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Yoshi's Strange Quest (V1.4 in progress)
Forum Index - SMW Hacking - Works in Progress - Yoshi's Strange Quest (V1.4 in progress)
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I just play test your game, and I can't wait to see how far this game is going. Keep it up! Rawr. =3#smrpg{mlem} #fim{^_^}
All right, I beat the game, both the final boss and the FINAL final boss.

In the pseudo-3D section of Bowser's 2nd castle, there is a sign that says, "No peeing". May I suggest changing it to something less blunt, such as, "No wetting" or "No using the toilet"?

Also, after beating Bowser, Yoshi mentions throwing feces at Bowser or something like that. May I suggest changing it to something less blunt, such as gas or something. In that same cut scene, Yoshi takes a dump because of Iggy. Why can't Yoshi just make a giant egg or something?

The second phase of the FINAL final boss is hard. Even on Generous Yoshi difficulty with 60 HP and 15 hits, it still took me about 10-15 tries to beat the boss. Whenever the boss hit me with his stunning earthquake attack, I would, on instinct, mash the buttons because usually if you're stunned in video games, you can mash the buttons to recover faster, but I don't think you can recover faster here. Hey, do you think you could make it so that mashing the buttons helps you recover faster from the earthquake attack? That attack is so brutal because of the ghosts and jumping fire, and you don't want the boss to spam it.

I also have 5 Dragon Coins left. One is in Chuck's Locker Room, and I technically got it. See my last post. The other 4 are in Yoshi's New Home. I got the fifth one at the beginning of the game above the store, but I don't know where the other 4 are. Are they in Boss rush?

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by xirtamehtsitahw
Apparently more test builds have been made since I last beta-tested the game. I might need to grab the latest one and try to beat the game again. A game of this size and complexity is bound to still have some hard-to-reach and rather obscure bugs that will thwart all but the most determined team of beta-testers (and Yoshifanatic himself).

However, I can say this unequivocally: this game is already head-and-shoulders above what Nintendo could possibly have dreamed off in a "complete" version of Super Mario World (it's fairly well-known that SMW was rushed out before being fully completed, so it has a lot of glitches, bugs and exploits that can be used in lots of ways).


Yep. Not only that, but YSQ has seen a major addition as I've integrated Mario's Strange Quest into YSQ (I was working on this in secret starting sometime around the time I first posted V1.4). There are now two games to play through. XD Although, MSQ takes much less time to play compared to YSQ, due to the shorter, easier levels and the fact that Yoshi utterly breaks many of the MSQ levels in half with his flutter jump.

Originally posted by DPBOX
All right, so I resumed my beta test of Yoshi's Strange Quest.

Is that brown stuff in Chucks' Locker Room supposed to be POOP?! Ugh, that is disgusting! Unfortunately, I can't figure out how to censor that.

Also in Chucks' Locker Room, I got the Dragon Coin behind the 4 block Turn Block barrier that you have to make a Chargin' Chuck break through, but the third Dragon Coin wasn't marked, and I can't get all of the Dragon Coins in the level.

Originally posted by yoshifanatic
about the "Houston, we have another problem..." message box

Where is that? Is it at the beginning of the level or the beginning of the secret section?

I'm not going to beta test Mario's Strange Quest yet. It's obvious you're still working on it.


Regarding Chuck's Locker Room, unfortunately yes. XD Yeah, there isn't much I can do to censor that. However, the message in the sewer was originally more blunt about it, but I changed it to the "99 out of 100 doctors" message at some point.

Regarding the Yoshi coin in Chuck's Locker Room, it seems I accidentally put two 2nd Yoshi coins in that level. I've fixed that in the new version.

As for the message, I'm going to assume you saw it on the way to the secret exit of Space Voyage 2.

Originally posted by DarkBluefire
I just play test your game, and I can't wait to see how far this game is going. Keep it up! Rawr. =3#smrpg{mlem} #fim{^_^}


Neat! Which version did you try out? The one in the hack section or did you check out the new MYSQ version linked to in my post signature?

Originally posted by DPBOX
All right, I beat the game, both the final boss and the FINAL final boss.

In the pseudo-3D section of Bowser's 2nd castle, there is a sign that says, "No peeing". May I suggest changing it to something less blunt, such as, "No wetting" or "No using the toilet"?

Also, after beating Bowser, Yoshi mentions throwing feces at Bowser or something like that. May I suggest changing it to something less blunt, such as gas or something. In that same cut scene, Yoshi takes a dump because of Iggy. Why can't Yoshi just make a giant egg or something?

The second phase of the FINAL final boss is hard. Even on Generous Yoshi difficulty with 60 HP and 15 hits, it still took me about 10-15 tries to beat the boss. Whenever the boss hit me with his stunning earthquake attack, I would, on instinct, mash the buttons because usually if you're stunned in video games, you can mash the buttons to recover faster, but I don't think you can recover faster here. Hey, do you think you could make it so that mashing the buttons helps you recover faster from the earthquake attack? That attack is so brutal because of the ghosts and jumping fire, and you don't want the boss to spam it.

