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Yoshi's Strange Quest (V1.4 in progress)

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MAN, it's been a long time since I posted here. I've been playing lots of other games (such as The Elder Scrolls V: Skyrim and IV: Oblivion, WWE 2K16/2K17, and various 3DS games). But...I might decide to give this game a non-PSP emulator run. Seeing as how I have an absurdly OP laptop (3.2 GHz quad-core when overclocked), this game's gonna see just how far I can push it! I might be able to push harder than the game pushes back... (Skyrim reference)
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Hi guys! :) Sorry for the bump, but it's been a while and I wanted to give you guys an update on how YSQ has been going lately.

As some of you may be aware if you've seen my C3 thread, I've been making some significant changes to YSQ lately, to the point where I've decided to start referring to these updates as V1.4 instead of V1.3.1. I've been attempting to address YSQ's biggest flaws as well as add new content to take advantage of all the ROM space optimizations I've made. Since C3, I've been silently updating the C3 patch over time as I fixed porting bugs and added in new features. The original patch I posted for C3 was very buggy, but it has gotten a lot better thanks to DPBOX's beta testing. The latest build is still not 100% beatable (unless there happens to be a game breaking bug before this point, you'll get stuck at Sky Gateway without the flying cheat and Elite Koopa Zone outright crashes because I was working on improving the elite koopas' sloppy programming and hadn't finished it yet. Both of these have been fixed for the next build), but its overall more polished and playable compared to the initial C3 release.

As of this post, the latest update was on 8/31/17, and can be downloaded either in the C3 thread or here:
Link
Note: Do not use a V1.3.1 Beta 4.6 or earlier .srm file on this build!



For those that want to know what changes this build has over V1.3.1 Beta 4.6, most of the changes have already been posted in the C3 thread. However, I'm going to post the stuff that I've done since my last C3 post:

- Fixed a lot of porting bugs, including game breaking bugs, adding missing Lunar Magic hijacks, fixing YSQ features that weren't working, making more progress on partially implemented features, and fixing bugs introduced by some of the new features.

- Updated Yoshi's graphics routine. Its now much more flexible and it saved me a good chunk of ROM space over the old routine. Currently, all of Yoshi's normal frames show up correctly. However,
Fat Yoshi's
are not quite finished.

- Added
Pudgy and Super Fat Yoshi
and adjusted the Red Block and the
Set Yoshi's Weight
cheat to account for them.
Pudgy Yoshi's
graphics are mostly finished outside of a few frames that aren't modified yet, while
super fat Yoshi
is very incomplete. I can also remove this feature and revert things back in the off chance that I need the ROM space for other stuff.

- The explanation text for what a scenario room is will now display in whatever scenario room is your first one rather than only displaying in the first one. This text is also only displayed once.

- All of the error message rooms have been combined into a single sublevel and the messages themselves are now VWF messages.

- Added a failsafe in case the player manages to access an invalid scenario room. You'll be told that the room is invalid, and pressing A will take you back to the overworld. This also applies to invalid error message rooms.

- Made some changes to the music house:
+ Songs are now listed in alphabetical order instead of the random order they were listed in previously.
+ The display for the songs is now handled like Yoshi's radio, where a single song is listed as well as the controls. Also, selecting a song will no longer cause the message to reload.
+ Selecting the song that is already playing will now cause the song to restart
+ All the songs are locked at first, but they can be unlocked after hearing them elsewhere. This is to help encourage exploration.

- Added a cheat to unlock all the songs

- Fixed the cutoff 8-ball in the BG of one of the sublevels in Wacky Land

- Yoshi now has to touch the flagpole instead of the air behind it for it to trigger the goal walk. This change was done because, with the flying cheat and/or certain potential oversights, it's possible to get behind certain flagpoles.

- Fixed a minor bug where Yoshi doesn't show his death frame if he dies when sliding.

- Yoshi now bobs up and down while walking and doing something else, like aiming an egg or sticking his tongue out.

- L/R scrolling takes half as long to start and sprites don't pause during the scroll

- Yoshi now shows his running animation frames when entering a pipe rather than his walking frames.

- Added a cheat at HammerGuy's suggestion that allows you to change Yoshi's palette from a selection of 16 different ones: Default, Red, Blue, Yellow, Orange, Purple, White, Brown, Lime, Pink, Black, Light Blue, Peach, Chocolate, Gold, Sinister.

- The main and subscreen registers are now updated every frame during NMI, so I can now hide layers if necessary. This also fixed a strange SNES9x bug present in the earlier V1.4 builds.

- Fixed a bug where Yoshi would play his egg throw MSU-1 sounds when he has no egg to throw.

- Changed Yoshi's default palette a bit.

- YSQ crashes in a safer manner now (assuming the crash was caused by a BRK).

- Fixed a bug where the camera in Reverse Cavern can scroll further down at the bottom of the normal exit path than its supposed to. This was because of a random block that was placed far below the level, likely as a remnant of when the normal exit path and the secret exit path were combined into one sublevel.

- Slightly tweaked the behavior of the white up and down gravity blocks.


As for the next build, it focuses on improving the file select screen, fixing the buggy implementation of the MSU-1 music feature so it works correctly, and various improvements/additions (ex. The ability to individually change the volume/loop setting of MSU-1 PCMs in game and reset them to the default, adding a 4th save file, increasing Yoshi's overworld movement speed, adding a randomized difficulty setting, etc.). This build may also make some changes to the save file data, but that would depend on whether DPBOX lets me update his .srm file or not before I decide to update the patch.



And now, for some incredibly late replies:

Originally posted by ASuperMarioWiggler
I've always wondered what causes those brief pauses between death/level completion... I have seen quite a few hacks with that.

