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Yoshifanatic's ASM Showoff: Part 12 (Day 4)

ToolPatchSuper Mario WorldYoshi's IslandMisc. HackingDemoResource ReleaseVideo/TrailerScreenshots


Well this was... expected, yet unexpected. Very cool indeed! Can't imagine how you manage to amaze every C3!
Originally posted by WhiteYoshiEgg
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!


I'm surprised there hasn't been a patch like this, too. Technically, one could use UberASM for this, but my patch has some advantages. For example, the cutscene code runs before anything else in game mode 07, meaning it's possible to prevent non-cutscene code so you can dedicate nearly all of the SNES's processing time in a frame on cutscene code without SMW's engine potentially getting in the way.

As for the disassemblies, besides the fact I have a lot of free time, the main thing that has enabled me to do this was this disassembly script I wrote and this one as well. They're not perfect, but it allows me to generate code in the format I want it to be in. In addition, I don't try to fully document these games since that's the thing that takes the longest to do. I mainly focus on the hard/tedious part of getting the code/data in a readable format. Starting with KDL3, I also have attempted to make these disassemblies "edit friendly", where the game will still work even if the entire ROM's contents are shuffled around.

Originally posted by Major Flare
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.


I guess my nickname ought to be ASMFanatic, at this point. XD

As for the cutscenes, it'll be interesting seeing what people do with this going forward. Some simple cutscenes here and there can really help spice up a hack's presentation.

As for the disassemblies, you might be surprised by how quickly some of these were made. I tend average a week to do one, with the longest being 1 month (Yoshi's Island) and the shortest being 11 hours (a game I have yet to show). It helps that I don't try to fully document the games, just get the code/data in a readable format. I figure it's better to do it this way, since that's the hard/tedious part that I doubt many people are willing to do, but the documentation is something that can be handled by anyone with at least a little ASM programming knowledge that's willing to contribute.

Originally posted by Yoshimaster96
Well this was... expected, yet unexpected. Very cool indeed! Can't imagine how you manage to amaze every C3!


That's good to hear! ^_^ And there is still more to come, as MYSQ has a few more surprises in store. In fact, I implemented a new feature that I think you'll like quite a bit. :)
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 arguably the most interesting C3 thread I've seen thus far (at least to me personally), and that's for two main reasons:

1. I played a whole lot of SMA2 growing up, so you have no idea how nostalgic it was to see all of those cutscenes again. Nice job on those.

2. That Mega Man 7 disassembly...most people here might not realize this since this is primarily an SMW hacking site (heck, you yourself probably don't even realize it based on what you said in your post), but that's actually a pretty big deal and could open up a lot of possibilities in the world of Mega Man hacking. I've played quite a few Mega Man romhacks on my YouTube channel (I wanna say I've LPed around 70 at this point), but the thing is that Mega Man hacking is notoriously difficult. Most Mega Man hacks are of the NES games, but even those games are very tough to hack because there aren't many good tools for them; there's MegaFLE X, which is like a basic level editor for MM3-6 that also lets you edit stuff like palettes, but not really any dedicated tools for stuff like graphics, music, etc. Making a really fleshed out Mega Man hack basically requires some level of ASM knowledge, making it a whole lot less accessible than SMW hacking.

Now with all of that being said, all of these problems are increased tenfold for people who want to hack the SNES games like MM7 or MMX. There are even fewer tools for those; to put it into perspective, people have been making Mega Man hacks since the early 2000s, but a full romhack of Mega Man 7 didn't come out until last year (Rockman 7 EP by Puresabe, who is an absolute madman and one of the best Mega Man hackers out there). Aside from literal geniuses like him, though, most people don't want to hack the SNES Mega Man games because they're just so inaccessible.

This is where your disassembly comes in. Having a disassembly that explains all of MM7's code could make it MUCH easier for people to experiment with smaller edits like changing weapons, boss AI, etc. by editing hex values or whatever. Similar disassemblies already exist for a few of the NES Mega Man games (mostly MM2 and MM4), which is why many of the most technically impressive Mega Man hacks are of those particular games; the fact that they're so well-documented means that romhackers have to spend a lot less time figuring out how to navigate the games' code. With your disassembly, people might be more motivated to try hacking MM7, and we might start to see some more hacks and maybe even tools for it come up. I'll definitely let some Mega Man hackers know about this, because as I said, it could potentially lead to some massive changes in Mega Man hacking. I STRONGLY suggest that you upload the disassembly to romhacking.net or some other similar site.
Check out my WIP romhack!
This cutscene patch is truly a game changer. Can't wait to see how people are going to use it!
Oh man that cutscene patch is super cool. I'm really interested in seeing what people pull off with it. Cutscenes like that are one of the handful of things holding me back from really working on a dream project of mine in SMW, alongside portraits/text boxes FE style lol.

