Language…
18 users online:  Ahrion, Batata Douce, Blizzard Buffalo, drkrdnk,  Eden_, Hammerer, LadiesMan217, LuigiTron, magianegra21, Maniek, masl, Maw, ppp9q,  Ringo, sinseiga, Sokobansolver, Sparx, The_Uber_Camper - Guests: 261 - Bots: 284
Users: 64,795 (2,376 active)
Latest user: mathew

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

Link Thread Closed

Standard

(I wonder how many people actually read all of the stuff I had to say in that huge update I made a while ago. I hope most of the people who read that post weren't like: #smw{@_@} "Screw this! tl;dr" halfway through the post).
Sorry about that, I was just thinking out loud. #smw{-_-;}

But anyway, I remembered that there was something else I wanted to say that I forgot to mention in my last post (see? I told you I'd forget something!), which was that I got a new laptop for Christmas. Ignoring the things about this that have nothing to do with YSQ, that means that I'll be able to work on YSQ even when I'm not at home. In addition, it's powerful enough to be able to run BSNES (v070) in accuracy mode (almost. It runs at about 55 fps instead of 60 fps, so there is a little stuttering, but it is tolerable enough that I could test a hack in this mode. Definitely preferable to trying to run BSNES in that mode on my 8 year old computer, where it averages at 20-30 fps), which is the closest I'll be able to test YSQ to see how it would work on a real SNES.

And it's a good thing I tested YSQ in accuracy mode, because I found a few glitches that only appear when I test the hack in that mode, one of which is a serious bug. Here are six pictures I took showing off three bugs that I found (three showing off the bug itself (taken in BSNES Accuracy mode), and three showing off what happens in BSNES Compatibility mode for comparison).

Sometimes, the game can't load the correct colors for the border or background of the VWF message boxes
BSNES Compatibility
BSNES Accuracy

Whenever I trigger a VWF dialogue, one or two of the colors in palette row 2 or 5 (and possibly others. I haven't checked yet) sometimes gets overwritten. The colors that get overwritten are also random.
BSNES Compatibility
BSNES Accuracy (Look at the top of the image).

Yoshicookiezeus's deluxe message box sprite and deluxe display message sprite are broken. When I tested them in BSNES accuracy mode, they won't display the message that they are supposed to display. The deluxe display message sprite also seems to display a different message based on where the player is when the message appears.
BSNES Compatibility
BSNES Accuracy

I think the first two can be fixed by making the VWF dialogues not dynamically change any colors, and simply use the colors in the second half of palette row 0 that are already loaded (though I have no idea how to make this change), but the other one I have no idea how that would be fixed. I'll probably send YCZ a PM later about this, since that's a pretty serious bug. This is especially bad in YSQ, since some levels will become unbeatable if the wrong message is displayed (since some levels use messages that teleport the player to a different level (Look-alike Plains, for example)). I'm really hoping that that bug gets fixed soon.

Also, I recently asked Azentiger if he could LP YSQ once it's finished, and he said that he would do it. He'll be doing a blind LP of YSQ, which, to those of you that already know what the hack is like, will be quite interesting.

Originally posted by ToonLinktheFairy
I am liking this hack a lot due to crazy shenanigans, bizarre levels (in a good way), and goofy 4th wall breakage. This hack is going to be epic and I'm glad you're back, yoshifanatic.


And it's going to get even better (when it comes to the silliness of this hack). I've been browsing TvTropes a lot, reading various tropes, and trying to think up ways to implement that trope in YSQ. I've come up with a lot of silly ideas from some of the tropes that I've read. Here's a few of the tropes that I read that I've already found a way to implement (or have already implemented in V1.2), and an example of this trope being used in YSQ for some of these:

- Brick Joke
- Sarcasm Mode
- Lampshade Hanging (The second message box in Rainbow Road).
- No fourth wall (come on, do I really need to give an example? Most of you are well aware of this when your computer/TV screen shattered while playing YSQ! =P)
- Arson, Murder, Jaywalking (The scenario rooms are built off this trope,
Yoshi listing the reasons why he doesn't want to wear diapers
)
- Overly Long Gag
- Hypocritical Humor (Yoshi complaining about having to
play level 105, but he doesn't realize the level he decides to play instead has a few similarities to level 105
).
- Genre Savvy (Yoshi noticing the
kaizo trap at the end of Not Scary House, then jumping over the bottomless pit, instead of falling in, after he starts the goal walk
).