Pretty much what LX5 said. If I knew how to code in SPC700 assembly, I'd probably make it so that the music upload routine uploads data in chunks rather than all at once. That would get rid of the pause, although this would cause it to take longer for a song to be uploaded.


Originally posted by yoshisisland
In a way this hack reminds me of Conker's Bad Fur Day, but with Yoshi and not as much swearing.

That's just based on the constant fourth-wall breaking, references to other games
(like M&L Superstar Saga, DKC2&3 and even SMW itself, to name a few)
and even pop-culture
(hello, Rocko's Modern Life)
, and crude humor
(Chuck's Locker Room, for example)
. Even frustratingly hard at times
(Mirror Ghost House)
, but I was laughing at all the funny parts!

Although, I feel like perhaps Yoshi should have encountered the Cavemen from the SMW animated TV series.


That's an interesting take on YSQ. It's not something I had in mind when making YSQ, but YSQ does have some similarities to CBFD. Although, I've lately been cracking down on some of the cruder jokes lately because quite a few people seem to think that those jokes define YSQ's humor as a whole even though YSQ's humor is a lot more varied than that.

Also, that could work as a random Easter egg.

Originally posted by grillo82
i hope will be Yoshi's Strange Quest 2

There will be. It won't be for a while, though.

Originally posted by xirtamehtsitahw
MAN, it's been a long time since I posted here. I've been playing lots of other games (such as The Elder Scrolls V: Skyrim and IV: Oblivion, WWE 2K16/2K17, and various 3DS games). But...I might decide to give this game a non-PSP emulator run. Seeing as how I have an absurdly OP laptop (3.2 GHz quad-core when overclocked), this game's gonna see just how far I can push it! I might be able to push harder than the game pushes back... (Skyrim reference)

It's been a long time since I last posted in this thread, too. XD

Also, this isn't related to this post specifically, but considering that in the past, you modified YSQ when testing/speedrunning YSQ, what are your thoughts on the newly added cheat codes? With V1.4, I don't recommend modifying YSQ at all because YSQ's internal structure is now quite different from normal SMW. YSQ is now being handled like its a giant ASM patch, so things aren't guarenteed to be in the same location they would be in a normal SMW hack (aside from stuff that Lunar Magic expects to be in certain places).
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.
Found a few bugs in your latest build.

1. Red Yoshi's name is replaced with "Mario's Keytastrophe (SMW Hack)".

2. Pressing Start while in the name entry mode closes the mode, but does NOT save the name you entered. Reopening the name entry interface causes you to type letters...but they don't show up.

3. Completing "Castle Crush" causes the name entry interface to appear instead of the normal cutscene message. Also, you can't pick up or otherwise interact with the egg at the end of the long corridor.

4. If you enter Slimy Cavern without completing the Purple Switch Palace, the block outlines will be filled with glitchy graphics.


I may have to enable the unlock-all-levels cheat in order to further bug-test this game. But...I do absolutely love the cheat codes you put into the game. Also, the updated, brighter palettes are a bonus. ^w^
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Hey guys! I've made another update for YSQ, which can be gotten here:

Link
Important note: This build heavily alters the save data. Don't use a YSQ .srm file made before this build!
Note: If you were using the MSU-1 voice clip feature, you'll need to replace the voice clip PCMs with the new ones provided with this download. This build uses different IDs for these sounds so that the MSU-1 music feature can work correctly.


Now, for the changelog, here is a list of non-porting related stuff that's been added/changed:

- Made some changes to the save system.
+ Moved a few RAM addresses around so that most of the addresses that get saved are in a single continuous block.
+ Removed a few redundant bytes that got saved a couple times (ex. $7E1F2E)
+ Reserved a bunch of extra space for saved addresses to reduce the chances I'll need to update the save system again.
+ Moved all the global save data to one location to keep it organized.

- Added the ability to unlock cheat codes by entering specific names in the name entry field. These names are case sensitive.
+ "
HowToBasic
" = Infinite Eggs
+ "
Determinator
" = Infinite Lives
+ "
ImABigWuss
" = Infinite Health
+ "
NotABirdOrPlane
" = Flying Yoshi
+ "
UhOhSpaghettios
" = Weight Adjuster
+ "
WelcomeToDie
" = Randomized Game Over
+ "
PoopyDinosaur
" = Farting Yoshi
+ "
SkipToTheChase
" = Unlock All Levels
+ "
ChiptunesGalore
" = Unlock All Songs
+ "
SecurityBreach
" = Unlock All Extras
+ "
ColorADinosaur
" = Yoshi Palette Changer
+ "
IHateCutscenes
" = Make all cutscenes skippable

- Added a 4th save file

- Fully implemented the MSU-1 music feature. The MSU-1 can now play music instead of voice clips if set in the options menu. For those of you that would like to try this out, here is a test PCM.
This PCM will replace Donkey Kong Country 2 - Krook's March with Croc: Castle Island 1 if the MSU-1 is enabled and its set to play music. This is one of the few songs I planned on using for YSQ's MSU-1 soundtrack back when I first implemented MSU-1 support before I scrapped that idea.

- YSQ now removes the last egg Yoshi has rather than the 6th egg when you pick up one more egg than you can carry. This allows YSQ to support having a different max number of eggs.

- Increased Yoshi's overworld movement speed.

- Fixed a bug where the VWF messages glitch up whenever HDMA is present that touches the scroll registers. This is because the VWF messages use $211B/$211C for multiplication for stuff outside V-Blank and the scroll registers have an effect on $211B/$211C.

- Fixed a bug where layer 1 won't shake when the screen is flipped. This is because the flip screen ASM was called a bit too late in the ShowLevel gamemode.

- Made Mirror Ghost House 2's horizontal sublevels use the flip screen HDMA. This saved ROM space and makes it easier for me to modify these sublevels.

