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Yoshifanatic's ASM Showoff: Part 12 (Day 4)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2021 - Yoshifanatic's ASM Showoff: Part 12 (Day 4)
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Pages: « 1 2 3 » Link
Happy C3 guys! :)


For this C3, I'm not going to have quite as much to show off as I did last time, but this thread will still be jam packed with stuff by day 4. I also attempted to keep the text mountain more manageable, but there is still a lot of things I have to say. These past 6 months have been quite the journey, as those on my Discord server are likely already aware since they witnessed much of the madness for themselves. All sorts of interesting stuff happened with all the projects I did, like seeing glitch city from a different perspective, being sucked into elevators, putting a stop to the glitch banditos, having many nice days, falling into deadly ball pits, accidentally becoming a proctologist, giving rise to lord glitch, and much more.

Here are links to each day's post:
Day 1
Day 2
Day 3
Day 4

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Cutscene Revolution Patch






What happens when you give a bored madman a request? Magic happens.



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Mega Man 7 Disassembly


I've uncovered Dr. Wily's latest evil plan! Use this to help Mega Man fight for everlasting peace!



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Kirby's Dream Land 3 Disassembly


Kirby's coming right back at ya, for the SNES's last hoorah from Nintendo within it's lifespan.



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For tomorrow, I'll be posting a long overdue update to Mario & Yoshi's Strange Quests!

Click here to continue to Day 2's post

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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 (7/3/2021 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.
Damn.. nothing more to say... It's good
the cutscene patch looks like a real game changer, and it's always great to see disassemblies for quality SNES games being developed.

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NewPointless
The cutscene tool is so cool. It's just amazing #smw{O_O}
The Cutscene Revolution Patch stuns me. The SMA2 cutscenes are very well made for SMW. I suppose you'll hae more in store for us. Can you at least give us a hint for the next day? It can be small also. Your choice.
This is some cool stuff you have here! Of course, my brain is too small to understand some of it (particularly the disassemblies), but regardless I can tell you have done a lot of work here.

Also, as a big fan of YSQ, I'm really exited to see the M+YSQ update tomorrow!
Dang.. This is extremely impressive. Never would I have thought that we would get to see SMA2 cutscenes in Super Mario World and made it available for everyone to use too! I know from working with ASM (not very good at it obviously) that it can be tricky to make code use the least amount of external resources depending on what you're working with.

Excellent work on disassemblies too! It's great to have more game code disassembled and documented, especially for the future of hacking these games too!

Absolutely fantastic job! I'm looking forward to seeing what other awesome things you'll do!
Its pretty nice to see the sma4 cutscenes in smw good job #smw{:TUP:}

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This is my layout i plan on adding one soon

I have a discord server smwc users only


(Server is closed for now)
OMG, that's amazing dude. As a writer i love the way you can fortify the lore even more with a cutscene like this
MY HACKS
The Darkside
Super LSG World
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AUREUS TEAM
Oh wow, those cutscenes are ridiculously impressive.
Imagine how serious you could get about story in your hack, especially if it's compatible with the VWF dialogues!
- Signed, LuigiTime
I'm amazed how little external ASM resources this Cutscene patch uses. Fantastic job with these. And wow, didn't expect a Mega Man 7 disassembly. This Mega Man is easily on my top 3. Although many people don't like, I'm already fine with the physics and how "heavy" the game is compared to its NES predecessors. Also, Kirby Dream Land 3 is a gorgeous game and is in my top 10 Kirbys, I love the sidequest stuff they put in the game and the OST is amazing. I'm glad you gave a bit of attention and love to these games. They mean a lot to me. #smrpg{:3}
Amazing content looks very promising

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You are challenged by Champion Daisy!

LAYOUT FOOTER:
Super Mario Advance 2 in SNES SMW is real, looks pretty amazing so far!! #smw{:peace:}

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Kirbo was here
Please don't click here



WIP Hack:

I GOTTA DO WHAT SHOULD I HAVE DONE A LONG TIME AGO!! DIE WILY!!

Oh yeah, baby!!! You finally managed to disassemble one of the SNES Mega Man games? Pretty awesome! Also, the Cutscene Revolution patch is way beyond awesome.

Keep up, yoshifanatic!
Reporting for you for this year’s E3. Catch it on 6:00 PM PHT.
And so the Courier who had cheated death in the cemetery outside Goodsprings cheated death once again, and the Mojave wasteland was forever changed.
“Even if you personally are so dissatisfied with life that you want the world to end, surely the cruel reality is that it will continue on, unchanging. All the better for someone perfectly content, like me.”
Aya Shameimaru, Touhou Suzunaan ~ Forbidden Scrollery
Love the recreated cutscenes, it's great to see them at a bigger resolution than the GBA.
I feel like we are getting closer and closer to just taking all the SMA additions and stuffing them into SMW at this point thus creating the ultimate SMW experience.

I really like how faithful if not 100% accurate these cutscenes are to the GBA version. Really Impressive work Yoshifanatic! #smrpg{mlem}
That cutscenes patch rules! Very nice work. It's really great seeing the few nice additions to SMA2 incorporated into the better game.

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[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
Thanks for the support! ^_^

Originally posted by Rykon-V73
The Cutscene Revolution Patch stuns me. The SMA2 cutscenes are very well made for SMW. I suppose you'll hae more in store for us. Can you at least give us a hint for the next day? It can be small also. Your choice.


Thanks! ^_^ There are some differences with my re-creations and the original, but those can be explained by SNES/GBA hardware differences, SMW/SMA2 engine differences, stylistic choices (ex. Luigi's sprite), or because something would have been way too obnoxious to implement (ex. The bird's flight pattern in the exit cutscene).