And there's plenty more tropes that I've implemented into YSQ, but I'm going to keep some of them a secret for now.
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.
just great!
but please do not do it so hard, I just went green gray pass the first level, LOL

greetings from chile.
Hey guys, it's time for another YSQ update from me. Are you ready?


- So far, I have 15 levels (18 exits) left to finish. Although, since some levels are halfway done (and one level is almost finished), it's more like that I have 11-12 levels left to finish.

- I was thinking about whether I should just say what the scenarios were for scenario rooms 8, 9, and 10, or not, and I decided I might as well. So, here's what the scenarios are for scenario rooms 8-10, if any of you were curious:

Scenario room #8
Yoshi is walking along when he accidentally bumps into another Yoshi. Who did he bump into?
- Tootshi
- An extremely fat Yoshi
- Yoshifanatic


Scenario room #9
Yoshi made a wish on a shooting star, which actually came true. What did he wish for?
- Infinite cookies!
- Immortality!
- Superpowers!


Scenario room #10
Yoshi had to go to the store to buy diapers, because he suddenly became incontinent. How does Yoshi feel about this?
- Ashamed
- Ok with it
- Lovin' it!


I should note that these scenario rooms aren't finished yet, so I might change one of the options in these scenario rooms. It depends on whether I can come up with an interesting outcome or not.

- I've decided to redo the level "Key Plains", since it was the least interesting level in World 4, in my opinion. I'm going to give it a gimmick like the rest of the key levels before it (the gimmick I'm thinking about is that Yoshi must not step on any brown used blocks, since doing so will cause an eating block to destroy the platform under the pipe you have to enter to reach the end of the level). However, since I didn't want the old Key Plains level to go to waste, I decided to make it the second half of the level "Look Alike Plains", which effectively doubled its length. The only changes I made to it were that I removed the reset pipes, key, keyhole block, three of the Yoshi coins, and I changed the background, as you can see here:


What? Were you expecting a silly caption this time? Sorry, but I got nothin'!

- I decided to change some of Yoshi's animation frames just for the heck of it. I did some minor modifications to some of his poses to make him look cuter, more expressive, or I redrew it a little to make it look better:



The animation frames at the top are the ones I'm using for Yoshi's animations. In order from left to right, top to bottom, the poses are: jumping, looking up, falling, victory pose, idle animation, idle animation, idle animation, looking up with mouth full, standing with mouth full, flutter jump, flutter jump, aiming egg, aiming egg.

The frames in the middle are just frames I did while I was working on the ones I would use for the player (though some I did after I finished changing some of Yoshi's frames). I am using some of them elsewhere. Speaking of which, I went and updated all the NPC Yoshis to use the player graphics, so that not only will they look consistent, but I'll also be able to better animate them. For example:



Red Yoshi is no longer a statue during this boss fight, since he now animates. I timed his animation so that when the shell generator creates a shell, Red Yoshi crouches down with his hand out, so it looks like he is placing a shell down. In addition, between that animation, he alternates between two other animations (scratching his nose and angrily looking up and around him). It's a minor touch, but it helps to flesh Red Yoshi out a bit and make him seem more alive.



Blue Yoshi now looks more like he has to pee than ever before.

As for the frames on the bottom, some of you may recognize those Yoshis, but for those of you that don't, those are my Yoshi characters (although I should note that the three Yoshis on the left are unfinished, though they do have their correct colors). I'm planning on having each of them make an appearance in YSQ at some point as a cameo. From left to right, they are:

- Yoshifanatic, my Yoshi persona. He'll most likely show up somewhere important, since he is supposed to represent me. Currently, he is missing his brown hair in that frame I did of him.
- UltraDragonYoshi, my friend, UltraDragonYoshi's, Yoshi persona that I drew as a request for him. I have no idea where I'll have him appear, so I'll probably ask UDY where I should have him show up. Currently, he is missing his long dark blond hair in that frame I did of him.
- Mac, the very fat Yoshi. If you know anything about this Yoshi, it should be pretty obvious where he'll show up in YSQ. Currently, he is missing his neckerchief and his big belly in that frame I did of him.
- Johnny, the incontinent, diaper loving Yoshi.
- Tootshi, the farting Yoshi.
- Tootshi's Roommate, the butt monkey among my Yoshi characters. Since he and Tootshi are usually together, they'll most likely appear in the same general area.

