crushed by the wall spikes, instead of dying, he just falls through the floor very quickly. I'm not sure how to fix this, though.


Originally posted by iBeare
This hack is unique and stands out from all the others. I can see this having some lots of popularity after the release. Heck, maybe several lets-plays will be made! You have put plenty of time and effort into this. You shall be known as the 'Golden Hacker' to me.#smw{:TUP:}


Aww. Thanks! ^_^ I'm doing my best to make YSQ as good as it can be. Given all the work I've put into this hack over the years, I'll be interested in seeing what the reception is for YSQ. Hopefully, it will live up to the expectations that everyone following YSQ's progress has. ^_^ Speaking of LPs, once YSQ is finished, I'll be sure to check out any LPs people do of YSQ. It will be interesting to see how people play the new levels, how people react to my jokes and the humor I put in YSQ (particularly the newer jokes and humor), etc. I know that there are a few people that want to do an LP of YSQ V1.3 some time after it's released (such as a few of my friends, such as Yoshondue and UltraDragonYoshi and a couple of LPers who LPed V1.2, like SMClevelengine), but other than that, I do plan on asking a couple of LPers on Youtube if they'd be interested in LPing YSQ V1.3 (one of whom is my favorite LPer on Youtube, while the other two are people who did an LP of my previous hack, MSQ, that I enjoyed watching and they enjoyed playing).


Also, I've been making some pretty good progress on YSQ these past few days. Here's a couple of things I've been doing in YSQ:

- That list I wrote of all the things I have to do in YSQ is now down to 63 things (It was 73 things previously)

- While I was doing a quick playthrough of YSQ on my SNES, I noticed that that strange bug where Yoshi would sometimes start at the midpoint of a level that he hadn't been to before had not actually been fixed (and was actually even worse than before, since it happened in more levels and the Yoshi coin counter was affected as well, so Yoshi would sometimes start the level with all 5 Yoshi coins collected). I think I might have been occurring because of the blocks I was using that changed the value at RAM address $13BF (which is the level number of the level you entered from the overworld) in order to change what messages would get displayed. I'm guessing that that address is involved when Yoshi touches a midpoint or collects all 5 Yoshi coins in a level, which is why this glitch was happening, so I made it so that my messages now look at a freeRAM address, whose value is affected by the custom block I made, to determine what messages to display. Hopefully, this glitch is fixed now.

- I was testing out the status screen patch today, in order to make sure that everything worked correctly, and I noticed that there are actually 100 exits in YSQ rather than the 99 that I thought initially. Since I didn't want to remove an exit just so that the exit counter in the status bar wouldn't display garbage if the player got 100 exits (it would have been hard to decide what exit to remove as well), I just wrote a simple patch to fix the problem (which is my first actual ASM patch. ^_^ ) Now, if you find every exit in YSQ, a star will appear on the status bar to indicate that you found every exit:



- For Mirror Ghost House 2, as this level is quite a lot harder than the original Mirror Ghost House in MSQ (actually, it's probably one of the hardest levels in YSQ period.), I decided to make it easier by creating a sprite that is basically a reflection of Yoshi in the mirror:



If I can get it to work right (which is proving to be very hard, since I can't figure out how to make it so that it's Y position on screen is the opposite of where Yoshi is when Yoshi is rising or falling,), then it will make this level significantly easier, since it will be much easier to tell where Yoshi is in relation to the platforms.

- As I mention in my post signature. I'd really appreciate it if someone who was good with ASM was willing to create a boss sprite for me. If anyone is interested and knows how to code a boss, then PM me and I'll tell you about the boss I had in mind.
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. Since YSQ has been getting closer and closer to being done, I've been generally more motivated to work on it. As I've been making some good progress on it lately, I wanted to post another update, so I hope you guys enjoy this update. :)

- So far, my list of things to do in YSQ is now down to 43 things, which is about half the number of things that the list originally started with.