I also have 5 Dragon Coins left. One is in Chuck's Locker Room, and I technically got it. See my last post. The other 4 are in Yoshi's New Home. I got the fifth one at the beginning of the game above the store, but I don't know where the other 4 are. Are they in Boss rush?


Congrats on getting all 100 exits! :) By the way, once you're done, you ought to post your final stats, like your death count, play time, etc. I'm curious to see what they are.

Regarding the sign, I changed it to "No Accidents".

Regarding the cutscene after beating Bowser, I'll consider doing that.

Regarding the stun attack, I'm not entirely sure if I should nerf that. Besides the fact that the boss gives you ample warning before doing it, it only hits you if you're on the ground the exact frame that his eyes stop flashing. If you're in the air on that frame, he can't stun you. This attack is not as powerful as it might look. XD

As for the remaining Yoshi coins, yes. You'll have to rematch the 4 hardest bosses to get them.


As for the updated patch, besides the stuff I mentioned above, I've done the following:

- Fixed more of the graphical issues on the MSQ overworld.

- Implemented the missing arrow wheel sprite. Compared to MSQ V1.6, the arrow wheel only has 1/4 of the animation frames it had originally so I could save ROM space. However, the animation doesn't look too choppy and it still behaves as if it had all of its original animation frames.

- Adjusted the area where the arrow wheel is used so that the player can safely test it out before continuing. I also removed all the temporary cement blocks from this sublevel.

- Combined the entrance sublevel of Evil Muncher Plains with the main portion of the level.

- Made it so that Yoshi bounces off of purple triangles just like in the original SMW in preparation for when I implement Mario/Luigi. I want the bros. to have at least a few of their own unique abilities.

- Added a bit more decoration to World 1-1.

- Fixed the palette on a few MSQ flagpoles.

- Removed one of the layer 3 smash sprites from Morton's Crush Fort. This may have been causing an issue where Yoshi would sometimes take damage from nothing.

--------------------
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.
Are you sure the first 4 Dragon Coins in Yoshi's New Home are in the Boss Rush? Because I killed all of the bosses, and I'm still missing the first Dragon Coin. Ugh, come on! I only have ONE Dragon Coin left!

Hurray for the Infinite Health cheat because I REALLY didn't want to fight the FINAL final boss again.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by DPBOX
Are you sure the first 4 Dragon Coins in Yoshi's New Home are in the Boss Rush? Because I killed all of the bosses, and I'm still missing the first Dragon Coin. Ugh, come on! I only have ONE Dragon Coin left!

Hurray for the Infinite Health cheat because I REALLY didn't want to fight the FINAL final boss again.


You know, I actually attempted to check the Yoshi's House Yoshi coins before I made my previous post to prevent this, but I somehow managed to forget that the one in the tutorial level was the 5th coin. Don't ask how, because I don't know how either. XD Well, I've updated the patch again specifically to fix that. Challenge Devil Dragon again and emerge victorious and you'll have your final Yoshi coin.

--------------------
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.
Ugh, is my beta test ever going to end?#fim{=_=}

So I got the last Dragon Coin. Red Yoshi at Yoshi's House has something to say when you collect all of the Dragon Coins. He says that there's a super secret red flagpole in the icy desert that isn't marked anywhere. So I went to Ice Desert Entrance. Toward the end of the level, Yoshi says that he found a secret passage near the only brown switch block in the level. Well, I found the secret area, got the checkpoint there, and went into the pipe. However, I'm then sent to a screen that says, "Oh no! You've been sent to Level 0 due to a glitch! Sorry about that." There's a Muncher I can use to kill myself and a message box that can send me to the over world or the Mario and Yoshi's Strange Quests title screen. Wow, what a way to ruin this climatic moment!

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

So, I saw what you did for C3, and I have to say it just completely blew my mind. Really. I could go on and on about it, but I think I'll save that for later.

Anyway, since the new version of Yoshi's Strange Quest fixed the Emerald Switch bug (because I'm a perfectionist and it bothers me when I skip over getting all the Yoshi Coins in a level, at least for this hack where they're so important), I've continued my playthrough to collect every Yoshi Coin, and I'm nearly done now. After I finish this playthrough, I'll start another one without any cheat codes (heh heh heh) and without necessarily going for any Yoshi Coins, so that I can potentially find any more bugs or areas that are too difficult and need to be changed.