Currently, Tootshi and his roommate are in the hack. You can find Tootshi here:


Note that if you've seen any of my recent drawings involving Tootshi, you may notice an inconsistency about where he appears. Well, I have an explanation for that, which Tootshi mentions when you enter this room. As for his roommate you can probably figure out where he is and what he's doing based on where Tootshi is in the above image and by TR's pose in the graphics sheet. Also, both Tootshi and his roommate are animated.


If I happen to create another OC, between now and when this hack is finished, I'll add that character to the hack as well.

So, yeah, that's all I got to say for now for this update, unless I forgot something.

Originally posted by crimental1
just great!
but please do not do it so hard, I just went green gray pass the first level, LOL

greetings from chile.


I don't want to make YSQ too easy, since I want YSQ to be more challenging than MSQ. However, while the final version will be challenging, I did tone down the difficulty on some of the more difficult levels in the current version (I slowed down the soda bottle in Soda Warehouse, I added two more time blocks to Mysterious Plain, I added emerald switch blocks in Space Voyage 2 to make some parts easier once that switch is pressed, etc.) or in general (I reduced the knockback by half, collecting 5 Yoshi coins gives 2 lives instead of one (Yoshi coins now give 20 coins when collected, so collecting 5 will give you 100 coins), I included an in game tutorial, green coins always give health when collected, etc.).

However, judging from some of the Let's Plays I've seen of YSQ V1.2, I think some of the difficulty people might be having with YSQ is because they aren't using all of Yoshi's abilities. These levels are built in such a way so that the player has to use Yoshi's various abilities to make it through them safely or to make certain parts easier. Take this spot for example:


Yoshi can use his tongue while he's flutter jumping. This bat is much easier to get past if you eat it while Yoshi is flutter jumping than if you try to dodge it.

Here's another example:


Here, while you have to flutter jump to get past this lava pit, if you simply hold right and the flutter jump button, Yoshi will get killed by that spike in front of him. The safest way to get past that spike is to start flutter jumping, then move forward while Yoshi is moving upwards during his flutter jump. It's important that you vary when Yoshi moves forward while flutter jumping, since some obstacles can only be gotten past if Yoshi moves past them at a certain point during his flutter jump (in fact, it's important enough that I now mention this in the in-game tutorial).

Here's yet another example:


Ignoring the fact that you can skip this jump if you have an egg with you (which are actually hard to get in this particular level, by the way, since there aren't many edible enemies), the easiest way past this jump is to take advantage of the fact that Yoshi can slow his descent while flutter jumping.


I find it kind of odd that many of those LPers don't seem to realize how much Yoshi's abilities mimic Yoshi's abilities from Yoshi's Island, even the LPers that said they've played Yoshi's Island before. Of course, it might be my fault for not explaining Yoshi's abilities in detail in-game in the current version, but I did explain most of them in the readme, so I'm not sure what to make of this. Hopefully, this will be averted once the final version is finished, since that version will have a tutorial in-game, in case the person playing didn't read the readme or if there happens to be no readme included with the patch (if that's the case, shame on you for downloading the hack elsewhere).
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 yoshifanatic
I find it kind of odd that many of those LPers don't seem to realize how much Yoshi's abilities mimic Yoshi's abilities from Yoshi's Island, even the LPers that said they've played Yoshi's Island before. Of course, it might be my fault for not explaining Yoshi's abilities in detail in-game in the current version, but I did explain most of them in the readme, so I'm not sure what to make of this. Hopefully, this will be averted once the final version is finished, since that version will have a tutorial in-game, in case the person playing didn't read the readme or if there happens to be no readme included with the patch (if that's the case, shame on you for downloading the hack elsewhere).