- One thing I've decided to do lately is that I'm going to make it so that every level, except for Yoshi's New Home, is going to have a set of invisible 1-up checkpoints hidden somewhere in the level (which is a set of 4 invisible objects that cause a 1-up to appear if you touch them in order). These 1-up checkpoints are going to be hidden in areas that you wouldn't think to go to or seem pointless to go to so you'd have to search every little nook and cranny of each level to find them all. I figured it would make the levels a bit more interesting, since it would be a little secret hidden in each level that you'd have to think outside the box in order to find. However, much like scenario rooms, error message rooms, and normal bonus rooms, I don't consider finding these checkpoints part of 100% completion, since YSQ doesn't keep track of which levels you've found them in (and it would be kind of mean to do so, because you'd probably need a guide to find a lot of them). However, one tip I can give to the people that want to find them is that if you find yourself jumping down random pits that don't have some kind of indication as being safe (such as the presence of a coin guide or a nearby spot that allows you to see what is at the bottom of the pit), then you're doing it wrong.

- I messed around a bit with the code for Yoshi's idle animation, and I managed to figure out how to make it so that Yoshi's idle animation is more random, like how it is in YI. Rather than alternating between looking behind him and scratching his nose, he now randomly picks 1 of 3 animations whenever he finishes with his current animation. He'll either scratch his nose, look behind him, or march in place. As there were no animation frames of Yoshi marching in place in the ALLGFX file that came with the Yoshi Player Patch, I had to draw them myself. Here's a .gif showing this animation (which animated a bit faster than how fast Yoshi animates in game):



By the way, I'm not really sure how to fix the cutoff on Yoshi's nose, as I don't know how to create a custom extended tile that will appear during the frames where Yoshi leans a bit forward.

- Speaking of animation frames, I figured out how to modify Yoshi's tilemap recently. I reorganized Yoshi's tiles in GFX32, so that not only did I save a good amount of space getting rid of the redundant frames (Yoshi's non-extended tiles take up 4 pages instead of 6 for starters), but I was able to give Yoshi some different poses or facial expressions for different animation frames, especially for when he has something in his mouth. Here's a spreadsheet showing most of the new animation frames:


In order from left to right, first row: kicking; running jump, bouncing on springboard, launched out of sloped pipe; sprinting; flutter jumping (this is the extra frame I added earlier to his flutter jump animation); sliding down hill, ground pounding.

The second row has all 5 frames of his marching in place animation.

The rest of the rows have most of his new frames for when he has something in his mouth. In all cases, he makes the same facial expression as he did when he did the same thing when he had nothing in his mouth, except that his mouth is always closed and his cheeks are puffed out. If you're wondering what he looked like previously, Yoshi always used the face used in the very last frame shown on this spreadsheet for all his poses, except for when he was looking up or facing the screen.

Also, I drew up some frames for Yoshi's idle animations for when he has something in his mouth, but whether or not I'll be able to actually make it so that Yoshi has an idle animation while he has something in his mouth will depend on whether or not there are enough unused poses in the game.

- I was recently tinkering around a bit with Yoshi's egg throwing ASM, since I wanted to see if I could add the ability to toggle between patient and hasty throwing just like in YI. I did figure out how to make it so that you have to hold the button down to aim and release it to throw, but there is one problem. Yoshi is unable to flutter jump if you're holding down the A button, which feels really awkward at times. I have yet to figure out how to fix that. I also haven't figured out how you'll be able to toggle between the two throwing styles (If I can figure this out, I'll probably will make it so that pressing the R button while on the overworld will change how Yoshi throws eggs).

- I recently had an idea for the areas in YSQ that are entirely underwater. I decided that, rather than coloring everything blue, blue-green, and/or purple (or other colors in special cases) in order to make the area look like it's underwater, I decided to just tint everything in the level (except for Yoshi, since editing his palette is much more difficult to do) blue (or a different color in special cases). I think it looks better that way. Plus, I was able to give some levels like Apple Woods a more "normal" palette, since I didn't have to color the FG and BG aquatic colors in order to make it look like the level is underwater. Here's a few examples:

Rip Van Castle


Key Lake


S.S.Sunk


Forest Access


Apple Woods


Chocolate Lake


Giant Chasm



In addition, I did something similar to a few areas. For example, I darkened the sprite colors in Nightmare Forest to match the lighting in that level, and I darkened the FG and sprite palettes in the entrance area of Chuck's Locker Room to create a sunset lighting effect:



- I've made a bit more progress on the levels I was planning on adding onto or redoing, which are Space Voyage 2 and Giant Chasm (I haven't made any progress on Tiger Path or the other level that I still have to finish lately). I'll show you guys some progress I've been making with them.