On a related note to above, I think it would be cool if Red Yoshi actually gave you different tips about the game as you went through collecting more Yoshi Coins. Here's how it would work: For every specific number of Yoshi Coins you collect, say, 40, it would "unlock" a new thing for Red Yoshi to say. If you've collected less than 40 total, he would say what he currently does if you haven't collected every single one, but if you have 40 or more, he would cycle through saying every tip you've already "unlocked" each time you talk to him. And, of course, if you collected every single Yoshi Coin, he would say what he currently does under that condition.

asm coding time
My current(?) hack (outdated, possibly)
Originally posted by DPBOX
Ugh, is my beta test ever going to end?#fim{=_=}

So I got the last Dragon Coin. Red Yoshi at Yoshi's House has something to say when you collect all of the Dragon Coins. He says that there's a super secret red flagpole in the icy desert that isn't marked anywhere. So I went to Ice Desert Entrance. Toward the end of the level, Yoshi says that he found a secret passage near the only brown switch block in the level. Well, I found the secret area, got the checkpoint there, and went into the pipe. However, I'm then sent to a screen that says, "Oh no! You've been sent to Level 0 due to a glitch! Sorry about that." There's a Muncher I can use to kill myself and a message box that can send me to the over world or the Mario and Yoshi's Strange Quests title screen. Wow, what a way to ruin this climatic moment!


It figures something like this would happen right as you're about to cross the finish line. XD The cause of this was the levelASM code I wrote for that sublevel, and it appears I didn't think the implementation through all the way...
This code causes the game to load sublevel 3AA if Yoshi enters the pipe blocked by the Yoshi coin door if Yoshi has every Yoshi coin, is doing the horizontal pipe animation, and is on screen 01 in that order. However, you're taken to level 000 if the last condition is not met but the others are.
I've fixed it in the new build and updated the patch again.

However, even if this bug didn't hit you, you would have been done with YSQ anyway.
The flag pole Red Yoshi mentions exists, but it currently doesn't activate any new events. It will eventually.


And speaking of the new build, here are some other changes I made:

- Made the save file blocks on the file select screens yellow to differentiate them from the options menu block.

- Saved around 15 KB by removing 6 FG map16 pages. I moved everything on those pages elsewhere, so this may have potentially caused some default tiles to appear, although most of the stuff on these pages was stuff only used in 1 or 2 sublevels. Fun fact: Pages 37-3D (and 77-7D, since I made the upper map16 pages mirror the lower pages) will be garbled since that space is now occupied by MSQ related data.

- Made some palette fixes in various levels.

- Updated the credits to use a VWF message rather than floating layer 1 tiles. Not only will this make editing the credits easier, but I saved a couple KB of space. Note that the credits are not centered. I want to make them centered in the VWF message, but either the center text function is itself broken or it doesn't like my text macro system.

- Fixed an oddity where my text macros didn't account for text wrapping.

- Added some more people to the credits and moved all the credited tool creators to the ASM section of the credits (Now renamed ASM/Tools).

- Modified the Bowser's Castle credits sublevel to use the iceberg background seen in Tiger Path. Since the credits are now layer 3, I can't use the cloud BG that was used there previously.

Originally posted by Mr. Pixelator
So, I saw what you did for C3, and I have to say it just completely blew my mind. Really. I could go on and on about it, but I think I'll save that for later.

Anyway, since the new version of Yoshi's Strange Quest fixed the Emerald Switch bug (because I'm a perfectionist and it bothers me when I skip over getting all the Yoshi Coins in a level, at least for this hack where they're so important), I've continued my playthrough to collect every Yoshi Coin, and I'm nearly done now. After I finish this playthrough, I'll start another one without any cheat codes (heh heh heh) and without necessarily going for any Yoshi Coins, so that I can potentially find any more bugs or areas that are too difficult and need to be changed.

On a related note to above, I think it would be cool if Red Yoshi actually gave you different tips about the game as you went through collecting more Yoshi Coins. Here's how it would work: For every specific number of Yoshi Coins you collect, say, 40, it would "unlock" a new thing for Red Yoshi to say. If you've collected less than 40 total, he would say what he currently does if you haven't collected every single one, but if you have 40 or more, he would cycle through saying every tip you've already "unlocked" each time you talk to him. And, of course, if you collected every single Yoshi Coin, he would say what he currently does under that condition.


I'm glad to hear that! :)

And that's good you're planning on doing another playthrough. While YSQ should be fully playable at this point and most of the really nasty and game breaking bugs have been fixed, I imagine that some of the changes I made over time may have caused new bugs to appear, so it'll be good if you catch any new bugs.

As for Red Yoshi giving tips, I'm not sure about that. Red Yoshi appears at Yoshi's House so late in the game, that there isn't much he could tell the player that they wouldn't already know by that point. Then again, I could have him give out interesting bits of information, such as the fact that you can beat the first half of Space Voyage 2 without the flying platform (once you reach the first egg plant platform) or climb down Key Cliffs without touching the B button or the ground once you start descending.

--------------------
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.
Wow, well then, I guess my beta test of Yoshi's Strange Quest is done.

