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

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I NEED TO TEST THIS HACK!!!
Your Layout Are Taking Vacations

Originally posted by mario hacks
I NEED TO TEST THIS HACK!!!

Calm down o_o
Don't do like my post, or you'll get a warning #tb{TwT}

The same person? Oh nevermind.

Quote
Don't do like my post, or you'll get a warning

His post is like, 9 days old and you still had to post this?
This is also a warning; it's kinda "too late" to quote him now, making your post kinda irrelevant, so avoid doing that in the future.
I'd be happy to beta test future versions of the hack if you need more. I played V1.2 a while back and very much enjoyed it. If not, I'll just look forward to the official release.
Happy (belated) Halloween, everyone! *insert half-hearted BOO! here*

Anyway, after a LONG time away, I've come back to see what progress has been made on Yoshifanatic's hack. Has anyone been able to find all 100 exits? The poor thing is STILL sitting, gathering dust on my PSP Go. #tb{:(}

Was wondering what other high-quality SMW hacks someone could recommend?
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
Was wondering what other high-quality SMW hacks someone could recommend?

This thread is better for that type of question.
Originally posted by DoctorNovakaine
I'd be happy to beta test future versions of the hack if you need more. I played V1.2 a while back and very much enjoyed it. If not, I'll just look forward to the official release.


I'm probably not going to be releasing another version of YSQ after I release V1.3, unless that version is rejected during moderation for whatever reason.

Originally posted by xirtamehtsitahw
Happy (belated) Halloween, everyone! *insert half-hearted BOO! here*

Anyway, after a LONG time away, I've come back to see what progress has been made on Yoshifanatic's hack. Has anyone been able to find all 100 exits? The poor thing is STILL sitting, gathering dust on my PSP Go. #tb{:(}

Was wondering what other high-quality SMW hacks someone could recommend?


YSQ's beta testing has been really slow. So far, only 7 people have actually gotten all 100 exits, and 8 people have quit for varying reasons (4 were too busy, 2 told me that they aren't good at platformers at all, 1 gave up after playing a few levels because he/she felt the game wasn't for him, and you quit because you wanted to spend time playing your new 3DS). I'm starting to get annoyed by how long this is taking not necessary because it's been over 2 months and most of my beta testers aren't even done yet (though that is bugging me a little), it's more because the majority of my beta testers who are still beta testing don't even contact me every once in a while, and thus leaving me in the dark about their progress until I contact them myself. It'd be nice if more of them would take the time to send me a message that basically just says something like: "Hi Yoshifanatic, I just wanted to let you know that I've gotten XX exits in Yoshi's Strange Quest". I don't get why that's so hard to do. Heck, even the majority of the people who quit (except for you and one other person), didn't bother to tell me they quit until I messaged them, even the ones who are frequently online on Skype that are in my contact list (and therefore had no excuse).

For my beta testers that actually do (or did, if they're already done at this point or they quit earlier) contact me on their own on occasion, like you, ChrisSEMA, Crash Kandicoot, Tyrex_Kyuris, and smwforever45, then I'm glad that you and the other guys took the time to keep in touch with me while beta testing YSQ. :)

Hopefully, YSQ will be done soon. Once there aren't any more beta testers left that are still beta testing, I'm going to port everything over to a clean copy of SMW one final time (some of the changes I've made for the release version of V1.3 have caused weird glitches to pop up for no reason, and reinserting stuff doesn't fix the problem), then I'll play through YSQ again two more times to make sure everything works.





Also, real quick, I've made quite a few more changes to YSQ since the last time I mentioned a bunch of changes. Here's some of the things I've done:

- Fixed a bug where Yoshi can sometimes be pushed through the ground when swimming or jumping into breakable blocks that are at head level (at least I'm hoping this is fixed. I added in the corner, head and body offsets, so the block will properly check if Yoshi is touching the block on the corners and when his body or head are inside the block).

- Fixed a bug where it was possible to see error message 2 in Look Alike Plains by entering the bonus room in the first half and going back to the start.

- Modified the health counter number graphics to make the numbers easier to see in general (they now use 3 colors instead of 1)

- Modified the graphics used for Mac's cameo appears so now he actually looks more like he's overweight. (The P-balloon frame that these Yoshi graphics have already doesn't really look all that inflated if you ask me...)

- Removed two opportunities for easy infinite life farming (these were ones where you can just hold the fast forward button in your emulator to easily get 99 lives. I don't mind infinite life farms as long as they require at least some skill to do them).

- Added smwforever45's Yoshi OC, Aero, to one of the levels in World 7 (I promised I would do this for him before YSQ was released. And no, I'm not adding any more characters into YSQ after this).

- Made some minor changes to the overworld to fix a few inconsistencies.

- Hopefully fixed a crash bug where the game would sometimes freeze after completing the first half of the World 6 castle. (I'm not too sure what is causing that to happen, but I did remove some unnecessary code from the custom block that's involved with this bug, so maybe this won't happen now).