For Giant Chasm, cstutor89 mentioned in his LP of YSQ V1.2 that this level's palette made it look kind of like a sewer (fun fact, this color scheme was picked randomly when I was first making this level. I didn't even realize that the color scheme fit very well for this level (given what its gimmick is) until cstutor89 mentioned it. This isn't the only time where some of the design choices I made in this hack were pretty clever in hindsight). I decided to build upon that idea a bit more by adding broken up sewer pipes in this level. In addition, I'm also going to take more advantage of the gimmick this level has, such as by adding rocks that "float" on water that block access to certain areas depending on whether you reached the halfway point or not, as well as making it so that lava is cooled down and turned to stone during the second half, so it will be safe to walk on.


For Space Voyage 2, I didn't like the original second half of the level (which was that autoscrolling section with all the tricky jumps in it), given how short it was compared to the rest of the level. I decided to make a completely new section that will serve as the new second half of this level. I'm not going to say much about this area, as I'm just going to let the screenshot speak for itself:




That's about it for what I had to say. Hope you guys enjoyed this update. :)
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.
Yoshifanatic i like how you got back working on your hack. To fix the cutoff of the nose you could use Ladida's 32x32 patch or i can redraw the animation frames for you just send me the gfx file. Anyway the hack looks awesome!#smw{:TUP:}
Long time no see, Nice to see that this is nearly at its final stages ^_^
Unwarranted bump. Will reopen on author's request.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Hey guys. It's been a while since I last posted an update for YSQ, so I decided to post another update to keep you guys up to date about YSQ's progress.


- As of right now, there are 26 on my list of things left to do in YSQ. Admittedly, YSQ is actually much closer to being finished than that number may suggest, because many of those things are minor things or major things that are close to being done.

- There's only one level remaining to finish in YSQ, which is coincidentally the final level in YSQ. That level is also mostly finished as well (although the boss at the end of it and the ending sequence that follows are counted separately, meaning that I'll be posting the final YSQ level video once the areas before the boss are done).

- I recently came up with a backup idea for the one boss that's not finished yet in YSQ, where I'd use what little ASM knowledge I have to make it. Surprisingly, I was able to do a lot more with it than I originally thought I would, such as giving the boss 6 different attacks (two it always uses where it spawns enemies and 4 that it begins using as its HP drops), an intro sequence, and a death sequence. It probably helps that I coded this boss entirely through levelASM and 7 custom blocks rather than try to make it into a custom sprite. I'm not going to say what this boss is, but you'll probably figure out which one it is if you play the final version of YSQ because:
1). The boss's graphics are drawn in the same style I do my drawings in on deviantART and FurAffinity, and it's the only boss that doesn't use graphics ripped from other games or slightly tweaked graphics.
2). It's the only non-sprite boss in YSQ that attacks you (the Devil Dragon and its cousin, Demon Dragon, only chase you).

Also, someone did take up my offer mentioned in the description to make a boss for me. If he does go through with this, then I'll make this backup boss serve as a part two to this battle (and I'll do something nice for this person). If not, I'll probably be able to use the backup boss as a stand alone boss (though I'll need to tweak one of the cutscenes involving this boss so it makes sense within context), although this backup boss doesn't fight at all like how I want the boss I requested to fight, so it would be better if I had the boss I requested.

- Aside from that one boss and the final level, other things I have to do include:
1). Finishing the manual
2). Testing out the quality of the YSQ cartridge sticker when printed out (unless someone with a U.S. SNES cartridge and a color printer would like to help out).
3). Making sure that every level has a set of 1-up checkpoints, and every level either has 5 or 0 Yoshi coins in it.
4). Re-record the title screen demo
5). Finish the ending sequence
6). Report everything to a clean copy of SMW.
7). Add bonus rooms to more levels
8). Search for glitches and tweak the annoying spots to make them more reasonable
9). Optimize the resources I'm using to save ROM space (I'm seriously starting to run low in the expanded area of the ROM. I'm probably going to have to start overwriting unused parts of the first 512K of the ROM, such as the area that the original game's message text is stored and the castle destruction cutscene data, in order to fit everything in 4MB).
10). Lots of other minor stuff

- I recently was playing through YSQ, mostly to search for bugs or spots where I'd need to tweak the level design. It took me over 11 hours, according to the in-game timer:



Now, I didn't test every single little thing in YSQ, such as several bonus rooms, and I generally didn't collect the Yoshi coins, so that time is a bit off from how long it would take me to fully test everything (plus, I used savestates so I could easily get back to where I left off after I fixed a bug I found, so that time is definitely lower than if I didn't use savestates), but even then, I imagine that the total time it would take to test absolutely everything in YSQ (according to the in-game timer) would be maybe 11 1/2 to 12 1/2 hours. This means that I've met one of my goals for YSQ from the beginning, which was that I wanted YSQ to be a longer game than MSQ (which took me 6 hours to test everything), that took at least 10 hours to 100% if you play it normally without dying a lot.