Also, I already said what I'll be doing for day 2 at the bottom of the post. I'll be posting a new update for my SMW hack for the first time in 3 years.

Originally posted by LuigiTime
Oh wow, those cutscenes are ridiculously impressive.
Imagine how serious you could get about story in your hack, especially if it's compatible with the VWF dialogues!


Yeah. A lot of SMW hack cutscenes are usually not very dynamic looking. With a little bit of ASM knowledge, one could easily create some simple scripts to make some sprites move around. And compared to using UberASM to do this, this patch runs the cutscene code before anything else, which has the advantage of being able to run the cutscene completely isolated from anything else (which I did use for the Yoshi coin cutscene just to guarantee there would be no lag, even though it runs fine if the rest of the game mode code runs).

Also, it should be compatible with the VWF Dialogues patch, as I can't think of any reason why it wouldn't. It'd be especially useful with the V1.3 update I made of it (once its issues get fixed), because you can use the messageASM feature in tandem with this to sync up cutscene movements to dialogue.

Originally posted by Anorakun
I'm amazed how little external ASM resources this Cutscene patch uses. Fantastic job with these. And wow, didn't expect a Mega Man 7 disassembly. This Mega Man is easily on my top 3. Although many people don't like, I'm already fine with the physics and how "heavy" the game is compared to its NES predecessors. Also, Kirby Dream Land 3 is a gorgeous game and is in my top 10 Kirbys, I love the sidequest stuff they put in the game and the OST is amazing. I'm glad you gave a bit of attention and love to these games. They mean a lot to me. #smrpg{:3}


I'm surprised by how much stuff I was able to do with just some good usage of Lunar Magic's features. I initially thought I'd need to use DynamicZ and my custom player graphics routine from MYSQ to handle Luigi being on screen with Mario. Or that I'd have to figure out how to expand the overworld tilemap to handle those overworld intro scenes. But the solution I went with ended up being a lot simpler.

Originally posted by SimFan96
Dang.. This is extremely impressive. Never would I have thought that we would get to see SMA2 cutscenes in Super Mario World and made it available for everyone to use too! I know from working with ASM (not very good at it obviously) that it can be tricky to make code use the least amount of external resources depending on what you're working with.

Excellent work on disassemblies too! It's great to have more game code disassembled and documented, especially for the future of hacking these games too!

Absolutely fantastic job! I'm looking forward to seeing what other awesome things you'll do!


Like I said in response to the above post, I thought it was going to be a lot more complicated than it ended up being. Lunar Magic's ExAnimation feature was the MVP that allowed me to do stuff that would have otherwise required DynamicZ. Main reason I chose to minimize the use of external resources was because LadiesMan217's hack was really complicated and I was worried adding additional ASM resources to the ones he was already using would have caused both of us headaches. Of course, the final patch still did, but it wasn't too bad. XD

Also, I'm glad you like the disassemblies! I've got more to come this C3, and I'll be doing even more after C3. There are still plenty of SNES games that would be cool to have a disassembly of.

Also, I'm glad you like the disassemblies! There are more to come!

Originally posted by Minish Yoshi
This is some cool stuff you have here! Of course, my brain is too small to understand some of it (particularly the disassemblies), but regardless I can tell you have done a lot of work here.

Also, as a big fan of YSQ, I'm really exited to see the M+YSQ update tomorrow!


At least for the cutscenes, I have all the code for them commented. Even if you don't understand ASM, you'd be able to follow along with how I scripted these cutscenes if you want to see how they work.

Also, most of the changes I made to MYSQ in the new update are for MSQ, but YSQ did get some changes and improvements.

Originally posted by 1UPdudes
I feel like we are getting closer and closer to just taking all the SMA additions and stuffing them into SMW at this point thus creating the ultimate SMW experience.

I really like how faithful if not 100% accurate these cutscenes are to the GBA version. Really Impressive work Yoshifanatic! #smrpg{mlem}


I wonder what else there is to port over from SMA2 at this point? XD

Also, with these cutscenes, I'm pretty glad with how well they came out, especially the All Yoshi Coins one. To the casual observer of the original cutscene, one may get the impression that the coin deluge would be too much for the SNES to handle by itself at full speed. But, that wasn't an issue at all. The only thing the SNES couldn't handle was having 16 16x16 sprite tiles be drawn on the same scanline. That's why the coins look cutoff at times. It's not the usual sprite tile limits, but sprite overdraw. I couldn't slow down the spawning either, because then the music wouldn't sync up with the cutscene. Some sprite overdraw was the lesser of two evils in my opinion. XD

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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 (7/3/2021 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.
For some reason I'd never thought of the need for a flexible cutscene system like this. There just keep being areas to be a pioneer in! The SMA2 intro recreation is impressive and it's really generous of you to release it (even though obviously some ASM knowledge is needed).

And it almost goes without saying that I'm baffled by the disassemblies you keep churning out! Making one disassembly is a huge feat, but multiple each C3 I can barely wrap my head around. Kudos for all that dedication!

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One can really see you are a dedicated ASM-enthusiastic, yoshifanatic. Incredible work with the cutscenes - we really should have been taking into account to make more dynamic ones in our hacks, and you showed us that it is possible. About the disassemblies... now that's a huge load of work to do even one. Yet you manage several of them each C3. Awesome.

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Dream team (feed them, please):






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Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2021 - Yoshifanatic's ASM Showoff: Part 12 (Day 4)

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