I don't think Yoshi's Island required you to do any of those maneuvers.
Kinda in hibernation for a while. I hope to be back in full swing soon.
I'm totally gonna love this hack, since I played your last one, Mario's Strange Quest.

Keep on the great work!
Big dick grooves. Djent fan since 2012.
Awesome Pictures :) I can't wait for new Pictures. Do you planned a new Demo for us ?
I've said it before, I'll say it again. I seriously can't wait for this hack to be released. It probably will be thrown into my top 5-top 10 favorite hacks of all time, with just all the awesome stuff I have seen so far.#w{=D}


I have played Yoshi's Island so I knew what I was going to expect from theses controls. But I still don't know why I had trouble with these controls though.

This link may or may not lead to a YSQ level video

Besides the video link, I don't really have any updates for YSQ at the moment. I'm taking a break from working on YSQ so that I'll be more in the mood to work on it some more, and so I can potentially come up with more ideas for the hack.

Originally posted by Footsteps_of_Coins
I don't think Yoshi's Island required you to do any of those maneuvers.


You're probably right about that. However, those examples I gave were meant to show that the player has to use Yoshi's various abilities in different ways in order to complete the levels. However, if you need specific examples of moves from Yoshi's Island that are required to do (or very helpful) that some of the LPers don't try to do in YSQ are that Yoshi can extend his tongue upwards, and red eggs create health stars when they hit enemies. One LPer didn't even realize Yoshi could flutter jump multiple times, as well.

Originally posted by Kenny2412
Do you planned a new Demo for us ?


Sorry, but I don't plan on releasing a new demo. The next version I release will be the final version.

Originally posted by Chill Pingu
I love how the status bar pallete changes every level. Also, some of these levels look utterly hard. And try to remove the timer on levels that didn't have those.


The palette of "Yoshi" and the Item Box doesn't actually change after every level. I have it set so that they have a palette animation. Also, yes, some of these levels are pretty hard. The last 3 screenshots I posted in my previous post are from levels in world 6 and 7, in fact. Also, most levels in YSQ don't have a timer in them anyway, since I don't like arbritrary time limits. Only a few levels in YSQ have a time limit, where it is justified in some way.

Originally posted by slakkmichael
I have played Yoshi's Island so I knew what I was going to expect from theses controls. But I still don't know why I had trouble with these controls though.


I wasn't refering to every LPer when I said that they tended to not realize how much Yoshi's abilities in YSQ mimic Yoshi's abilities from YI. Also, I think the reason for why you might have some trouble with the controls is because I recently noticed that Yoshi handles quite differently in YSQ than he does in YI, especially when it comes to flutter jumping. In fact, I noticed 3 major differences between the flutter jumping in YSQ and the flutter jumping in YI:

1). If you cancel a flutter jump by not holding the flutter jump button in YSQ, you can start a new flutter jump right away by pressing and holding the button again. If you try this in YI, you won't start a new flutter jump right away, and you'll just keep falling. You have to press and hold the flutter jump button about a second after canceling the previous flutter jump.

2). If Yoshi starts a flutter jump while falling in YSQ, he'll have some momentum and continue downwards a bit further before rising up. In YI, Yoshi will lose most of his downard momentum when he starts a flutter jump. Because of this, Yoshi handles like he is very overweight when he flutter jumps in YSQ, which, funnily enough, kind of suits Yoshi considering how much they tend to eat. =P

3). If Yoshi bumps his head while flutter jumping in YSQ, Yoshi will bounce downwards by a lot. In YI, Yoshi won't bounce downwards when he hits his head.

I've actually gotten so used to the way Yoshi handles in YSQ, that when I played New! Yoshi's Island, the flutter jumping felt a little unnatural because of the first 2 differences.
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.
Is the item box going to have a purpose or is it their for decoration?

Rip Van Castle seems pretty good! I'm curious as to which world it's in, though, because some of those parts where you navigate the spikes look fairly demanding.