- Fixed a bug where the status screen wouldn't always display the current level when opening it (ex. Opening the status screen while standing on Lazy Land will have the status screen open on World 7 with Lazy Land selected. Opening it on Rainbow Road opens it on World 1 with nothing selected as if you were standing on an invalid level tile).

- Added 3 more songs, one of which is used in Forest Access and the other 2 are currently unused.

- Removed the 31 KB sample used for the big explosion sound and replaced the two instances where it could be heard (letting the fuse in Yoshi Fused Cliffs reach the TNT or waiting on the bomb error message) with a regular sound effect.

- If you've managed to collect every Yoshi coin the old way (getting all of them in a single run of X level without dying), the Yoshi coin on the status screen will now be platinum colored instead of gold.

- Added a watermelon outline to the status screen that functions like the Yoshi coin outline, except that this is for the invisible 1-ups.

- Yoshi now animates on the status screen.

- Added the ability to adjust the volume and loop settings of MSU-1 PCMs in game from the options menu. Also added a way to reset these settings back to the default.

- Added a randomized difficulty setting that randomizes all the different parameters. It's more of a novelty than anything, because it tends to generate sadistic settings.

- Added a new difficulty parameter: Max number of eggs, which determines how many eggs can be following Yoshi at a time. Can be set between 1-6 and is set to 6 for Generous/Nice Yoshi, 4 for Mean Yoshi, and 2 for Sadistic Yoshi.

- Made all the unlockable stuff accessed in Yoshi's House global unlocks. Once you unlock these things once, they will be unlocked no matter what file you play.

- Made lots of improvements to the file select screen.

And that's pretty much it.

Originally posted by xirtamehtsitahw
Found a few bugs in your latest build.

1. Red Yoshi's name is replaced with "Mario's Keytastrophe (SMW Hack)".

2. Pressing Start while in the name entry mode closes the mode, but does NOT save the name you entered. Reopening the name entry interface causes you to type letters...but they don't show up.

3. Completing "Castle Crush" causes the name entry interface to appear instead of the normal cutscene message. Also, you can't pick up or otherwise interact with the egg at the end of the long corridor.

4. If you enter Slimy Cavern without completing the Purple Switch Palace, the block outlines will be filled with glitchy graphics.


I may have to enable the unlock-all-levels cheat in order to further bug-test this game. But...I do absolutely love the cheat codes you put into the game. Also, the updated, brighter palettes are a bonus. ^w^


Thanks for reporting those bugs. They've all should be fixed in the newest build I posted. As for why those bugs were there:

- The first bug was caused by my text macro system. I defined the string "Red Yoshi: " as a text macro, but I had the text commented out for some reason so the game used the next text macro string under the label.

- I'm not sure what caused the second bug exactly, but I'm guessing that was because of some RAM address used by the name entry not being reset properly.

- For the third bug, this was because I removed a code hack where that cutscene message was split into two separate messages so that the cutscene would be paused when giving the option to skip it. I changed how that was handled, but forgot to update the message ID that was called to start that cutscene.

- The last bug was due to me changing the global exanimation slot that animation used without updating the byte that contains the highest used global slot. I handle this data manually inside the YSQ source instead of with Lunar Magic, so that's why this happened.


Also, that's good you liked the cheat codes. :) You have any suggestions for more cheat codes? I got a couple more planned (ex. Entering "Yoshifanatic" would enable a debug mode), but I'm open for suggestions. Also, I'm glad you like the new palettes.
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.
Yeah, I've got an idea for a couple more cheat codes:

AfraidOfHeights
Fall Rescue--prevents death by falling into pits.

OoohHotHotHot
Lava Immunity--you "bounce" instead of dying if you touch lava.

DeLorean
Stop Timer--would stop the timer on timed levels.

Also, there's this weird thing with the name display: your name shows up as "000000000000000". What's causing that?

One possible cause of this bug is that you're using the name entry system to unlock cheats. That might be what's leading to me getting a name consisting only of fifteen zeroes. Therefore, I'll have to just stick with name entry turned off (until this gets fixed--I wanted my character to be named Yossy as a throwback to Kart Fighter).

Also...ANOTHER bug involving Castle Crush: this time, although the correct cutscene text plays, Yoshi's stuck in place. It seems as though once you fix one bug, another immediately rushes in to take its place. :(

Oh, and did you leave in that one effect that comes from hitting that message box over and over in Impassible Cavern?
where you get sent back to the title screen (and potentially lose a lot of progress if you haven't saved)


And I found a bug regarding the second portion of Impassible Cavern. Where the dirt is supposed to switch between solid and pass-through. The swapping sound occurs, but the dirt remains solid. Not sure if this is just because I'm playing on ZMZ or what... :s
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
Yeah, I've got an idea for a couple more cheat codes:

AfraidOfHeights
Fall Rescue--prevents death by falling into pits.

OoohHotHotHot
Lava Immunity--you "bounce" instead of dying if you touch lava.

DeLorean
Stop Timer--would stop the timer on timed levels.

Also, there's this weird thing with the name display: your name shows up as "000000000000000". What's causing that?

One possible cause of this bug is that you're using the name entry system to unlock cheats. That might be what's leading to me getting a name consisting only of fifteen zeroes. Therefore, I'll have to just stick with name entry turned off (until this gets fixed--I wanted my character to be named Yossy as a throwback to Kart Fighter).

Also...ANOTHER bug involving Castle Crush: this time, although the correct cutscene text plays, Yoshi's stuck in place. It seems as though once you fix one bug, another immediately rushes in to take its place. :(

Oh, and did you leave in that one effect that comes from hitting that message box over and over in Impassible Cavern?
where you get sent back to the title screen (and potentially lose a lot of progress if you haven't saved)


And I found a bug regarding the second portion of Impassible Cavern. Where the dirt is supposed to switch between solid and pass-through. The swapping sound occurs, but the dirt remains solid. Not sure if this is just because I'm playing on ZMZ or what... :s


Those are some decent ideas for cheats. I'll consider implementing them.

