Originally posted by zacmario
Wow, you are so talented. I hope people make good use of this hard work! Very nice hack too!
Thanks! ^_^ And I hope so too!
Originally posted by aCrowned
Yoshifanatic, remember back in the day when I offered to code your final boss and never delivered? I've been watching your C3 threads ever since, and man, you really became a great ASMer! C3 after C3, your showcases are always impressive. You definitely don't need me anymore!
Yeah, I still remember that. I also remember back when I first started YSQ when I had no ASM experience and had to ask others for help with things. It's the complete opposite now.
Also, did you ever see what I did as a substitute for YSQ's final boss? It may not have been what I initially intended, but it ended up working out very well.
If you don't know or don't remember, I repurposed the kirby boss to serve as the first phase of the EYF fight. It's a really easy phase, but it works because EYF is so arrogant, he thinks he will totatally beat Yoshi's bum and that he doesn't need to try very hard to do so. It's only when Yoshi kicks his bum that he decides to break out the big guns. That second phase, where he becomes a screen filling background boss, was coded entirely by me. I couldn't do a whole lot at the time due to limited experience, but I'd say it came out pretty well.
Originally posted by Vitor Vilela
I'm happy to see you keep working on the disassemblies. It's a so such big work and it's hard to keep motivated on a so complicate thing but you are going great so far. Do you have plans on implementing SA-1 on your SMAS+W disassembly?
The VWF dialogue update patch is pretty great too. It looks closer to whole RPG/VWF mechanics for me. I'm interested on using it for Touhou Mario 2, specially for the character portraits which reminds of exactly how Touhou works.
Keep it up man!
Regarding SA-1 support, I currently have a partially integrated version of the V1.31 SA-1 patch included in the disassembly, but it currently doesn't work.
However, the disassembly does have general SA-1 support, as I've included defines for some SA-1 registers and included support for the SA-1 memory map. It also has some functions that replicate some of the features of your patch, like changing the cartridge header, changing the global direct page offset, and remapping all the WRAM/SRAM addresses.
Originally posted by Final Theory
HOLY SH*T Yoshifanatic!
This is awesome stuff!
The VWF Dialogues Patch V1.3 is crazy and I want to one day use this in my hack. I'm planning on doing an overhead hack like zelda and I want this stuff really badly!
The smb 3 stuff is super cool too!
Thanks for everything also!
I'm glad to hear that! ^_^
Also, if you're planning on making an overhead SMW hack, perhaps you could talk with DPBOX? He's currently working on one.
Originally posted by Deeke
My true heart of hearts need a VWF Tool to be truly satisfied, but having any amount of work and optimization put into it is more than one should ever ask for. Your work there is really appreciated!
The portrait system is fascinating, and I wonder if it can be used to have a *Fire Emblem*-esque system of waist-high character art emoting at each other. Could multiple portraits even be out at the same time? How big can they be? Questions abound.
I'm glad to hear that! ^_^
Also, yeah, you can have a Fire Emblem -esque portrait system. The VWF patch has become a bit more like the UberASM patch, where if some functionality you want isn't provided, then you're capable of adding it in in whatever way you'd like as long as you or someone else is able to create the necessary MessageASM code.
Originally posted by DPBOX
That may be possible. The only limitation to how big the portraits can be is the number of 16x16 sprite tiles in the $0200 range they take up. So the maximum size is probably 128 16x16 sprite tiles, maybe a little less.
The face portraits in my new hack, My Little Pony: Friendship Adventures
, are 64x64 and use 32 16x16 sprite tiles, 9 for the background behind the face, 9 for the actual face, and 14 for the frame.
128 sprite tiles is the limit, but that'd be highly impractical. Also, the other thing to note is that your face portrait system uses the DynamicZ patch for handling uploading the graphics and palette of the portraits.
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3
/ V1.3.1 Beta 4.6
/ Latest Test Build (Mario & Yoshi's Strange Quests)
My WIP SMW/SMAS+W disassembly
Yoshifanatic's Discord Server
: A place for fans of my stuff and/or Yoshi to chat with others.