Here are my final stats:
Exits: 100 (ALL)
Dragon Coins: 355 (ALL)
Play time: 33:57:35 (Game says 1 day 9:57:35)
Deaths: 474
Hidden Watermelons: (level number is the position it is on on the Status Screen)
World 1: Levels 2 and 6
World 2: NONE
World 3: Level 3
World 4: Level 1
World 5: Levels 4, 6, and 8
World 6: NONE
World 7: NONE
World 8: Levels 1, 2, 3, 4, and 5
World S: NONE
World *: NONE

I have a few additional things to say.

The credits when I played it when they were Layer 1 tiles didn't have a section for Version 1.4 playtesting.

You also didn't update the box art image. It's not just Yoshi's Strange Quest anymore, so it would make sense to update the box art image.

Also, are you still working on the VWF NPCs sprite?

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by DPBOX
Wow, well then, I guess my beta test of Yoshi's Strange Quest is done.

Here are my final stats:
Exits: 100 (ALL)
Dragon Coins: 355 (ALL)
Play time: 33:57:35 (Game says 1 day 9:57:35)
Deaths: 474
Hidden Watermelons: (level number is the position it is on on the Status Screen)
World 1: Levels 2 and 6
World 2: NONE
World 3: Level 3
World 4: Level 1
World 5: Levels 4, 6, and 8
World 6: NONE
World 7: NONE
World 8: Levels 1, 2, 3, 4, and 5
World S: NONE
World *: NONE

I have a few additional things to say.

The credits when I played it when they were Layer 1 tiles didn't have a section for Version 1.4 playtesting.

You also didn't update the box art image. It's not just Yoshi's Strange Quest anymore, so it would make sense to update the box art image.

Also, are you still working on the VWF NPCs sprite?


Neat! Regarding your death count, were there any particular places in YSQ that caused you to die in an unfair way or were way harder than what was around it?

As for the credits, I've updated the credits in a recent build, and I'm now crediting those that beta tested V1.4.

As for the box art image, I might consider making another box art image and manual for MSQ, but I'm not sure what MSQ scene I should depict.

As for the VWF NPC, no. Part of the problem is that I'm trying to think of a good system for displaying the sprite's graphics. I want it to be very customizable without being too confusing for the average user. For the time being, you can use the PIXI compatible message sprite I released for C3 for the NPCs in your hack. Set it to be in invisible NPC mode when placed and then use layer 1 map16 tiles for the graphics. You can also alternatively set it to be in message box mode as a placeholder for your NPCs if you feel the palette limitations would negatively affect the look of your levels.

By the way, I've updated the patch again. This new build does the following:
- Added Mario and Luigi. Much like the original MSQ, Luigi has his own seperate graphics from Mario. Mario and Luigi also have a few exclusive abilities compared to Yoshi (wall running, duck sliding, duck jumping, grabbing/throwing, spin jumping).

- Added a way to switch characters on the MSQ overworld. Pressing R will cycle between Mario, Luigi, Yoshi in that order.

MSQ, but with Mario! ... Wait a minute...

- Added 2 new cheat codes that let you change Mario and Luigi's palette from 16 available options that either brother can use:


In order from left to right, top to bottom:
SMW Mario, SMW Luigi, SMW Fire Mario, SMW Fire Luigi, Wario, Waluigi, Pinball Cover, Gameboy, Reverse, Stolen Identity, Strawberry, Compliment, Mario Bros. Cover, Festive, Gold, Bootleg.
Mario's cheat is activated by typing
MarioPaint
in the name entry field while Luigi's version is activated with
NotAPaletteSwap
. By default, Mario and Luigi will have their respective SMW palettes. Also, this was another change I planned ahead for, so no save file changes will be necessary.

- The YSQ music house is now accessed from the Extras Menu on the file select screen instead of Yoshi's New Home. The music house has also been given a new look.

- Integrated Erik's recently released patch that makes the overworld player sprite dynamic and allows Mario and Luigi to have separate graphics into my source code. Of course, I'm using it to allow Yoshi and the Bros. to have different overworld graphics rather than Mario and Luigi.

- Made it so that RAM address $191C is set when Yoshi has a key in his mouth so that he can activate keyholes like in SMW instead of spitting the key into the keyhole.

- Modified the Bowser Defeated Cutscene. Besides censoring it a little, I also rewrote it to include some lines from Yoshifanatic.

Originally posted by YSQ in the Bowser Defeated Cutscene
Yoshi: Take that! That should finish you! Now, if you EVER steal Yoshi's eggs again, Yoshi will come back and lay a big, nasty egg on your face, then you'll REALLY be sorry! *Record Needle Scratch Sound* Um.. what kind of lame threat was that? Sounds like Yoshifanatic had a literal brain fart thinking up that bit of comedy gold for Yoshi to say.

Yoshifanatic: What's that supposed to mean, Yoshi?

Yoshi: Yoshi was being sarcastic! But seriously, Yoshi doesn't want to do toilet humor in the ending cutscene, Yoshifanatic! This should be a serious moment given what Yoshi has just accomplished!

Yoshifanatic: Then why are you doing it then?