Also, I've fixed the bugs you pointed out and I've updated the patch. Click the link in my previous post again to get the new patch. Here is an explanation for what caused those bugs:

- For the messed up name, that's because I moved the RAM tables that store some of the things that get saved to SRAM within the $1F49-$1FD5 range in order to reduce the size of the save routine a little. However, as that's normally used as a save buffer for $1EA2-$1F2E, I removed/modified most of the code that touched that area, but I accidentally missed the loop at $009F08 that clears the RAM at that range.

- The reason you couldn't move during that cutscene was because I set that cutscene to be frozen initially for when the cutscene skip text appears. Then, afterwards, the cutscene is supposed to unfreeze everything so it proceeds as normal. However, I mistakenly only set the VWF freeze game flag to 00, when I should have set all the other freeze game flags (ex. $9D and $13FB) to 00 as well.

Also, yeah, pretty much. With all these bugs I've dealt with lately, it's like I'm racking up a high score while playing whack-a-mole. :P

- The reason for why the gimmick of the second half of Impassible? Cavern didn't work is because I made the generator's code into LevelASM code, but I also forgot to remove the generator. And because I optimized the code so that it does EOR #$80 to $5B, both the generator and the LevelASM code flip that bit on the same frame, meaning the layer 2 interaction doesn't change.

Also, that easter egg is still present. Incidentally, I tested that before releasing the previous patch because I remembered that the way it was implemented was a bit hacky and I could improve the implementation.
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've played a few levels in world 3 (due to the unlock-all-levels code), and haven't run into any major glitches yet. Here's hoping the rest of the game is as smooth as level 1. #w{=D}

Will try that latest patch and see if I can actually finish the game this time. Bugs are the price you pay for trying to make a game better than Nintendo ever could. XD

EDIT: Found a bug regarding the save slots. The first of four causes the game to freeze, but the music keeps playing. The other three are still functional.

And I have one little cosmetic suggestion: make it so the Yoshi in the cutscene at the end of the first level matches the palette of the Yoshi you're currently using (if this is even possible).

I'm having serious trouble in Soda Warehouse, due to all the instant-death blocks you have placed in the level. I suggest making it so you take damage rather than dying instantly from running into a wall. The level would remain somewhat challenging (you'd still want to avoid those walls, but it's not the end of the world if you do hit one).

Oh, and I also found what could possibly be either a bug or oversight--you can completely bypass the soda bottle in Soda Warehouse with a well-aimed jump. Or was that intended? If you do bypass the soda bottle, you would have to use the Flying-Yoshi (and possibly infinite health) cheats to get through the level.

And maybe the lava cheat I suggested, if you do implement it, make it so that all instances of generic instant death are disabled (except for special cases--such as in another level I will refrain from naming).
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
I've played a few levels in world 3 (due to the unlock-all-levels code), and haven't run into any major glitches yet. Here's hoping the rest of the game is as smooth as level 1. #w{=D}

Will try that latest patch and see if I can actually finish the game this time. Bugs are the price you pay for trying to make a game better than Nintendo ever could. XD

EDIT: Found a bug regarding the save slots. The first of four causes the game to freeze, but the music keeps playing. The other three are still functional.

And I have one little cosmetic suggestion: make it so the Yoshi in the cutscene at the end of the first level matches the palette of the Yoshi you're currently using (if this is even possible).

I'm having serious trouble in Soda Warehouse, due to all the instant-death blocks you have placed in the level. I suggest making it so you take damage rather than dying instantly from running into a wall. The level would remain somewhat challenging (you'd still want to avoid those walls, but it's not the end of the world if you do hit one).

Oh, and I also found what could possibly be either a bug or oversight--you can completely bypass the soda bottle in Soda Warehouse with a well-aimed jump. Or was that intended? If you do bypass the soda bottle, you would have to use the Flying-Yoshi (and possibly infinite health) cheats to get through the level.

And maybe the lava cheat I suggested, if you do implement it, make it so that all instances of generic instant death are disabled (except for special cases--such as in another level I will refrain from naming).


Crud. Another gamebreaking bug. XD Well, I've updated the patch yet again to fix that freeze bug (or at least the one I think you're referring to. If it's not the one I'm about to explain, please give more details). The reason the game froze when touching an overworld exit path was because the name entry screen uses $1DE8 as a counter for how many letters you entered for your name. This address wasn't being cleared when the overworld was loaded, so you'd get various glitchy effects or game crashes depending on how long the name you entered was when touching an exit path. However, this only happened if you touched an exit path after starting a new game. Reloading your file would fix this, since every RAM address, except a certain part of the SRAM is cleared on startup.

Regarding Soda Warehouse, I know it's possible to jump past the soda bottle. I don't consider that a bug. Although, the fact that touching the soda cans kills Yoshi when he's not on the soda bottle is. I plan on re-implementing this level's gimmick at some point so that the soda bottle is less buggy (one thing I'd like to do is make Yoshi have a unique death animation when Yoshi crashes into the walls of this level), and potentially making it possible to beat this level without using the soda bottle or cheats for those that want a self imposed challenge.

Regarding the cutscene Yoshi, I'm aware that that cutscene Yoshi (and some other stuff) doesn't change to reflect what palette Yoshi is using. It's not going to be an easy thing to do without wasting ROM space on a separate palettes for all these different cutscene Yoshis, though.

As for the cheats, I've added the time cheat in this new build. Due to how it works, if you turn this on and see a time limit in any sublevel that normally doesn't have a time limit, let me know. As for the lava cheat suggestion, I'll consider that.
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.
So...how do you propose I deal with Soda Warehouse, since it seems that you haven't fixed that bug yet? If I can't pass this one level, it'll end up "brick-walling" me at some point (that is, it'll be a seemingly insurmountable obstacle). For now, however, there are other levels I can complete.