Otherwise, good work.
Layout by Mirann <3

I'm probably retired tbh
Note to self: Never visit this laundromat again

Hey guys, sorry for the bump, but I've got another YSQ update for you! I don't really have much for this update, though, but something is better than nothing, right? I've worked a little more on the hack recently, and I've finished 4 more levels (4 exits), as well as a little bit more of some other levels. Of the levels I finished, one of them is the level showcased in the video, one of them is a secret for now, one of them was a level that my friend TheSowhart made for this hack, called Sky Gateway (which I'll probably talk more about in a later update), and one of them is a new version of the level Key Plains. As I mentioned in a previous post, I decided to redo Key Plains, since it was the least interesting level in World 4, and it didn't have any kind of gimmick that would make bringing the key to the keyhole interesting.

Here's a couple of screenshots demonstrating the gimmick for this level:



You fool! Look at what you did! Not only did you ruin your chances of completing the level (until you enter a reset door), but, even worse, you made the price of pizza skyrocket! How can I enjoy pizza now when I have to sell my arms and legs just to get a single slice!?*

The idea is that you have to find a way to the key and back without stepping on any brown used blocks, since no matter where in the level you are, stepping on a brown used block will force you to have to restart. This level is only 16 screens long, so you won't have to repeat much if you mess up. Getting to the key is easy, and getting it back to the keyhole is also easy, but finding your way back without stepping on the brown used blocks is easier said than done.

*According to the message box, stepping on a brown used block will cause the price of pizza to skyrocket, which will cause the sentient brown used block by the pipe's platform to destroy the platform in a fit of rage. If you want to complete the level afterwards, you'll have to enter a door to travel back in time to when pizza doesn't cost an arm and a leg for a single slice.

Other than working on the levels, here's one other thing I did in the hack recently:



Dinosaur Trail, now with more dinosaurs on startup!

I've used a patch that allows me to change the fade-in/out for when you enter a level. So, instead of the pixel effect, the screen closes in/opens up with this shape:


Because this hack can never have too many cute dinosaurs in it.

I think it's a nice little touch for the hack, wouldn't you say?

So yeah, that's it for what I had for this little YSQ update. Hope you guys enjoyed it. ^_^

Also, by the way, since I've been very inactive here lately, there's one thing I ought to mention before I forget:

Since I don't log on much here, the number of levels/exits I've finished for YSQ in my signature won't get updated much. If I haven't logged on in a while, and you want to know if I've made more progress in YSQ, go to any of my other accounts on other sites, besides the SMWiki (all of which are linked to in my profile here). I list the number of levels/exits in YSQ that I've finished in my profiles there, and I'm more likely to update those numbers as well.

Originally posted by slakkmichael
"Is the item box going to have a purpose or is it their for decoration?"


The item box has no purpose, so it's just for decoration. Maybe I'll replace it with a picture of Yoshi or something, if I can.

Originally posted by ZMann
"Rip Van Castle seems pretty good! I'm curious as to which world it's in, though, because some of those parts where you navigate the spikes look fairly demanding.

Otherwise, good work."


Rip Van Castle is in World 5. It might look hard for World 5, but the castle levels in general are harder than the other levels in a world. Of course, when the hack is finished and my beta testers find it way too hard for World 5, then I'll lower the difficulty.
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.
hey, this looks great! i am a fan of yoshi as well!
My Inspiring Quotes on Personal Growth and Change:

"Resolved financial/personal problems equal greater growth!"

"The only constant thing in life is change; nothing is set in stone. The old is replaced with the new. Forgive yourself for past mistakes. When many different problems in your life are resolved (personal, financial, etc.), newfound strength and confidence is gained in the process. Usually, failures, lack of assertiveness, disappointments, incompetence, low self-esteem and lack of self-respect, financial struggles, and setbacks can cause us to change and take action to solve any problem, leading to increased strength and confidence. This you learn from experience.

I have been experiencing this aforementioned newfound strength and confidence myself for the past FOUR to EIGHT years or so, getting stronger with each passing year, learning with each mistake I make and becoming more joyful in the process. Because of this newfound confidence I've acquired over the years, finding my passion is of utmost importance in 2022! You can develop this strength and confidence in yourself as well!"


To whoever's reading this, you are amazing and you are capable of doing equally amazing things. Gather confidence and be yourself! Say goodbye to the old you and welcome the new you! It wants to arise every moment, but you don't let it. Learn from your mistakes and never make that mistake again! Find your passion and live it!"