I wish I was a bit better at reading ASM, since the disassemblies are pretty cool too. KDL3 seems like a really interesting game to poke around the inside of, especially from a graphical standpoint. Honestly a lot of those late SNES games do some really cool tricks. I'd love to see some SMW hacks take advantage of the high-res modes like people have been exploring mode 0 recently, even if emulators don't play super nice with it.
wow this cutscene patch looks great!!
gg!!
If you told me back in 2008 that nearly a decade later someone would port the SMA2 SMW cutscenes back to SNES SMW, I would not believe you. That's how impressive this is.




Oh my GOD this is incredible. I especially love the fact that you did disassemblies of Mega Man 7 and Kirby's Dream Land 3. I've seen so few MM7 hacks, and I don't think I've seen a SINGLE hack of Dream Land 3, so this is gonna change a lot.

Those cutscenes are also amazing. Great work on those too.

PFP by Empathic-Nooks on Deviantart. Check em out!
Hey check it out I made a level that got 104th place (wow he sucks!).
Always love to see more of your disassembles! The Mega Man 7 one in particular could hopefully lead to some more hacking of that game, which would be a nice change of pace from all the 8-bit Mega Mans. Definitely looking forward to seeing more in this thread!

Cool stuff. Do you plan to make a guide for the cutscene patch? That could be really useful, but it doesn't seem very transparent to use.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
(Note: I'll reply to the above posts later. I want to keep this post focused on what I'll be showing off today).

Day 1
Day 2
Day 3
Day 4

As a side note, be sure to check out LadiesMan217's thread. As I said, the cutscene patch was technically a collab between me and him. He helped me test the patch, helped create the drawn map graphics seen in the intro, and did the music ports.

Anyway, onto the main feature of today!

Mario & Yoshi's Strange Quests (7/3/2021 Beta Build)


Things have gotten stranger with this update!

It's been over 3 years since I last released an update to MYSQ, which for those of you that don't know, is a SMW hack that combines both of my previous SMW hacks into one and enhances them. The main reason it took this long for a new version to be released was largely because I wanted to improve the base SMW disassembly that MYSQ is built off of. But, then I got sidetracked by other stuff like all the disassemblies I've made. Not to mention, there were a few technical hurdles I had to deal with due to the way my hack is set up. With this latest update, it's still not finished, but it's gotten a lot closer, especially on the MSQ side.



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For tomorrow, I'll be showing off more disassemblies I made.

Click here to continue to Day 3's post
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 always wanted to see the SMA2 cutscenes in SMW so this is amazing! really good job.

I'm also hyped for the KDL3 disassembly, I've already done some music hacking to that game and I even documented its music resources sometime ago. I hope this creates a new hacking scene for the game.

Really really cool thread, what else can I say.
Originally posted by JupiHornet
This is arguably the most interesting C3 thread I've seen thus far (at least to me personally), and that's for two main reasons:

1. I played a whole lot of SMA2 growing up, so you have no idea how nostalgic it was to see all of those cutscenes again. Nice job on those.

2. That Mega Man 7 disassembly...most people here might not realize this since this is primarily an SMW hacking site (heck, you yourself probably don't even realize it based on what you said in your post), but that's actually a pretty big deal and could open up a lot of possibilities in the world of Mega Man hacking. I've played quite a few Mega Man romhacks on my YouTube channel (I wanna say I've LPed around 70 at this point), but the thing is that Mega Man hacking is notoriously difficult. Most Mega Man hacks are of the NES games, but even those games are very tough to hack because there aren't many good tools for them; there's MegaFLE X, which is like a basic level editor for MM3-6 that also lets you edit stuff like palettes, but not really any dedicated tools for stuff like graphics, music, etc. Making a really fleshed out Mega Man hack basically requires some level of ASM knowledge, making it a whole lot less accessible than SMW hacking.

Now with all of that being said, all of these problems are increased tenfold for people who want to hack the SNES games like MM7 or MMX. There are even fewer tools for those; to put it into perspective, people have been making Mega Man hacks since the early 2000s, but a full romhack of Mega Man 7 didn't come out until last year (Rockman 7 EP by Puresabe, who is an absolute madman and one of the best Mega Man hackers out there). Aside from literal geniuses like him, though, most people don't want to hack the SNES Mega Man games because they're just so inaccessible.