What I was referring to involved the first save slot itself. This is the text that shows up when I attempt to use that slot:

Name:
Exits: 0/100
Yoshi Coins: 0/355
Difficulty:


...and that's it. No "New game", "Continue", "Nuke Game", etc. options are displayed.

Also got a few more ideas:

1. If at all possible, attempt to add a score display and points for defeating enemies.

2. Another possibility is adding the coins you collect to a cumulative total (like in New Super Mario Bros. 2) Or, make this into a cheat code, with the code being
ScroogeMcDuck


3. A third possibility is adding a lives cheat that enables you to accumulate up to 1,110 lives (where each "ten" is shown as a gold egg, like how crowns are used in Super Mario 3D Land and New Super Mario Bros. 2). A possible cheat code for this would be
TripleCrown

The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
So...how do you propose I deal with Soda Warehouse, since it seems that you haven't fixed that bug yet? If I can't pass this one level, it'll end up "brick-walling" me at some point (that is, it'll be a seemingly insurmountable obstacle). For now, however, there are other levels I can complete.

What I was referring to involved the first save slot itself. This is the text that shows up when I attempt to use that slot:

Name:
Exits: 0/100
Yoshi Coins: 0/355
Difficulty:


...and that's it. No "New game", "Continue", "Nuke Game", etc. options are displayed.

Also got a few more ideas:

1. If at all possible, attempt to add a score display and points for defeating enemies.

2. Another possibility is adding the coins you collect to a cumulative total (like in New Super Mario Bros. 2) Or, make this into a cheat code, with the code being
ScroogeMcDuck


3. A third possibility is adding a lives cheat that enables you to accumulate up to 1,110 lives (where each "ten" is shown as a gold egg, like how crowns are used in Super Mario 3D Land and New Super Mario Bros. 2). A possible cheat code for this would be
TripleCrown


You can deal with it by downloading the patch again. I updated it just now. :P

I made these changes to the soda bottle/Soda Warehouse which should make it a bit easier (or improve the functionality of the soda bottle sprite):
- Touching the soda cans won't kill you unless you crash directly into them. Before, they would kill you no matter what.
- Crashing into a wall causes the soda bottle to make a sound, shake the screen, then start falling down until Yoshi is offscreen and then dies.
- Yoshi is now considered sliding when on the soda bottle, which means enemies will die if you touch them (I may add enemies to this sublevel specifically so they can be smashed into with the soda bottle).
- You can't move up/down into a ceiling/floor now.
- You can't be hurt by spikes unless Yoshi physically touches them (although I should mention that Yoshi's sliding hitbox does extend a bit above him, since it's the same as his standing hitbox).
- If Yoshi dies while on the soda bottle, Yoshi will no longer stick to it.


As for the crash bug, that's because the difficulty setting on your save file 1 is invalid due to me changing the layout of the save file data a couple builds ago. YSQ uses a pointer table to determine the difficulty level to display on your save file, and your save file's difficulty byte was invalid. I've fixed this in the new build by having all invalid difficulties display as "Invalid Yoshi". I recommend that you erase file 1 after updating, because I don't know what will happen if you try to load that file.

As for the ideas you posted:
1. I'm not sure if I'd want to re-add that. I initially removed the score counter because I needed more space in SP1 for sprite tiles. However, because Yoshi's 8x8 tiles are now DMA'd like the rest of his tiles, I could re-add them, but I now need that space for something else.

2. That could be kind of neat, in the sense that the player might be interested in seeing how many coins they picked up over the course of the game. I might implement that if I'm up to it.

3. I could do that, but I don't really see much point. It doesn't help that I have very little room for stuff on the status bar as is, and I don't want it to take up more screen space either.



Also, in addition to a few more porting related bugs, I've made these changes in this build:

- The robo dragons now bob up and down a bit. It makes them look a bit more lively.

- Ported over some of the updated minimalist status bar patch's code over so that the status bar now uses an unseen part of layer 1 for its tilemap. Now, full sized layer 3 tilemaps can scroll freely without issue and some levels have been updated accordingly.

- Updated the entrance sublevel of Castle Crush to make it look nicer.

- Added layer 3 fish to the first underwater part of Forest Access.

- Reduced the HP of the cookie crab a bit, because 8 hits was way too many.
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.
Thanks for fixing those bugs I mentioned. Also...I wonder if wings could be added to Yoshi when using the Flying Yoshi cheat? That'd be cool.

Again, sorry if I'm bombarding you with all these bug reports and questions. #wario{XP}

(Apologies in advance)#wario{:/}

Found a couple more bugs:

1. Sometimes, if there is more than one Koopa onscreen at a time, their heads will disappear or flicker.

2. If you catch an egg while aiming your tongue vertically in an underwater level or sublevel, and the egg is in the process of popping, the game will freeze, but the music will continue playing. This may only happen if you already have six eggs, which would explain the bug's extreme rarity (most people wouldn't be able to pull off throwing an egg, eating an enemy, then grabbing that "seventh" egg WHILE it is popping, AND aiming Yoshi's tongue upward in an underwater level).

Oh, and the cookie crab still takes 8 shots to kill.

One last thing--the Infinite-health and Infinite-eggs codes "re-locked" themselves on my game, and now cannot be re-unlocked. But...in both cases, I already have Game Genie codes that do the job those cheats would've done.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
Thanks for fixing those bugs I mentioned. Also...I wonder if wings could be added to Yoshi when using the Flying Yoshi cheat? That'd be cool.