- Yesterday, I added a QPMAMASPTIWAHFYC section to the readme (in case you don't know, QPMAMASPTIWAHFYC stands for "Questions People Might Ask Me At Some Point That I Will Answer Here For Your Convenience"), which answers a few questions that people might ask me about YSQ such as "What do I need to do to start playing your hack?" and "Can I use the graphics you used in YSQ?".

- Now, here's some pretty pictures for you guys to stare at:

(Note: I know that the tens digit of the lives counter uses the wrong palette, as well as the fact that the Yoshi on the right is missing a tile. I can't fix that until I port everything over to a new copy of SMW, because HuFlungDu's status bar editor will destroy YSQ if I try to use it on the copy I'm working on. Also, notice that the egg tile in the health counter is now a star. I reverted that change back, so people wouldn't think that that was an egg counter or something. I'm honestly not sure why I changed that tile to an egg tile in the first place. XD)



Yoshi presents.... uhhh.. this game! Yeah!

(That's a custom sprite I made myself for the title screen. It's just a random idea I had).











You'll be thanking me for this. Trust me.


(That's another custom sprite I made myself. It's basically a ghost that takes on the appearance like Yoshi and mirrors his movements in the mirror part of the level. This one change makes this level much, much easier, because now you can more easily tell where Yoshi is in relation to the platforms, which is especially handy during the vertical section, where everything on the right side of the screen is mirrored from how it appears on the left. This sprite does have a few minor glitches to it, such as the fact that it doesn't copy any of Yoshi's extended tiles or that it appears up from the bottom of the screen if you fall in the bottomless pit below, but it's not a big deal, and getting the darn thing to work properly in the first place was annoying enough as it was).







Quite a nice tileset, wouldn't you say? I wonder if I should release it on C3 so you guys could use it yourself? Nah.. that would be silly.



Giant Chasm 2.0 (Now featured in developmental snapshot 14w29b! Probably...)


There is no excuse now...

(I modified the level where Yoshi was walking to the store at the beginning of the game, so that it acts as a tutorial level. I added those Yoshi outlines into this level to show the player about most of Yoshi's basic abilities in case the player decided to skip reading all the message text in the Yoshi abilities tutorial message block in Yoshi's house. Even though these things are mentioned in the readme and the manual, I'm going to show the player how to do these abilities in game to prevent situations like these:

Having a hard time on this puzzle because the player didn't know that Yoshi could stick his tongue out upwards
Having no idea that Yoshi can flutter jump many times in the air
Blaming the game for things that are the player's fault

(Speaking of that last video, I have to wonder why this guy kept thinking that Yoshi was ground pounding on his own, when Yoshi only does it when you press down, or, even more ridiculous, how this guy failed to notice that Yoshi has a health bar despite rewinding back to the same spot several times that showed Yoshi clearly getting hit by an enemy, then getting annoyed because "Yoshi dies in one hit". I can't tell if this guy was either playing bad on purpose or he's that bad at SMW hacks).




Hey guys. I heard this rumor that Yoshifanatic was planning on getting permission from a few of his friends to include a few of their Yoshi OCs in YSQ as a cameo. I wonder if that's true?



Also, I found this picture on his photobucket account that shows an array of the Yoshi OC characters (both Yoshifanatic's and his friends) that's possibly going to be in YSQ. So, maybe it is true, then?





These level layout mechanics are bugged!


Also, here's a few screenshots for things that I kind of consider spoilers, but I'm going to show them anyway for those that may be curious.






Here's a tileset I was ripping for YSQ during C3 from Aahhh! Real Monsters. I wasn't able to get it done in time for me to release it at C3 along with all the other graphics I released, but that's fine. I already had a lot of ExGFX to show anyway.



Be careful around the food in fattening plains or else this might happen...



This looks like a place my friend Yoshondue would love and... oh, he already found this place. Nevermind.



This is an idea that levelengine gave me during his LP of YSQ. Thanks levelengine!



What the heck is this madness?!