This is where your disassembly comes in. Having a disassembly that explains all of MM7's code could make it MUCH easier for people to experiment with smaller edits like changing weapons, boss AI, etc. by editing hex values or whatever. Similar disassemblies already exist for a few of the NES Mega Man games (mostly MM2 and MM4), which is why many of the most technically impressive Mega Man hacks are of those particular games; the fact that they're so well-documented means that romhackers have to spend a lot less time figuring out how to navigate the games' code. With your disassembly, people might be more motivated to try hacking MM7, and we might start to see some more hacks and maybe even tools for it come up. I'll definitely let some Mega Man hackers know about this, because as I said, it could potentially lead to some massive changes in Mega Man hacking. I STRONGLY suggest that you upload the disassembly to romhacking.net or some other similar site.


Regarding the MM7 disassembly, I'm well aware that this will have an impact due to it being a popular game (when I said "it didn't stick out to me in some way", I was referring to what MM7 was doing on the technical level. Most of the things it did were things I've seen in other games I've disassembled). Although, I did not know that MM7 was really difficult to hack. I'm not surprised though, because this disassembly was painfully tedious to make (I don't blame anyone for wanting to give up, if anyone else has tried disassembling this game before). Here is hoping this disassembly will be the stepping stone that leads to various tools being created for it! Although, one thing I should mention is that I ought to go back and update this disassembly to be "edit friendly" (ie. The game still works even when everything in the ROM is shuffled around). I imagine this game fares better than say, the SMRPG one I made in that regard, but there are likely quite a few pointers I missed.

As for upload it to RHDN, I don't plan on uploading it there since I don't have a RHDN account. However, the MM7 disassembly is under a Free Software license and on GitHub. People are free to fork it, contribute to mine in some way, distribute it, whatever. That applies to every other disassembly I've done as well as the framework itself.

Originally posted by Teyla
Oh man that cutscene patch is super cool. I'm really interested in seeing what people pull off with it. Cutscenes like that are one of the handful of things holding me back from really working on a dream project of mine in SMW, alongside portraits/text boxes FE style lol.

I wish I was a bit better at reading ASM, since the disassemblies are pretty cool too. KDL3 seems like a really interesting game to poke around the inside of, especially from a graphical standpoint. Honestly a lot of those late SNES games do some really cool tricks. I'd love to see some SMW hacks take advantage of the high-res modes like people have been exploring mode 0 recently, even if emulators don't play super nice with it.


Same for me. I'll likely make use of it myself for MYSQ, although how far I can go with it will depend on how much ROM space I have remaining.

As for the disassemblies, KDL3 does seem like it would be interesting to poke around with. Although, a few things turned out to be pretty disappointing, like what happens when you use the "heart" ability outside the final boss:


Originally posted by FireSeraphim
If you told me back in 2008 that nearly a decade later someone would port the SMA2 SMW cutscenes back to SNES SMW, I would not believe you. That's how impressive this is.


I don't think I'd believe it either back when I started SMW hacking in late 2010. Or that I'd be the one to do it. XD

Originally posted by TruffledToad
Oh my GOD this is incredible. I especially love the fact that you did disassemblies of Mega Man 7 and Kirby's Dream Land 3. I've seen so few MM7 hacks, and I don't think I've seen a SINGLE hack of Dream Land 3, so this is gonna change a lot.

Those cutscenes are also amazing. Great work on those too.


I'm not surprised if there aren't any KDL3 hacks, as Kirby Super Star is the more popular SNES Kirby game (although I don't know if that has any ROM hacks either).

Originally posted by DeppySlide
Always love to see more of your disassembles! The Mega Man 7 one in particular could hopefully lead to some more hacking of that game, which would be a nice change of pace from all the 8-bit Mega Mans. Definitely looking forward to seeing more in this thread!


Glad to hear that! There will be more to come tomorrow!

Originally posted by imamelia
Cool stuff. Do you plan to make a guide for the cutscene patch? That could be really useful, but it doesn't seem very transparent to use.

I'm thinking of doing it. Although, as all the code is fully commented, it helps show how to set things up. I do need people to use it and give feedback, so I'll know what to focus on (that's why I did not put it in the patch section, incidentally).

There are some unusual bits, like how sprites are drawn. Instead of writing to the OAM buffer and jumping to FinishOAMWrite, the sprites use a generic graphics routine that uses sprite drawing related data that was buffered prior to calling the routine. For example, instead of writing the XDisp of a sprite tile, you write the XDisp offsets.