Again, sorry if I'm bombarding you with all these bug reports and questions. #wario{XP}

(Apologies in advance)#wario{:/}

Found a couple more bugs:

1. Sometimes, if there is more than one Koopa onscreen at a time, their heads will disappear or flicker.

2. If you catch an egg while aiming your tongue vertically in an underwater level or sublevel, and the egg is in the process of popping, the game will freeze, but the music will continue playing. This may only happen if you already have six eggs, which would explain the bug's extreme rarity (most people wouldn't be able to pull off throwing an egg, eating an enemy, then grabbing that "seventh" egg WHILE it is popping, AND aiming Yoshi's tongue upward in an underwater level).

Oh, and the cookie crab still takes 8 shots to kill.

One last thing--the Infinite-health and Infinite-eggs codes "re-locked" themselves on my game, and now cannot be re-unlocked. But...in both cases, I already have Game Genie codes that do the job those cheats would've done.


You're welcome. :)

Regarding that idea for Yoshi to have wings when the flying cheat is enabled, I could do that. I'll consider implementing that.

Also, I've updated the patch yet again, so download it if you want. Besides the below bug fixes, I've disassembled all of Lunar Magic 2.50's hijacks and implemented them into YSQ's source, and I'm focusing on improving the YSQ source code itself. Despite me converting YSQ into a giant patch, there are still a lot of hardcoded RAM addresses that need labels as well as inconsistencies that need to be addressed. Hopefully, there aren't any new bugs that got added as a result of this.


As for those bugs you mentioned:

- You're going to have to tell me where exactly that happened, because it sounds like a sprite memory issue. YSQ does have a few sublevels that don't use index 10, so that could be why that happened.

- Regarding the crash, I tested it out, and it happens if you try to pick up an egg sprite while Yoshi has the max number of eggs he can carry. Being underwater, the direction you touch the thrown egg with Yoshi's tongue, and the timing doesn't matter. The reason was because I made the egg sprite reuse a bit of code from elsewhere to save ROM space, and a return address that I stored using PEA before jumping to said routine was 1 off from what it was supposed to be.

- The buggy cheats was because I tried to fix an oversight where the infinite timer cheat wasn't reset when reloading YSQ. However, I didn't realize that I accidentally set that cheat to use the same SRAM address as some of the cheat unlock flags.

- As for the cookie crab's HP, I was apparently looking at "CookieCrabCookie"'s code, not "CookieCrab", and the thing I changed was the bounce counter. If you're wondering how I managed that, it's because YSQ's custom sprite code is all in a single file, and a lot of the older sprites have so many similar comments and labels, that I didn't realize that I was modifying the wrong sprite (not to mention that I glanced over the cookie part of the sprite's name).
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.
Anyway, regarding the flickering-Koopa issue, it was present in pretty much any level showing multiple Koopas in the same general area.

And I have a very easy fix regarding the egg-catching bug: I can simply tweak my infinite-eggs code to make me always have five eggs instead of six.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
Anyway, regarding the flickering-Koopa issue, it was present in pretty much any level showing multiple Koopas in the same general area.

And I have a very easy fix regarding the egg-catching bug: I can simply tweak my infinite-eggs code to make me always have five eggs instead of six.


I can't replicate it. I went to a few spots that had multiple koopas, like the 3 red koopas in Reverse Cavern and the entrance of Red Yoshi's Mansion, the 3 green parakoopas at the start of Butter Bridge, etc. and nothing unusual happened. Are you sure it's not a cheat/hack you're using that's doing that? Remember that YSQ's internals are different from the average SMW hack because I can easily shift things around without it breaking the game (with the exception of anything that Lunar Magic reads/modifies). As an example, I removed a lot of chunks of empty space in Banks 0-F so that all the freespace would be found at the end of a bank instead of randomly throughout (aside from when I needed to hardcode an address, such as for the SNES header or Lunar Magic's hijacks) and so I have a bit of leeway before I hit the space limit wherever the next warnpc/org statement is in the code. YSQ also has very few RATs tags in the expanded area due to me not needing them (unless Lunar Magic reads the tag to determine the size of something, which I think it does on occasion). If you're applying patches to YSQ for these cheats, you could very well be overwriting something without realizing it.

Also, I fixed the egg sprite crash in the newest build.
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 haven't applied any patches--the one time I applied the "Disable Death Flag" patch to an earlier version of this game resulted in the game being rendered completely unplayable--that is, the intro would start, but as soon as I pushed a button...the game froze with the music still playing.

You're right--trying to add any .ips or .bps patches is just inviting disaster. However, I am using a few Game Genie codes (mainly for moon jumps, infinite health and infinite eggs)--but I highly doubt those are the cause of the flickering Koopas. I actually think it's something to do with how ZMZ handles sprites (there is no slowdown, even when there's a lot of sprites onscreen at once, but why those stinkin' Koopas have to go and behead themselves on occasion... #wario{-_-?}).

Oh, and any idea when the lava and fall-rescue cheats will be added?

And I have an idea for one more cheat:
ConcreteShoes
: disables swimming (works like Samus' Gravity Suit in the Metroid games).
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Hello, xirtamehtsitahw. I'm DPBOX, creator of My Little Pony: Cutie Re-Mark Adventure.

I was Yoshi's Strange Quest 1.4's only play tester until you appeared. I went on hiatus recently so I could make this post, and I didn't touch Yoshi's Strange Quest then, but my hiatus is over and I'm ready to begin play testing the game again.

Yoshifanatic and I kept sending PMs to each other regarding stuff like bugs, but I'm going to be posting stuff in this thread now now that there is more than 1 play tester.

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!

I just finished Castle Crush and The Impassible? Cave, and there are some issues with The Impassible? Cave and things to censor. (I'm also helping Yoshifanatic censor out some of the game's bathroom humor.)

There is a very minor text issue in the Pokémon Battle bonus room. You put an e instead of an é (with the accent) in "Pokémon". It says "Pokemon" instead of the correct "Pokémon". You might want to fix that.