Yoshi: Yoshi was just following the script you wrote, and it's a good thing Yoshi stopped when Yoshi did! Just looking at the text dump of this cutscene showing what you wanted Yoshi to say makes Yoshi sick! What is this about bags of tea and 50 pound rocket powered sacks of fec...

Yoshifanatic: I'm sorry Yoshi! I guess I got a little carried away with this cutscene. I'll go ask one of my writers to help censor it later, alright? *Random Fart Sound* Sounds like your butt doesn't agree there, Yoshi! *laughs*

Yoshi: Ughhh... Yoshi has really bad stomach pains suddenly! That text dump really did make Yoshi sick! Can't... hold... *Random Fart Sound* it... holy cow, that was some of the worst stomach pain Yoshi has had in the longest time! Yoshifanatic!

Yoshifanatic: Yoshi, you might want to turn around. The text dump wasn't what made you sick...

Yoshi: Wait, what? *turns around* *Record Needle Scratch Sound* Oh dear...

Iggy: Grrrrr... you stupid Yoshi! I'm going to have to go to therapy after that nightmarish experience you put me through since you ate me a while ago, especially since you clearly don't get enough fiber in your diet! *shudders* Ooo, wait until I tell Bowser! You'll be beaten as badly as he is right now! Wait, ... ummm. Nevermind then... uh, if anyone needs me, I'll be in the shower for the next week or ten...

Yoshi: Well, that explains the pain... Yoshi forgot that Yoshi ate Iggy, and... wait what? How did he not turn into an egg? Oh no!! That better not mean what Yoshi thinks it means!

Yoshifanatic: Isn't that because Yoshis can't properly digest koopas?

Yoshi: *Not paying attention* Oh no!! If Yoshi can't lay eggs, then that means Yoshi is going to have to start wearing diapers again! All those high paying offers to star in diaper commercials. *shudders*

Yoshifanatic: That's an oddly specific reason for not wanting to wear diapers, Yoshi. What, are you just embarrassed that you'd look so adorable in one but don't want to admit it?

Yoshi: No! It's complicated and Yoshi doesn't want to explain it! And speaking of diapers, this cutscene sure is getting padded out! This was supposed to be about Yoshi's triumphant victory against Bowser, but it instead became about poop and diapers! What a great way to end Yoshi's journey!

Yoshifanatic: *sigh* Do you want me to just end the cutscene and roll the credits before things derail further, Yoshi?

Yoshi: Yes.

Yoshifanatic: Alright.


- Made some more strings into text macros to save space.

- Converted more RAM addresses into labels in the source code.

--------------------
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.
Originally posted by yoshifanatic
Neat! Regarding your death count, were there any particular places in YSQ that caused you to die in an unfair way or were way harder than what was around it?

I can't think of any. I may have to play the game again to find some places. I'll beta test the game again and the Mario's Strange Quest side when all work in progress stuff is done in order to report last minute issues. See, there are still some issues with the game that I didn't report, probably because you already acknowledged them, such as Fat Yoshi's graphics being incomplete.

That character switch system is neat. It's just like Super Mario Bros. X. But the animation says "Yoshi Start" with all characters, and Mario and Luigi use Yoshi's HP system.

About the VWF NPC sprite, will I be able to create 32x32 NPC sprites with it? Because My Little Pony ponies are 32x32.

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

Originally posted by DPBOX
I can't think of any. I may have to play the game again to find some places. I'll beta test the game again and the Mario's Strange Quest side when all work in progress stuff is done in order to report last minute issues. See, there are still some issues with the game that I didn't report, probably because you already acknowledged them, such as Fat Yoshi's graphics being incomplete.

That character switch system is neat. It's just like Super Mario Bros. X. But the animation says "Yoshi Start" with all characters, and Mario and Luigi use Yoshi's HP system.

About the VWF NPC sprite, will I be able to create 32x32 NPC sprites with it? Because My Little Pony ponies are 32x32.


Alright.

As for the character select, I've fixed the Yoshi Start! thing for the next build so that it now says the appropriate character name. As for the HP system, while I could make Mario/Luigi use the traditional SMW health system, keep in mind that doing that would require me to start storing animation frames for small Mario/Luigi. Mario/Luigi/Yoshi's graphics are all stored uncompressed because I'm not too sure if I can afford to have the necessary graphics be decompressed during gameplay. Then again, maybe it wouldn't be too big of a deal since SMW pauses during the growing/shrinking animation anyway. And Yoshi's graphics would only have to be swapped out when his weight changes, although there would be a lot of stuff to decompress (16 KB for normal/pudgy Yoshi, 20 KB for fat/super fat Yoshi, although normal/pudgy use the same head graphics and so does fat/super). Also, MSQ hardly ever took advantage of the small/big Mario dynamic so it's not like much is affected by me not implementing it (Also, you can recreate MSQ's original difficulty in a way by using the Nice Yoshi parameters as a base, then setting your max health and damage taken to 1. The only big difference aside from the obvious is that you'll always start levels as "big" Mario in terms of HP, since MYSQ refills your HP to allow you to take up to 2 hits when you enter the overworld with less HP than that).