Finding my passion in life, but I may still be active on SMWCentral from time to time. Still enjoy playing many hacks, but I'm widening my perspective on life and opening myself to the new.
Yay, more updates! For some time I feared you canceled the hack (like I did with my Yoshi hack, seriously so much bugs in one patch!)

I like the new Key Plains! This Brown Block thing is hilarious!

Also, I've got something to discuss. I'll send a PM.

EDIT: I'm cravin' this Yoshi head windowing effect!
Originally posted by King Dedede
Yay, more updates! For some time I feared you canceled the hack (like I did with my Yoshi hack, seriously so much bugs in one patch!)

I like the new Key Plains! This Brown Block thing is hilarious!

Also, I've got something to discuss. I'll send a PM.

EDIT: I'm cravin' this Yoshi head windowing effect!


I've been kind of on and off with working on this hack lately, which is why I often stop working on YSQ for months at a time. It's mostly because I'm not always feeling motivated to work on YSQ, or because of other things that have been going on (here's three more reasons why I haven't worked on YSQ lately: Terraria, Minecraft, and Deus Ex: Human Revolution).

Well, unless I say that I'm cancelling the hack, or something should happen to me or the hack (such as if I lose all my backups, which would be extremely unlikely, since I have copies of YSQ on both my computers and on a USB drive), this hack will be completed eventually. I've already gotten this far with the hack, so there's no reason not to finish it when it's this close to being down.

But anyway, I'm glad you like the new Key Plains, and the new fade effect. :)


Also, after I responded to what slakkmichael said several months ago, I decided to change the status bar a bit, using that status bar editor that HuFlungDu made:



I got rid of the item box, since I wasn't going to use it, I added a keyhole icon by the bonus star counter, to indicate that that is the exit counter, the collected Yoshi coins now appear below the coin counter, and I added cute Yoshis for decoration (that are set to use the same palette animation the item box used). For some reason, though, the timer is now messed up a bit, and I don't know why (when there is no time, the zero appears two tiles to the left than it's supposed to, as you can see, and when there is less than 100 seconds remaining, that zero stays there, and there is no tens digit). Maybe it will get fixed the next time I decide to port everything over to a new copy of SMW?
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.
Hey guys, I just wanted to let you know that I'm down to the final 10 levels in YSQ that I still have to finish! Since YSQ is getting close to being finished, I wanted to talk about my plans for the hack in the near future:

- Of the 10 levels I have left to finish, I still have to do: ?????, ?????, ????? (former secret music house), ?????, ?????, Chuck's Locker Room, Ancient Landfill, Wacky Land, ?????, and ????? (World 8 Castle). Every level in Worlds 1-6 are finished now (although I am going to add onto some of the levels that are otherwise finished, like Impassible? Cavern and Gravity Grove, since I have some more ideas for them).

- I don't plan on doing any more YSQ Level videos every few months, since the hack is close to being finished now. However, I'll make two more that I will post when there are 5 levels remaining and when there are no levels remaining in order to mark when those milestones are reached.

- Once every level is done (in terms of them being at least a certain length, and all 99 exits are possible to trigger. I'll still be adding on to the levels to make them better, longer, and/or nicer looking, or inn some case, remake them to bring them up to my current level design standards), I'll start asking for beta testers. Unlike last time, where I only asked for beta testers here, I'm going to also ask for them on Youtube, deviantART, and FurAffinity.

- As I said in the previous point, even when every level is finished, YSQ isn't going to be finished. I'm going to polish everything up before I start beta testing the entire hack myself (which I'm going to do at least twice. Once in ZSNES to make sure everything works, and once in BSNES Accuracy mode in order to test the ips patch, and look for BSNES Accuracy exclusive bugs). Once I finish testing the patch to make sure everything I put in the hack can be accessed, then I'll give the hack to the beta testers.

- Once all the beta testers finish playing through the hack, I'll implement the changes I need to make, as well as fix any major BSNES Accuracy bugs I came across before. Then, once all that is done, I'll beta test YSQ twice again.