In the "1 + 1 = Farts" Error Room, I understand it's minor and just a word versus a Yoshi sitting on a toilet, but couldn't you have just said anything other than "Farts", like maybe "Pizza" instead? There are a lot of pizza gags in the hack, so I think you should eliminate the bathroom humor and say "1 + 1 = Pizza" instead.

Here's a much more major issue with the level. It's possible to go into the wall here. You can then jump to go above the level. It's not level-breaking, though because you're forced onto the normal path only about 2 screens later.

The MSU-1 Volume menu seems pretty buggy. A lot of the songs and sound effects seem to be null, and sometimes nothing plays when I press A. Somgs like 2, 3, 4, and 5 won't play until I play 18 for some weird reason.

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!

It's possible that either that was an oversight, or there is no way to type "Pokémon" with the accent in the font YF used in his game.

As for the bathroom humor, YF has already censored quite a bit of it. I've gained access to level 4 so far (but haven't started it yet--I want to finish as much of level 3 as possible).

Honestly, you don't want to know what the previous version of Giant Chasm was like, in terms of what it was implying (with the blue Yoshi at the beginning of the level).

A few places have rearranged Yoshi Coins, it seems. Just a heads-up if you're trying to rely on an older version of this game as a guide to make speedruns of the current version.

And a belated "thank you" to YF for applying that latest update removing the egg-catching bug.

Apparently Chocolate Lake's exits got changed or something, because I've beaten it both ways that I know of, and still only ONE exit has unlocked, and Butter Bridge remains hidden.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Originally posted by xirtamehtsitahw
I haven't applied any patches--the one time I applied the "Disable Death Flag" patch to an earlier version of this game resulted in the game being rendered completely unplayable--that is, the intro would start, but as soon as I pushed a button...the game froze with the music still playing.

You're right--trying to add any .ips or .bps patches is just inviting disaster. However, I am using a few Game Genie codes (mainly for moon jumps, infinite health and infinite eggs)--but I highly doubt those are the cause of the flickering Koopas. I actually think it's something to do with how ZMZ handles sprites (there is no slowdown, even when there's a lot of sprites onscreen at once, but why those stinkin' Koopas have to go and behead themselves on occasion... #wario{-_-?}).

Oh, and any idea when the lava and fall-rescue cheats will be added?

And I have an idea for one more cheat:
ConcreteShoes
: disables swimming (works like Samus' Gravity Suit in the Metroid games).


It's probably one of the Game Genie cheats causing that issue then. Turn them all off and see if the koopas still flicker.

As for the cheats, I've implement the pit one for the next build. It's unlocked with
MeatyBeansPower
and it causes Yoshi to launch out of a pit if he falls into one. Here are some notes about it:

- Yoshi launches out of a bottomless pit with a spring sound, and Yoshi can also do a boosted flutter jump afterwards. Yoshi jumps quite high from this, about half the height of a horizontal level.
- Every time Yoshi is launched, the death counter silently goes up by 1 even though Yoshi doesn't actually die.
- The death barrier is raised a bit while this cheat is active in order to prevent the player from going under the stage.
- If Yoshi is swimming, then Yoshi will not launch out of the pit because there is no need to do so. Also, the death barrier will be at its normal height even if the cheat is active, because some secrets require swimming under the stage to get to them, and the raised death barrier would make them impossible to reach.
- The code I assigned this cheat probably seems random, but the idea behind it is that Yoshi could be
using the power of Eaty Petey's Meaty Beans
to launch himself out of the pit. You can probably guess what that implies. XD

As for the new cheat suggestion, that might make some levels unbeatable or create inescapable situations while it's on. Perhaps a better idea would be an option/cheat that gives Yoshi the alternate swim physics you get when holding an item?


Originally posted by DPBOX
I just finished Castle Crush and The Impassible? Cave, and there are some issues with The Impassible? Cave and things to censor. (I'm also helping Yoshifanatic censor out some of the game's bathroom humor.)

There is a very minor text issue in the Pokémon Battle bonus room. You put an e instead of an é (with the accent) in "Pokémon". It says "Pokemon" instead of the correct "Pokémon". You might want to fix that.

In the "1 + 1 = Farts" Error Room, I understand it's minor and just a word versus a Yoshi sitting on a toilet, but couldn't you have just said anything other than "Farts", like maybe "Pizza" instead? There are a lot of pizza gags in the hack, so I think you should eliminate the bathroom humor and say "1 + 1 = Pizza" instead.

Here's a much more major issue with the level. It's possible to go into the wall here. You can then jump to go above the level. It's not level-breaking, though because you're forced onto the normal path only about 2 screens later.

The MSU-1 Volume menu seems pretty buggy. A lot of the songs and sound effects seem to be null, and sometimes nothing plays when I press A. Somgs like 2, 3, 4, and 5 won't play until I play 18 for some weird reason.


Regarding the Pokémon thing, that's been fixed. By default, attempting to type é in a VWF message results in it displaying as ö because é doesn't have a byte assigned to it in vwftable.txt (although it is present in the font file). That's the only reason why I didn't use that accented e in Pokémon beforehand, although I didn't realize how easy it would be to fix that. XD

Regarding that error message room, I'll change that. Although, the reason I used Farts for that was because that error message room was inspired by an episode of Ned's Declassified School Survival Guide of all things.

Regarding that wall, that's been fixed as well.

As for the MSU-1, I'm not sure what's wrong. I don't have any issues with the MSU-1 volume menu. I have around 60 music PCMs that I converted myself, and I can get all of them to play just fine. Of the PCMs I've given out, only 37 and 208-233 should play for you, so check them. Any other ID won't play a song unless you have a PCM in the same folder as YSQ with the same ID as the song you selected. Speaking of which, if you still have them, you should remove the older voice clip PCMs from the folder. You can't use the voice clip feature with the older PCMs and YSQ will try to play them as songs if you have the MSU-1 set to play music.