So yeah, that's about it for now. Given how close to being done YSQ is, I'm probably not going to post any more updates, aside from the one regarding the final YSQ level video. So, yeah, I hope you enjoyed this update for YSQ! :)
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.
This is looking great Yoshi Fanatic i'm exicted that this hack is almost done. Keep it Up!#smw{:TUP:}
@yoshifanatic, is the Yoshi Coin system based heavily on the Super Mario Advance 2 - Super Mario World Yoshi Coin system?
Zeldaboy14: Zelda64 Modder, n00b at SMW hacking, reporting and back from the dead of 9-13-2014. Happy near 10 years everyone! :3
@yoshifanatic Goodness gracious, I have two hacks to work on: FPI's The Second Reality Project 2 Reloaded and this hack. Anyways, keep up the good work. Also, the snapshot 14w29b joke: "What is this? Yoshi's Minecraft?"
Layout by piranhaplant.
Thinking about making a Rainbow Magic thread at the Media forum.
These are looking very nice indeed! I proably won't be able to play all of it, but I sure will give it a try. Also, nice idea with the easter eggs; we need more easter eggs in hacks! I'm planning to put something on mine. :3 Thanks for the inspiration!
Originally posted by Javier
This is looking great Yoshi Fanatic i'm exicted that this hack is almost done. Keep it Up!#smw{:TUP:}


Thank you. ^_^ It shouldn't be too much longer before the hack will be done.

Originally posted by Zeldaboy14
@yoshifanatic, is the Yoshi Coin system based heavily on the Super Mario Advance 2 - Super Mario World Yoshi Coin system?


Pretty much. The only differences between how it works in SMA2 and YSQ:
1). The Yoshi coins don't return once you've collected all 5 in one level on that save file, even if you find them all.
2). There is no cinematic that plays when you collect them all like in SMA2. The reward YSQ gives you isn't immediately obvious.

Originally posted by ToonLinkTheFairy
@yoshifanatic Goodness gracious, I have two hacks to work on: FPI's The Second Reality Project 2 Reloaded and this hack. Anyways, keep up the good work. Also, the snapshot 14w29b joke: "What is this? Yoshi's Minecraft?"


Well, given how slow of a worker I am, you'll probably finish with TSRP2R before I finish YSQ. XD But anyway, since you beta tested a previous version of YSQ a couple years ago, I'm guessing you'll do it again for V1.3? While I'm not officially asking for beta testers at the moment, I'll let you be a beta tester again if you want, since you've done it in the past (this applies to the others who helped beta test previous versions of YSQ as well. Also, I'm probably not going to cap the maximum number of people this time around, so those of you that really really want to do it will be able to regardless of how many others are doing it as well.)


Originally posted by S.R.H.
These are looking very nice indeed! I proably won't be able to play all of it, but I sure will give it a try. Also, nice idea with the easter eggs; we need more easter eggs in hacks! I'm planning to put something on mine. :3 Thanks for the inspiration!


When the final version is out, it shouldn't be too hard to play through the majority of the game. The difficulty will be in the normal range for the most part (aside from perhaps maybe a few levels that are easier/harder than those that are around it or the castle levels which are generally harder than the level that comes after it) up until you get to the last few levels/special world which are going to be pretty hard. It will definitely be worth checking out either way.

As for the easter eggs, I agree that there should be more in hacks. I've only seen a handful of hacks that have easter eggs in them. That's actually one thing I like doing when I'm making these hacks. I like to add all these little details or surprises here and there for the player to find or notice (like the fact that you can change the station on Yoshi's radio, the fact that I tried to anticipate what the player might try to do in some situations and provide a funny message if the player does that action, or the fact that Yoshi isn't too fond of disgusting situations, so he tends to lose his appetite in those situations, which means he is unable to use his tongue). Plus, I've put a lot of thought into a bunch of things in YSQ. Seemingly random things that the characters say or was said in a message box may be referenced later on or are a reference to something, the fact that there is sometimes and in-game explanation for some things that may not make sense at first (such as how Yoshi just happens to know which eggs are his, yet still fall for the fake egg that was in his path), or even some seemingly random song I choose to play in specific area might have some sort of reason for it (the song I picked for Scenario room 3 being a great example). It's one of the things that keeps me interested in SMW hacking (that, and the fact that I want to make games for a living, and I enjoy coming up with ideas for my games and figuring out a way to bring those ideas to life despite whatever limitations I might face).