- Slightly tweaked the level layout in the second half of Space Voyage 2 to make it impossible (or at least much harder) to make Yoshi continuously flip when touching the sides of the white gravity blocks.

- Fixed a minor inconsistency in the level layout of the first half of House of Confusion that would cause Yoshi to get killed (or at least end up partially inside a wall).

- Potentially fixed a bug where it was apparently possible to survive being below the screen in the first section of Yoshi Fused Cliffs (I can't replicate it, but supposedly, Yoshi's health is set to 0 and he doesn't die right away when he is off screen. I fixed this by putting a layer of kill blocks a few tiles below the screen that scroll with the screen and kill Yoshi as soon as he is completely off screen).

- Added a bullet bill shooter to the spot where you have to bounce off the parakoopa in Fiery Boardwalk, just in case the player screws up the first jump off the parakoopa.

- Fixed a tiny bit of cutoff between the pipes and the back wall during the section with the dragon in Dragon's Den, that was more visible due to the YI layer 3 image this area uses now.

- Made some adjustments to Apple Woods so that the cutoff at the top of the layer 3 light effect where it meets the status bar can't be seen.

- Updated the readme a little to include a changelog for YSQ V1.3 (release ver.), a few addition tips, and an answer to another question I may get asked in the future.

- Fixed a few typos in the readme.

- Fixed a bug where the Yoshi sprite in the corner of the title screen would glitch up for a frame when Yoshi throws an egg and it breaks.

- Added an anti-cheat measure where attempting to warp to level C8 or 1C8 (they're the flying Yoshi bonus areas in the original SMW), will result in Yoshi getting stuck in a room where he is forced to die.

- Removed the bonus game sprite, added a muncher, and added a watermelon to sublevels 0 and 100. This is so that, if you somehow manage to find a way to get sent to these levels, then you'll at least be able to go back to the overworld.

- Got rid of the unnecessary score tally that appears during the goal walk when Yoshi completes a level. That was a SMW leftover that I couldn't figure out how to remove until recently.

- Removed the score counter visible on the status screen. YSQ doesn't keep track of your score, so the counter was unnecessary.

- Fixed a bug with the star power, so now Yoshi will take damage from harmful things even if he has star power. :P

- Fixed a bug where Yoshi can be hurt while he's eating a dino torch that is spitting fire. (Fun fact: This is one of the oldest bugs that I've known about in YSQ. I happened to find a way to fix it while I was doing the above fix, as all I had to do was replace the star power check in the dino torch's fire breath code with a check to see if Yoshi has something on his tongue).

- Fixed a bug with Hard mode, where on occasion, the game would act like it's in 2 player mode, even though that's been disabled. (Hard mode replaces 2 player mode in YSQ, but that patch doesn't remove every trace of 2 player mode from SMW, so something about YSQ will cause the game to switch to player 2 under certain conditions, and I have no idea what it is, since it's pretty much random).

- Fixed a minor bug in The Not scary House where, in the second half, there was one spot where Yoshi could be pushed through one of the moving crates.
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 wanted to point out that there is a weird glitch revolving around my use of a certain CWCheat code (invincibility with button activator), which would really goof up the message boxes on occasion. It didn't do it in every level, but there were certain ones which would cause the entire screen to fill up with a bunch of letters (often the first letter in the message box text). I wonder if this is related to the bug you mentioned earlier regarding invincibility cheats and the message box texts/cutscenes.

I wonder if you could possibly look into this? If so, I might consider reviving my beta-test of your hack. It's still sitting on my PSP, basically untouched for the last two months or so.

And, as for the 3DS, I now own a 2DS, which has a much better design for playing Smash Bros. The Circle Pad is in a better position, and is made of solid plastic, instead of that stupid gunky rubber-coated...garbage that every "standard" 3DS handheld is cursed with.

Currently own Smash Bros., Pokemon X, Super Mario 3D Land, Mario Kart 7 (curse you, cheap AI! LOL), and Lego The Lord of the Rings. That last one is a real doozy, in a cool way. Only thing I can find wrong with it is how long it takes to load between levels. However, seeing The One Ring rotating in all its pseudo "3D" glory more than makes up for it. I swear, that Ring looks almost as if I could pluck it right off the top screen! LOL
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
I play the hack is very good but i find a problem in the gfx. Yoshi turn on a Cape Luigi
Your Layout Are Taking Vacations

Great bug fixes. Just:

- Added a bullet bill shooter to the spot where you have to bounce off the parakoopa in Fiery Boardwalk, just in case the player screws up the first jump off the parakoopa.

Would be better a reset door.

- Fixed a bug with Hard mode, where on occasion, the game would act like it's in 2 player mode, even though that's been disabled. (Hard mode replaces 2 player mode in YSQ, but that patch doesn't remove every trace of 2 player mode from SMW, so something about YSQ will cause the game to switch to player 2 under certain conditions, and I have no idea what it is, since it's pretty much random).