- Once I finish beta testing YSQ for the final time, I'll submit YSQ for all of you to be able to play. :)



Also, here's some some miscellaneous updates for YSQ:

- I finally fixed the major bug in YSQ, where the graphics for some minor sprites, like baseballs, fireballs, and the tip of Yoshi's tongue were disappearing for no reason, regardless of what the sprite memory setting was or how many other sprites were around. It turns out that it was because there was no RTL at the end of imamelia's Extended No Sprite Tile Limits patch, so the patch was getting overwritten by other things. This also explains why the glitch was fixed after I ported everything over to a new copy of SMW, but then came back after a while.

- I'd really like to use the SA-1 patch in YSQ, mainly for the speed boost, but I might not be able to, due to all the incompatibilities that would cause.

- For someone with either photoshop skills or is good at drawing that would like to contribute something to YSQ, I need someone to help me out with something I had in mind for YSQ. If you're interested, let me know.

- I started a thread in the ASM forum asking for help with the VWF dialogues bug I found a while back in YSQ when I played it in BSNES Accuracy mode. Link Although I don't think I'll need help with it at the moment, since RPG Hacker plans on looking into this bug now.

- I also need help fixing yoshicookiezeus's deluxe message sprites, since they are broken in BSNES Accuracy mode (according to YCZ, it's because these sprites read from the CGRAM outside of a blank, which can't be done on a real SNES). I need help fixing these sprites, since I don't know how. I tried to make it so that these sprites look at the map16 number of the tile under the sprite, but that method doesn't seem to work with the DX display message sprite for some odd reason (it does work with the DX message box, though).

- And now for some screenshots.........probably.

Stone Tower Temple


Darn it Yoshi! You made me spill my glass of milk on the ceiling!

The gimmick of this level is that when Yoshi hits these blocks (no light arrows necessary), the entire level is flipped upside down, allowing you to reach the boss door that just so happens to be on the opposite end of the tower.

Reverse Cavern

When I said I wanted this level cooler, this wasn't what I meant!

If you're wondering why Reverse Cavern is icy now, it's because I wanted there to be more levels where this really nice song I found would have more use (it's a sampled custom song that's meant for icy caves). Plus, I want to redo the design of this level, since the level design in the main part of the level isn't up to my current standards.

Forest Access


Toxic Beach


I replaced the beach FG graphics used in two levels with this one, which I think looks a lot nicer than the previous beach FG I was using.


Purple Yoshi: Hey you! Make Yoshi press the button! Yoshi really wants to race!

Just like with Red Yoshi and Blue Yoshi, I've updated Purple Yoshi's graphics, and given him an animation (he looks up towards Yoshi, blinks, starts smiling, then looks at the player while pointing forward).

Overworld

Status Report: Yoshi has eaten at least 37 extra large cheese pizzas in the last hour.

I'm planning on using Ladida's SMA2 status screen patch in YSQ. By pressing start while on the overworld, you can bring up a status screen that will show you a list of every level you've unlocked, which exits you've triggered, and which levels you've found all 5 Yoshi coins in. Since YSQ is a pretty large hack, this will help keep track of what levels you've beaten completely, plus it will give more incentive to collect every Yoshi coin, especially since I'm planning on having some kind of unlockable feature that requires you to get every single Yoshi coin in order to unlock it (assuming I can figure out how to implement the idea I had). This won't be easy, though, since collecting every Yoshi coin means going through every level that has them without dying, and with some of these levels, good luck with that.

Fun fact: Despite being an Asar patch, Asar won't let me insert this patch into the copy of SMW I'm working on because it can't find any freespace for it, despite the fact that I still have around E0000 bytes of freespace remaining.


So, yeah, that's all I have to say for now.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
This hack is looking awesome already.
Layout by piranhaplant.
Thinking about making a Rainbow Magic thread at the Media forum.
Great Screenshots! A Map SMA2 graphics that amazing!!! Can't wait for full release! #ab{:LOL:}
Amazing layout by JackTheSpades
Yoshifanatic, i'm wondering how you're going to ask for beta-testers, because i'm interested to do it (since this hack is looking very good and neat #w{=3}).
Also, great screenshots...
...oh man, now that i'm seeing the ghost house screen, a Majora's Mask reference?!#ab{:LOL:}

Waiting for news.
Bye.

Standard

Link Thread Closed