Also, just a minor update on YSQ. I think I mentioned at some point that the game would autosave every time you moved on the overworld, but I had to revert that change because it was causing some strange glitches on the overworld. On submaps, Yoshi would glitch up for a split second, glitch graphics would appear, or the overworld sprites would act funny:


(Oh no. Yoshi turned into two floating eyes by his house. And a glitch blob is coming after him from the east!)

While on the main map, the camera position would be wrong for a split second:




I'm not sure if this was caused by a glitch with the autosave patch, or if it was caused because I'm using the SRAMExpand patch as well, but regardless, I fixed that by making it so that the player can press the L button to bring up the save prompt while on the overworld (though ironically, I still need the autosave patch for this change to work, albeit with one line of code commented out of the autosave patch). However, this one simple change made me have to make a few more changes to the game:

1). Because both the L and R buttons are now used for custom things, I made it possible to enter destroyed castles and fortresses by pressing the A,B,X, or Y buttons just like any other level instead of using the L and R buttons like before.
2). As a side effect from the change I did to make 1). possible, destroyed switch palaces can now be entered on the overworld with the A,B,X, or Y buttons as well. This also means that the switch palace room in Yoshi's New Home is no longer necessary.
3). Because of 2)., I can now have Yoshi coins in the switch palaces, so now all 71 levels have Yoshi coins in them.


Also, here's something I meant to show in my previous post, but forgot to (like I always seem to do. XD):



Why do I have a feeling that these Yoshis were playing Mario Party 9?

(Yeah, I gave the Yoshis in Yoshi Woods more animations to make them seem more alive than they do in V1.2. Most of them use the idle marching animation Yoshi uses, but a few have a slightly different version of that animation or a unique one. And like all the Yoshis you come across in the game, you can also talk to them, although they only say one of two different things).
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.
This hack is looking great and awesome! I can wait to play it! Anyway I think the glitch on the overworld might be the cause of some sprites not showing right or something. You might try to patch the autosave feature into a new rom if it doesn't glitch on there.
@yoshifanatic You can count on me. This time, I will be using bsnes when beta-testing, because rumor has it that most beta-testers use bsnes.
Layout by piranhaplant.
Thinking about making a Rainbow Magic thread at the Media forum.
Great update, we can see, that many changes since 1.2, and we like it #smw{;)}
Could it be? Is this the final YSQ level video?

Yep! I finally finished all the levels in YSQ, so I'm posting the last YSQ video as I said I would when all levels were done. :)

Besides that, here's a few minor things I have to say:

- At the moment, there are only 17 things left on my list of things to do, 8 major and 9 optional/things I can't do until later. Of the major things, the thing that has the least progress done for it is the manual.

- Yoshi now has idle animations for when he has something in his mouth, so he no longer stands perfectly still while he has something in his mouth. As a side effect to this change, Yoshi also no longer randomly appears to have his mouth full while a message is on screen.

- I'd really appreciate it if someone with a color printer and a U.S. SNES cartridge would help me out by printing out the cartridge sticker image I made for YSQ. I need to test out how it looks when it's printed out to the size of an actual SNES cartridge sticker. I'd save me some time and get YSQ done a little quicker (it's one of the things on my list to do) if one of you would be willing to help (I'll give credit to whoever helps).

- I'm using the dynamicZ patch now. It's most likely not going to get much use in YSQ, but it definitely will in any future SMW hacks I make. That patch makes several ideas I've had for those hacks possible.

So yeah, it shouldn't be much longer before YSQ is finally done. So look forward to it! :)

Originally posted by Javier
This hack is looking great and awesome! I can wait to play it! Anyway I think the glitch on the overworld might be the cause of some sprites not showing right or something. You might try to patch the autosave feature into a new rom if it doesn't glitch on there.


As I told you on Skype, the reason the sprites were glitching up was because of the autosave patch. I think it might have had something to do with the SRAMExpand patch, which is required for the status screen patch to work. But either way, I made it possible to save the game on the overworld by pressing L, so that should make up for the fact that the game no longer autosaves every time you move on the overworld.

Originally posted by ToonLinktheFairy
@yoshifanatic You can count on me. This time, I will be using bsnes when beta-testing, because rumor has it that most beta-testers use bsnes.