Incidentally, when I was working on the Yoshi Start! thing, I noticed something that neither my batch scripts account for nor my manual insert patches: the shared global palettes. When I go to update the patches, I'm not only going to allow both patches to affect the relevant palettes, but I'll also make it possible to edit the ones that I don't think Lunar Magic lets you edit (ex. Bowser's and Iggy/Larry's platform palettes).

As for the VWF NPC sprite, what I want to do is make it so that its graphics routine is very flexible. Not only will you be able to have a 32x32 NPC, but I want it to be possible to fully customize its graphics so that its tiles can be placed anywhere in relation to its position, can have an arbitrary amount of tiles to draw, and those tiles' properties and tile numbers can be customized. I also want to make it so that you can define what set of graphics data the sprite should read based on one of its extra bytes so that you can have 255 unique looking NPCs for each custom sprite ID you insert this sprite as. I think to simplify things, I'll first get the graphics routine and the Mario to NPC interaction to work, then I'll start adding in features the existing NPC sprite has, like the ability to face Mario and to walk around a bit.

Also, I completely forgot to mention it, but another change I made to the latest released MYSQ build was that I updated the difficulty selection menu to control like the options menu, made Nice Yoshi the default difficulty rather than Generous Yoshi, and that I've added little descriptions on the difficulties. For example:

Originally posted by Nice Yoshi Description
A difficulty meant for average dinosaurs who prefer to play games that are not too hard, but not too easy either.


--------------------
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.
Okay I'm gonna play the role of DPBOX here and say that the ending dialogue should be toned down a bit.
The fart and diaper jokes are a bit too much.

Nothing against people with that sort of taste, I have my own weird fixations, but it just comes off as extremely awkward (and not in a good way) as is.

Sorry for being a bother.
Keep up the good work.

--------------------
HackPortsASM"Uploader"

Well, I managed to lose my progress on Chuck's Locker Room after switching to a newer version, but as I was going back through the level, I found this mistake, so I guess it's a good thing.


I also tried playing as Mario and Luigi, and I find it kinda weird how they use Yoshi's sound effects for entering levels and getting hurt, as well as still using Yoshi's head for the fadeout/in. LOL. I would mention the "Yoshi Start!" as well, but other people beat me to it, it seems. If you're able to, it would be less weird if you could give Mario and Luigi their own SFX and change the fadeout/in when you're playing as them. Additionally, Mario and Luigi's spin jumps are pathetic, and they don't go nearly as high as they should.
Anyway, keep up the good work, and I'll actually try to finish getting all the Yoshi Coins now. If school doesn't get in the way.

asm coding time
My current(?) hack (outdated, possibly)
Originally posted by lion
Okay I'm gonna play the role of DPBOX here and say that the ending dialogue should be toned down a bit.
The fart and diaper jokes are a bit too much.

Nothing against people with that sort of taste, I have my own weird fixations, but it just comes off as extremely awkward (and not in a good way) as is.

Sorry for being a bother.
Keep up the good work.


I guess you could say I got a bit carried away with some of the new lines. :P

Anyway, I've tweaked a few of the lines. I changed the poop and diapers line to "This was supposed to be about Yoshi's triumphant victory against Bowser, but it was soiled by all this nonsense!" and my response to Yoshi farting to "I'll take that as a yes."

I asked DPBOX about these changes and he agreed that those two lines had to be changed, although he seemed fine with every other line in the text. Also, this cutscene is meant to be kind of stupid and awkward
because it's meant to be a hint that this is not the "real" ending of YSQ
, and I'm not sure what I could do to make it more awkward in a good way.

Originally posted by Mr. Pixelator
Well, I managed to lose my progress on Chuck's Locker Room after switching to a newer version, but as I was going back through the level, I found this mistake, so I guess it's a good thing.
*Insert .gif here*

I also tried playing as Mario and Luigi, and I find it kinda weird how they use Yoshi's sound effects for entering levels and getting hurt, as well as still using Yoshi's head for the fadeout/in. LOL. I would mention the "Yoshi Start!" as well, but other people beat me to it, it seems. If you're able to, it would be less weird if you could give Mario and Luigi their own SFX and change the fadeout/in when you're playing as them. Additionally, Mario and Luigi's spin jumps are pathetic, and they don't go nearly as high as they should.
Anyway, keep up the good work, and I'll actually try to finish getting all the Yoshi Coins now. If school doesn't get in the way.


Good catch! I've fixed that for the next build.

As for the bros. using Yoshi sounds and Yoshi Start!, I've also fixed these for the next build. Currently, the bros. have no unique sounds, but I'll consider giving them some voice clips at some point.

