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.
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!
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
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3
/ V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server
: A place for fans of my stuff and/or Yoshi to chat with others.