Originally posted by Pinci
I always wanted to see the SMA2 cutscenes in SMW so this is amazing! really good job.

I'm also hyped for the KDL3 disassembly, I've already done some music hacking to that game and I even documented its music resources sometime ago. I hope this creates a new hacking scene for the game.

Really really cool thread, what else can I say.


I'm glad you like the cutscenes! ^_^

Also, that's pretty neat. If I come back to this disassembly, I'll add that information to it (unless you or someone else would like to do 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.
As people often say, game developers on older consoles are wizards.


The recreated SMAS cutscenes really fascinate me (safe for the 34 time over due to having too many coins onscreen but that's a tradeof I can take). In general, I really animated cutscenes simply because of the dynamic which fixed images just can't recreate.

Originally posted by yoshifanatic
Due to how LadiesMan217's hack is set up, I designed this patch to require use of as few external ASM resources as possible. So no DynamicZ, custom sprites, custom blocks, UberASM code (though it does modify 4 bytes of its ASM if detected), or SA-1 (though the patch is compatible with it) was used, for example. Other than something to handle a "play alt intro" SRAM flag, Lunar Magic ASM, and AddmusicK for the custom music, this patch works as is. If anything, the lack of external resources may make it more impressive I pulled this off, especially the All Yoshi Coins cutscene where 38 Yoshi coins can be on screen at once (76/128 16x16 sprite tiles).

Oh, that's really cool. I guess, limitation breeds creativity, doesn't it?


Kirby's Dreamland 3 is something which I should finish playing, alongside start to play Kirby's Adventure and Kirby Super Star.

Originally posted by yoshifanatic
This game makes use of pseudo-hires mode to handle transparency. This is why playing this game in emulators like ZSNES results in layer 3 often being opaque, since ZSNES doesn't emulate this correctly.

I remember an old article by Near (R.I.P.) which talks about this issue. It has been deleted but a fortunately, a backup has been made (don't have the link right now).

Originally posted by yoshifanatic
While this game lacks the ability depth of Kirby Super Star, it was fun to mess around with the different copy ability/animal companion combinations. Some of my favorites were Coo + Thunder, Kine + Thunder, Kine + Broom, and Rick + Stone.

I'd say that's a tradeoff, not to mention both games were made by two different teams.


Yoshi's Strange Quest... yeah, I remember it. Especially a softlock in a level which prevented important sprites to spawn caused a rage quit, though I'm not quite fond of the hack in general as some of the level design is rather rough (Difficulty: Very hard, of course, but still) and some of the jokes, especially the fourth wall ones, are rather forced. I will probably play both games at some point but I have got other things to do right now.
That being said, it is impressive on a technical scale to include two games on a single ROM (it's the same engine, of course, but still). That reminds me of Fire Emblem: Mystery of the Emblem which comes up with a remake of Shadow Dragon, running on the same engine.
Originally posted by yoshifanatic
Also, that's pretty neat. If I come back to this disassembly, I'll add that information to it (unless you or someone else would like to do it).

Sure! you're free to do it, it's public after all so I don't mind haha
That's quite a lot of progress you have to show! I love looking at hacks filled with ASM gimmicks, especially when the authors know what they're doing. Your hack has a blend of ASM mastery and colorful visuals that reminds me a lot of Extra Mario World.


 
A side note, but I've updated the MYSQ patch a couple times today. I fixed a handful of smaller bugs (ex. Glitched squished rex frames, glitched flags in two MSQ levels, firebar used as flag in Frost Cave Secret) and a few major bugs that would otherwise stop one's progress in MSQ (ex. Soda Lake secret exit not working, forgot to change the direction of the path for Laboratory Beach).

Originally posted by MarioFanGamer
Oh, that's really cool. I guess, limitation breeds creativity, doesn't it?

Yep! There are a lot of different ways I could have made these cutscenes, but the method I settled on ended up being a lot simpler than I initially thought. Like, I thought "I'm going to have to somehow make co-op functionality to handle Luigi!" But, it turned out the amount of animation frames Luigi needed was small enough that I could fit most of them in the VRAM in SP3 and use ExAnimation to load more in once needed.

Originally posted by MarioFanGamer
I remember an old article by Near (R.I.P.) which talks about this issue. It has been deleted but a fortunately, a backup has been made (don't have the link right now).