As for the spin jump, that turns out to be because the A button doesn't influence jumps in YSQ. In normal SMW, RAM address $7E0015 controls both A and B, but I changed that in YSQ so that the A button doesn't cause Yoshi to jump. However, this meant that the height of a spin jump can only be affected by B, and that's pretty awkward. For the next build, A now influences spin jumps again, although it also has the side effect of Yoshi's falling speed being slightly affected by A now.



Anyway, the next thing I'm working on in MYSQ is organizing the sprite code. I'm going to essentially disassemble every SMW sprite (plus the custom sprites I'm using) and making them all work independently of each other (besides using some shared routines) not only to organize things better, but also make it so that I can safely remove sprites I'm not using without affecting other sprites as well as optimizing them to use less space or less cycles.

Also, might I say that I'm surprised I didn't place higher in some of the C3 categories, particularly the ASM category. What, did people forget that I made it possible to have 2 overworlds/512+ sublevels in ones hack just like in MYSQ and that I combined two full length hacks into a single SMW ROM? I wonder if it was because my thread was mostly a big wall of text (if that did drive people away, then I'll consider organizing my future C3 threads better) or if it was because the manual insert patches weren't particularly user friendly (not much I could have done about that, since it was a ton of work getting the patches to work at all). That said, it was nice that I placed in a category I don't normally place in (Best Tool Release) and that there were some things that I felt definitely deserved the recognition they got (ex. Zandro's hack database).

--------------------
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.
Please submit your independent sprite versions to the sections (either as a disassembly if the code is still recognizable or just by itself), it'd be REALLY useful to have those things finally be easily accessible there.

Also re: C3, I would say that yeah, the issue was mostly presentation, but also the fact that the merging of two games is technically impressive but to the average user isn't anything super fancy and flashy, and it wasn't anything other people could make use of so attention likely drifted away from that.

--------------------
Your layout has been removed.
Originally posted by leod
Please submit your independent sprite versions to the sections (either as a disassembly if the code is still recognizable or just by itself), it'd be REALLY useful to have those things finally be easily accessible there.

Also re: C3, I would say that yeah, the issue was mostly presentation, but also the fact that the merging of two games is technically impressive but to the average user isn't anything super fancy and flashy, and it wasn't anything other people could make use of so attention likely drifted away from that.


Alright. This will take a while to do though, because I technically have to do 2 disassemblies, one for MYSQ and one for SMW. This is because MYSQ makes a lot of changes to the SMW sprites that I don't want to carry over to the disassemblies I'll be posting. So far, I've disassembled all the minor extended sprites, some of the generators, and I'm in the process of disassembling Yoshi. I'll post them somewhere once I get a fair amount of disassemblies done.


As for C3, yeah, I'll admit I'm not the best at presentation, but MYSQ was not the only thing I showed off in my thread. The main things were MYSQ, and 2 patches that let one not only manually insert levels/overworlds into their hack, but also enables one to have 512+ sublevels/2 overworlds respectively. MYSQ was meant to showcase this, as this ASM is what allowed me to fit both of my hacks into 1 ROM in the first place. The way MYSQ does it is a bit different from the patches though (the patches added a few extra features), but with a bit of extra ASM to allow loading more levels from the overworld, massive hacks like, say, a VLDCX collab, should now be possible for the average user to make (I say should because these patches are currently a beta). With this in mind and the fact that this is the first time I had released a major ASM resource that the average user could use during C3, you can probably see why I'd be curious about how the voting went. I'm not going to get upset over it though. The more important thing was that I got to show off something that I've been working hard on that some people liked seeing and that I finally contributed something major to the site that is not a hack.

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


Anyway, as a quick update for MYSQ, I've added Lunar Magic 2.53's ASM changes to MYSQ, and I've added a few debug related things (CPU meter and lag frame counter) that will eventually be part of the debug mode cheat. I've also been removing code for things I'm not going to use, like SMW Yoshi (I'm going to re-code this to work similarly to that one kaizo hack tech demo I posted a while back during C3).

--------------------
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.
Hey guys! :) I've got a couple of announcements.

The first thing was that a friend of mine recently suggested that I set up a discord server for those that wanted to talk about my stuff, and I decided to give that a shot. If any of you want to talk about my projects (my hacks, ASM, art, etc.) and/or Yoshi, I've put a link to the server in my post signature.


The second one is that I've updated the MYSQ patch. Here is what has been changed:

- Fixed the reznor's weird spawning position during level fade in. This was due to the "alpha" reznor (aka the one that initializes various reznor fight related stuff) not being the first one being processed.

- Made it so that Mario/Luigi no longer play any Yoshi sounds, MSU-1 or otherwise.

- Updated the Yoshi Start! message to now say the name of the character you're currently playing as.

- Fixed an oversight where entering one of the toilets in Chuck's Locker Room would cause the water level flag to not be set.

- Removed the copy of SubOffScreen found in bank 1 and made every sprite that called that routine use the one in bank A.

- Fixed an oversight where holding A did not let you jump high with a spin jump, either standalone or after landing on a spiked enemy.