Originally posted by xirtamehtsitahw
As for the bathroom humor, YF has already censored quite a bit of it. I've gained access to level 4 so far (but haven't started it yet--I want to finish as much of level 3 as possible).

Honestly, you don't want to know what the previous version of Giant Chasm was like, in terms of what it was implying (with the blue Yoshi at the beginning of the level).


I think DPBOX was already aware of what Giant Chasm used to be like. He made a thread a while back complaining about hard hacks, citing YSQ as one example, and he brought up YSQ having quite a bit of toilet humor in that post.

Admittedly, I don't think YSQ has quite as much toilet humor some people seem to think it does, but maybe that's just me. The major ones I can think of off the top of my head are/were Giant Chasm's gimmick, Chuck's Locker Room, Scenario Room 3 and 10, the cutscene for
beating Bowser
, etc., although there are plenty of more minor examples (1/32 chance of a fart sound playing when entering a level, the farting Yoshi cheat, the
diaper dimension
, the method for getting 3 of the special game overs
(Staying in Tootshi's Outhouse, losing your last life to one of the diaper dimension diapers, and going down Red Yoshi's toilet repeatedly,)
, etc. But, I think the 4th wall gags alone are way more numerous than all the toilet jokes combined.

However, I'm willing to improve any of the jokes that people find too crude/stupid/disgusting/distasteful/etc., as long as people make me aware of these things. Heck, I actually find the censored version of the pick nose option in Scenario Room 2 to be funnier than the original and the revised Giant Chasm gag is more creative, so that's a good start.

Originally posted by xirtamehtsitahw
And a belated "thank you" to YF for applying that latest update removing the egg-catching bug.


You're welcome. :)

Originally posted by xirtamehtsitahw
Apparently Chocolate Lake's exits got changed or something, because I've beaten it both ways that I know of, and still only ONE exit has unlocked, and Butter Bridge remains hidden.


I just checked and it seems that I got the normal and secret exit flagpoles mixed up when I was updating them to use updated map16 tiles. I've updated the patch yet again to fix. In addition to the bug fixes and the pit rescue cheat, I've done a couple more things:

- I've been working on remapping the colors used by the big Yoshi sprites found in cutscenes so that they can change color in accordance with the palette cheat. Here is a spritesheet showing what a lot of them look like with the different Yoshi palettes: Link. They look quite nice with the different Yoshi palettes, in my opinion. One thing I should note, though, is that when I insert these into YSQ, certain parts of them will be a separate sprite because certain Yoshi palettes will mess them up. This is why these sprites are missing things like the big plastic egg, stink lines, or the toilet paper.

- I made it so that sprites now show up during level fade in instead of after fade in ends.

- All parts of Yoshi Theater now correctly show Yoshi with his alternate colors.

- Shrunk the size of the death message box so it loads a bit faster.


- I've made good progress towards cleaning up the YSQ source code. A lot of stuff has a label now, and it doesn't seem like any major bugs appeared (well, there was one, but I found it quickly). I also think asar may be compiling YSQ faster, but maybe I'm imagining that. Asar sometimes likes to take upwards of 2 minutes to compile, although it usually does it in a couple seconds.
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.
Originally posted by xirtamehtsitahw
the egg-catching bug

Huh? What is that?

Originally posted by yoshifanatic
new cheat added

Does that mean you messed with the save system again? Do I have to send my .srm to you again?

Originally posted by yoshifanatic
I think DPBOX was already aware of what Giant Chasm used to be like. He made a thread a while back complaining about hard hacks, citing YSQ as one example, and he brought up YSQ having quite a bit of toilet humor in that post.

It's this thread. And, yes, I have seen what Giant Chasm was like before. I hated it, and it was DISGUSTING! I'm so glad yoshifanatic changed it. I like the new version a lot better, and I was the one who came up with the lemonade thing.

I found some more issues, and they're more major than the issues in the last post.

Here's a minor issue. In Fattening Plains, a cut scene occurs when you die by touching the food. There's text on the cutscene saying, "Oh no! Looks like Yoshi just couldn't resist, huh?" but you're given VERY little time to read it due to the "Return to the over world?" box appearing and covering up the text. I'd suggest moving around the Yoshi image and text like this so the player can read the text.



This is obviously a picture edited using MS Paint showing where the Yoshi graphic and text should be.

Also, I think Fattening Plains's "Press A to kill yourself before the bomb does!" Error Room is glitched. If you wait and let the bomb kill you, not only do you get sent back to the beginning of the level, but you lose FOURTEEN LIVES AT ONCE! Seriously?! But if you press A, you still lose 14 lives, but you appear out of a pipe next to the Error Room. If you have less than 14 lives, and this Error Room kills you, you'll have 2 lives left. If you keep going back to the room and keep pressing A while you have 2 lives left, you'll stay at 2 lives and they won't go up or down, but if the bomb kills you when you have 2 lives left, you'll get GAME OVER despite having 2 lives instead of 1.

But here's the most major issue, and it can potentially corrupt your save file, as it did to mine. So I pressed the Orange Switch, and instead of the normal Switch Palace text appearing, 10 or so pages of 0s appeared instead. The level was cleared and the Orange Switches were indeed activated, but Yoshi was standing on Fattening Plains instead of the Orange Switch Palace upon returning to the over world. He then moved up onto the Giant Kitchen level and, strangely, no path appeared. I can still go down to Fattening Plains, but there's no path. Now I think my save file is corrupted, and I'll have delete my .srm file and use the one yoshifanatic sent me, causing me to lose my progress in World 3 and the last 2 levels in World 2.


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!

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