I remember that article. Looking back, it really puts into perspective just how much of an impact Near had on SNES emulation when looking at what it's like now. In just 10 years, its went from "eh, who cares? ZSNES is good enough" to "The SNES has been near perfectly preserved". Near may be gone, but their legacy will live on for generations to come.

Originally posted by MarioFanGamer
Yoshi's Strange Quest... yeah, I remember it. Especially a softlock in a level which prevented important sprites to spawn caused a rage quit, though I'm not quite fond of the hack in general as some of the level design is rather rough (Difficulty: Very hard, of course, but still) and some of the jokes, especially the fourth wall ones, are rather forced. I will probably play both games at some point but I have got other things to do right now.
That being said, it is impressive on a technical scale to include two games on a single ROM (it's the same engine, of course, but still). That reminds me of Fire Emblem: Mystery of the Emblem which comes up with a remake of Shadow Dragon, running on the same engine.


I'm guessing you played V1.3, which is the one currently in the hack section. The version in MYSQ is 1.4, and is a major improvement over the original release. The difficulty is better balanced (and very customizable), tons of bugs have been fixed, it looks nicer, the writing has been rewritten to be both shorter, less gross, and overall better (there are still a lot of 4th wall breaks though), and lots of other improvements.

Also, there is quite a bit more to MYSQ's technicals than meets the eye. For example, MYSQ is compiled using the SMW disassembly to give me full control over the ROM. Internally, a lot of things are shifted around, and yet, Lunar Magic can still open the ROM just fine. In addition, both component hacks were originally 4 MB large, but MYSQ itself is still 4 MB. The secret to this was that MSQ was very wasteful and could be optimized a lot, I hand optimized the insertion of levels (Lunar Magic is incredibly wasteful), and did other tricks to fit all this stuff into 4 MB. I'm also not using the SA-1 patch. Despite all the complexity and extra overhead, there is hardly any slowdown at all.

At some point, I want to post the source code for MYSQ so people can see exactly how I did all this. The only obstacle to that is the Lunar Magic ASM, which I need to figure out a way to not include it, but still be able to add it to the disassembly.

Originally posted by WhiteYoshiEgg
That's quite a lot of progress you have to show! I love looking at hacks filled with ASM gimmicks, especially when the authors know what they're doing. Your hack has a blend of ASM mastery and colorful visuals that reminds me a lot of Extra Mario World.


MYSQ has a lot of really cool ASM related stuff going on with it. In particular, I'm pretty happy with how I implemented the follower Yoshi. It's lx5's cosmic clone sprite, but I tweaked it so it doesn't take up a sprite slot, you can swap places with it, and it uses my custom player graphics routine to handle Yoshi's more dynamic poses (and his palette). I feel like it will add a cool little twist that will make MSQ stand out, especially as I add stuff to take more advantage of 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 always have to remind myself to recheck your post since you always release awesome things throughout the entirety of C3
Day 1
Day 2
Day 3
Day 4

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Speedy Gonzales: Los Gatos Banditos Disassembly


I can't believe it's not Sonic!



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SimCity (SNES) Disassembly


Ooo, what does this button do? *Nuclear reactor alarms start ringing*



SimCity Plus (Hack)


This game normally loads about as fast as a traffic jam. Let's attempt to fix that!



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Ms. Pac-Man (SNES) Disassembly


Since when is a pretzel a fruit?



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Spider-Man & the X-Men in Arcade's Revenge (SNES) Disassembly


Some say, to this day, Spider-Man and co are still trapped in Arcade's world. It's because nobody can beat this game!



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For tomorrow, I'll be showing off the updates I made to previously shown off disassemblies from last C3.

I would put a link to Day 4's post here, but it's the very next post.
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.
Day 1
Day 2
Day 3
Day 4

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Updates to Older Disassemblies
Super Mario RPG (partially)



Jurassic Park



Faceball 2000



Yoshi's Island



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Jurassic Park Randomizer (V1.0)
(V1.1 Beta)



Huh. Isle Nublar has changed since the last time I visited there. Did it get a haircut?



Jurassic Park Save Feature Patch


I have hacked into the park's systems to bring forth a save feature. All I had to do was guess the magic word!



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SNES ROM Framework V1.1.1



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Smoother Turn Around Animation Patch


You already programmed it in, Nintendo. Why did you only use it when Mario is holding an item?



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And that's it for my C3 showing! Hope you guys enjoyed 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.

ToolPatchSuper Mario WorldYoshi's IslandMisc. HackingDemoResource ReleaseVideo/TrailerScreenshots