- Made it so that getting hit won't cancel egg throwing, tongue grabbing, sliding, or climbing unless knockback is enabled.

- Fixed a bug where Yoshi would not play his MSU-1 throw sounds if he threw his last egg.

- Updated the NPC sprites to now use a variable graphics routine that lets me better customize their appearence (ex. UDY's hair is no longer cutoff). Currently, all NPCs that walked around don't anymore, but that will be fixed at some point.

- Made GetDrawInfo in bank A accessed by JSL and made the sprites in banks 2, 3 and F use bank A's GetDrawInfo. Bank 1's is slightly different from the others.

- Fixed the glitchy birds in MSQ's Yoshi's House.

In addition to this, I've been slowly working on the sprite disassemblies. Besides just isolating the code used for the sprites, I'm also going to be commenting the code to better document it. I'm interested in figuring out what makes these sprites tic as well as figuring out the cause of various bugs. I've already found a couple interesting things, like why holding left+right causes Yoshi to turn constantly, why you can squish sprites 4-10 while cape gliding (which causes them to display a glitch tile), and why spawning two or more eggs from blocks before the first one hatches causes them to spawn Yoshis instead of 1-ups. There is also this bug I might have discovered with sprite C1:


I'm going to show you guys a magic trick. Abra kadabra!

This happens if all the sprite slots are filled and only one of them contains sprite C1. When you land on sprite C1, it checks all the sprite slots to see if there is another sprite C1 present so it can initialize the other one's change direction timer. If all sprite slots are filled and there is no second platform, instead of returning like it should, the code assumes that slot 00 has C1 (even though it would have just checked slot 00 and saw that it was not C1) and then writes 0x7F to $1602. This can cause effects like in the above gif depending on what sprite X uses table $1602 for.

--------------------
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.
No idea if this is just an issue for me,or if no one else has said anything but when I go to the cheats menu to try to use the palette switcher for Yoshi it freezes,the music still plays but I can't back out of menu or anything,I tried deleting all of my save data as well,still freezes,the only thing I did prior to trying to activate it was enter the
ColorADinosaur
cheat.
Originally posted by Kio
No idea if this is just an issue for me,or if no one else has said anything but when I go to the cheats menu to try to use the palette switcher for Yoshi it freezes,the music still plays but I can't back out of menu or anything,I tried deleting all of my save data as well,still freezes,the only thing I did prior to trying to activate it was enter the
ColorADinosaur
cheat.


I caught that bug a while ago, but thanks for reporting it. It was a bug caused by my VWF text buffering routine, where it would terminate early if an ASM pointer contained an $FD byte. The nature of this bug meant that it could pop up randomly in some builds but not in others, but it's been fixed in the latest build.

Speaking of which, here is the changelog for the newest build:

- Fixed a bug where you could switch characters on the status screen or whil looking around on the overworld.

- Fixed a bug where the R bubble on the overworld would appear on the status screen.

- Fixed a SMW bug where the layer 3 smasher can't crush you if you alternate between pressing A/B every frame.

- Deactivated the layer 3 smasher when the player dies.

- Made it so that Yoshi can't punch climbing nets. This is because Yoshi's net punching frames are used for something else.

- Yoshi now passes through the smiling Yoshi blocks used in the Blue Switch. That level is also now beatable if you play as Yoshi.

- Fixed a potential softlock where two of the pits in Sky Gateway were deep enough that they were impossible to escape if the pit rescue cheat was on.

- Added an easter egg where the dragon in Space Voyage 2 has a 1/8 chance of using a different palette. It will look like the arch wyvern seen in the non-pc versions of Terraria back when it was a palette swap. Yoshi's dialog when he starts riding the dragon also changes slightly if this happens.

- Fixed the star warp animation. It turns out that the creator of the Dynamic OW player patch forgot about that when re-writing the graphics routine.

- Fixed a freeze bug that could randomly appear in the MYSQ builds where a text buffering routine I wrote failed to account for the possibility of an ASM pointer containing an $FD (which acts as a terminator byte).

- Fixed a bug introduced in the previous build where killing all 4 reznors in a battle would not end the fight.

- Fixed a bug where you could eat reznors/koopalings with Yoshi, causing their battles to never end.

- Fixed an oversight where some smoke sprites were using hardcoded OAM indexes.

- Fixed the graphics on the overworld piranha plants on the MSQ overworld.

- Reworked the way MSU-1 and SPC music is handled to hopefully fix bugs where both an SPC and MSU-1 track are playing at the same time.

- Made it possible to use ID 0x31 for MSU-1 music

- Fixed an oversight where MSQ took you to a glitched sublevel (or possibly the unused puzzle room in Bowser's castle if the random game over cheat was active) if you got a game over.

- Fixed a bug where game overs triggered on having 1 life instead of 0. This was likely caused by a change I made a while back to fix a different bug.

--------------------
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.
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Forum Index - SMW Hacking - Works in Progress - Yoshi's Strange Quest (V1.4 in progress)

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