Ok then. :) I'm going to be testing YSQ on both ends of the extreme when I test it, first on ZSNES so I can easily find and fix bugs, and again on the SNES flash cart I have to test the patch and find any bugs that are exclusive to playing it on a real SNES/BSNES Accuracy. It will be good if others test it on SNES9X and BSNES compatibility/performance.

Originally posted by ChrisSEMA
Great update, we can see, that many changes since 1.2, and we like it #smw{;)}


Thank you. Hopefully, most of the changes and additions I've made to YSQ since V1.2 was released will make it a far better game than V1.2 was. We'll just have to wait and see once I finally finish V1.3. :)
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.
That's a very nice level you've got there! It looks really hard, but it has got a very nice usage of the flutter jumping ability.
I'm really glad that your hack is getting close to completion despite me giving up on the boss. Is there any update on the new one? Or are you going to use the backup boss? (again, i'm really sorry for the trouble i caused)
Hey guys, I have a minor little update for you guys. I finished the manual I said I was going to do for YSQ, which you can find here: Link (This link will only work up until YSQ is finished and uploaded to the waiting to be moderated section, since the manual will be included with the hack).

The manual may not be the most professional quality ever, but I tried to make it look as much as an actual SNES game manual as I could, even including things that would be found in an SNES game manual that are completely useless to anyone playing YSQ (who is honestly going to use the Notes Page?) or discussing things that I'm sure 99.9% of everyone who plays hacks like this would already know, but would be discussed in a real game manual (such as how to start the game and how to make Yoshi jump.) Plus, how many SMW hacks do you guys know of where the creator when out of his/her way to create a mock up SNES game manual for their hack (as well as a box art image and a cartridge sticker image)? I went out of my way to do this to not only make YSQ stand out more, but also out of love for the SNES, which is my all time favorite game system.

But yeah, even if you already know everything that that manual talks about, it might still be worth a read because, much like the Earthworm Jim 2 manual, there are jokes here and there that may or may not give you a few laughs. And speaking of other manuals, I took inspiration from three different SNES game manuals while making this, so if you've ever seen the SMW, YI, or Earthworm Jim 2 manuals, then you'll see the similarities between the YSQ manual and these 3 manuals (ex. Controls page is set up like it is in the YI one).


Also, unrelated to the manual, I'd like to thank Javier for testing out the YSQ sticker for me. :)


Originally posted by S.R.H.
That's a very nice level you've got there! It looks really hard, but it has got a very nice usage of the flutter jumping ability.


Thank you. ^_^ Also, yeah it is a bit tricky, although the reason for that, as I mentioned to MercuryPenny in a comment on that video, is because I wanted to make it harder for the player to get to the special world that early in the game. However, if I need to, I can swap its position on the OW with Ride of Doom (the easiest level on the Bizarre Isles submap) so that it can't be reached until World 3 where its difficulty would probably be more appropriate. Plus, one thing about that video is that while there are several ways to get past some of the obstacles, I only showed the way the player is meant to take if none of the other ways are possible given the circumstances. The most obvious alternate paths would be the paths that can be taken when the purple switch has been pressed, but there are others that involve using the enemies to get a boosted flutter jump off of them (doing a boosted flutter jump off the first koopa in the level will get you high enough above the gordos that you'll be able to get past them, and some of the bronto burts can be used to bypass some obstacles if you lead them somewhere before jumping on them). This is something that I've been getting better at doing, so a lot of the newer levels in YSQ will contain obstacles that have multiple ways of clearing them, with at least one way that can always be done.

Originally posted by Sakuya Izayoi
I'm really glad that your hack is getting close to completion despite me giving up on the boss. Is there any update on the new one? Or are you going to use the backup boss? (again, i'm really sorry for the trouble i caused)


It's alright that you weren't able to create that boss for me. I sometimes overestimate what I'm able to do (ex. Yoshi's Inside Story at the time I decided to start that hack), so don't feel bad that you did the same thing.

As for the boss, there hasn't been any updates to it, other than that nobody is willing to take my request at the moment, and that Javier wants to help find someone who will. If absolutely no one wants to do my request for a boss, then I'll see if I can come up with something for that first phase, since I recently decided that the backup boss would be kind of weird to use by itself. But, if I can't come up with anything for that first phase, then I'll just use the backup boss by itself, regardless of how weird it would be to use it by itself.

Also, if you're interested, since you already know about what kind of boss this is supposed to be since we discussed it, maybe I could show you this boss or its code over Skype so you can see what it's like?
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 really loved your demo, Yoshifanatic, and look forward to the full version of your hack with much anticipation.

In fact, it has inspired me to attempt my own Yoshi-themed hack, which will have a New Super Mario Bros. 2 feel to it (collect a million coins).

I would like to find a way to make it so that I could hijack the score counter to enable the collection of up to 9,999,999 coins (there is currently "only" a 6-digit coin counter).

I would also like to find a way to make it so I could collect up to 1,110 lives ("triple crown").

I haven't fully decided on what to call this massive undertaking yet, but Yoshi: Student of Super Mariology is a good working title, IMO.

I want this hack to have at least 200 exits (if possible).

I have 511 total sublevels to work with, and I may be able to squeeze all levels from Super Mario Bros., The Lost Levels, and Super Mario Bros. 3 into this hack.

However, there is going to be a bit of a difference here: ALL single-coin ? blocks will be replaced with multi-coin ? blocks. Dragon Coins will be worth 20 coins apiece (so that five would net you a 1 UP, which is traditionally worth 100 coins). All levels will contain SEVEN Dragon Coins, and most levels will have alternate exits (usually a Key/Keyhole combo).

Boom Boom enemies will be replaced with Chargin' Chucks (seems fitting, as both Boom Boom and Chuck require either three head stomps or five fireballs to kill).

To be fair, I will make Chuck immune to cape swipes (otherwise he'd die in ONE hit!).

This might be the single largest hack ever attempted by one person, but it won't be extremely difficult; the level layouts for all three games mentioned are available on the Web.

However, there will be EIGHTEEN separate worlds in this hack, which is quite possibly the largest number of worlds in a single hack.

In addition, this hack may very well also contain the largest number of exits anyone ever attempted to squeeze into a single hack.

The eighteen levels will be as follows:

World 1: SMB1 Worlds 1 & 2
World 2: SMB1 Worlds 3 & 4
World 3: SMB1 Worlds 5 & 6
World 4: SMB1 Worlds 7 & 8
World 5: TLL Worlds 1 & 2
World 6: TLL Worlds 3 & 4
World 7: TLL Worlds 5 & 6
World 8: TLL Worlds 7 & 8
World 9: TLL Worlds 9 & A
World 10: TLL Worlds B, C & D
World 11: SMB3 World 1
World 12: SMB3 World 2
World 13: SMB3 World 3
World 14: SMB3 World 4
World 15: SMB3 World 5
World 16: SMB3 World 6
World 17: SMB3 World 7
World 18: SMB3 World 8

There will be 194 levels in this game (if my calculation of the number of levels per Mario Bros. game is correct), far more than any other hack.

Of course, I could make it so that navigating from one world to another could be accomplished by a three-layer overworld.

The first layer would let you choose between the three Super Mario Bros games (all open at the beginning). The second layer would let you choose between the worlds of that game (only the first world of each is open when you start a new game). The third layer is the actual map screen of whatever world you chose.

In addition to the traditional layouts of all three games, there will be additional bonus rooms/enemies/secrets throughout.

I aim to use as many of the 511 sublevel screen groups available to me, in an attempt to create the single LARGEST hack EVER!

In other words, you won't want to blow through SMB1's 1-1 in only 30 seconds. Even it will have a few new surprises.
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 xirtamehtsitahw
*Gigantic Post*


I'm glad you enjoyed the current version. :)

As for the idea you have for a hack, what you're proposing at the moment sounds way too ambitious for a single person to do. For starters, unless you know ASM, you're likely not going to be able to have that many levels in a single hack, unless you either can figure out how to expand the maximum number of levels accessible from the OW and the number of events that can be triggered, or if you can figure out how to connect two separate hacks together (I'm guessing maybe the SRAM can be set up so it's shared between the two, maybe?). You'd need a lot of time and patience to be able to pull off everything you proposed.

Plus, while it might be an interesting idea to make a hack that adds NSMB2 mechanics to some of the older Mario games, remakes of other games are generally frowned upon. Instead of remaking levels from official Super Mario games and adding additional mechanics (which these levels weren't designed for originally), you could just make a hack that includes levels and worlds that are themed after those games with the levels built with the additional mechanics in mind. It would be a better idea in the long run.

I'm not saying that you shouldn't be ambitious when making a SMW hack, but you ought to rethink some of the ideas for your hack.
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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