(i found that)

- Fixed a minor bug in The Not scary House where, in the second half, there was one spot where Yoshi could be pushed through one of the moving crates.

I found that too!

- Got rid of the unnecessary score tally that appears during the goal walk when Yoshi completes a level. That was a SMW leftover that I couldn't figure out how to remove until recently.

Yep, why are scores used in Mario games?

The same person? Oh nevermind.

Originally posted by xirtamehtsitahw
I wanted to point out that there is a weird glitch revolving around my use of a certain CWCheat code (invincibility with button activator), which would really goof up the message boxes on occasion. It didn't do it in every level, but there were certain ones which would cause the entire screen to fill up with a bunch of letters (often the first letter in the message box text). I wonder if this is related to the bug you mentioned earlier regarding invincibility cheats and the message box texts/cutscenes.

I wonder if you could possibly look into this? If so, I might consider reviving my beta-test of your hack. It's still sitting on my PSP, basically untouched for the last two months or so.

And, as for the 3DS, I now own a 2DS, which has a much better design for playing Smash Bros. The Circle Pad is in a better position, and is made of solid plastic, instead of that stupid gunky rubber-coated...garbage that every "standard" 3DS handheld is cursed with.

Currently own Smash Bros., Pokemon X, Super Mario 3D Land, Mario Kart 7 (curse you, cheap AI! LOL), and Lego The Lord of the Rings. That last one is a real doozy, in a cool way. Only thing I can find wrong with it is how long it takes to load between levels. However, seeing The One Ring rotating in all its pseudo "3D" glory more than makes up for it. I swear, that Ring looks almost as if I could pluck it right off the top screen! LOL


If you were using a cheat that gives infinite mercy invincibility, I'm guessing that that's because I made the message routine check for whether or not Yoshi is hurt, and if he is, then the message a message won't display until after his mercy invincibility goes away (this was to fix a bug where Yoshi dies for some odd reason if he is hurt in that short time frame between when a message is about to be displayed and when it is being displayed). However, I'm not really sure if that's really the cause of the glitch you're mentioning, as you got the message to be displayed anyway. But, I wouldn't be surprised if that code had strange side effects, since YSQ changes quite a few things internally from SMW (whether it be changes to existing routines like the message routine or the fact that I overwrote data within the first 512 KB of ROM space that was unused, like the area where the message text is stored in SMW or the mode 7 tilemaps, in order to save ROM space), so a lot of SMW cheats won't work or they will, but with strange side effects. As an example, I found out from another beta tester that was using cheats that a cheat that stops the timer from ticking down will cause the World 8 boss to not properly go through its death routine, and I have no idea why.

But anyway, it' be hard to look into as I don't know what exactly causes the glitch to happen when you use that code. Not to mention that it's more important that the game works properly when played normally. It's not my problem if someone decides to modify something in LM or uses a cheat code and it causes something to break.

Even though I don't plan on fixing that bug, you ought to continue with beta testing YSQ, if you want to of course. You were one of the more interesting beta testers, as you were the only one who was using cheats and modifying YSQ while beta testing (well, there was one other beta tester who was using cheats, but that's because he was having a really hard time with YSQ, whereas you were doing it to find bugs).


Originally posted by mario hacks
I play the hack is very good but i find a problem in the gfx. Yoshi turn on a Cape Luigi


That's good. :) As for the problem, I'm not sure what you mean by that. Neither the cape or Luigi are in YSQ. I've never gotten the "cape" to appear in YSQ (though if there was a way to do that, then I imagine it would be very glitchy looking since I rearranged all the tiles in GFX32.bin to make it more organized, and there are no cape tiles), and "Luigi" doesn't exist as YSQ is one player only (well, outside of a strange glitch where the game switches to player 2 when you're playing in hard mode, which I have fixed for the release version of YSQ). You should probably show me a screenshot.


Originally posted by Crash Kandicoot
Great bug fixes. Just:

- Added a bullet bill shooter to the spot where you have to bounce off the parakoopa in Fiery Boardwalk, just in case the player screws up the first jump off the parakoopa.

Would be better a reset door.

- Fixed a bug with Hard mode, where on occasion, the game would act like it's in 2 player mode, even though that's been disabled. (Hard mode replaces 2 player mode in YSQ, but that patch doesn't remove every trace of 2 player mode from SMW, so something about YSQ will cause the game to switch to player 2 under certain conditions, and I have no idea what it is, since it's pretty much random).

(i found that)

- Fixed a minor bug in The Not scary House where, in the second half, there was one spot where Yoshi could be pushed through one of the moving crates.

I found that too!

- Got rid of the unnecessary score tally that appears during the goal walk when Yoshi completes a level. That was a SMW leftover that I couldn't figure out how to remove until recently.

Yep, why are scores used in Mario games?


1). I don't add reset doors/pipes for simple jumps like that. I only do so when there is a P-switch, key, or springboard nearby that the player is required to use or if there is a puzzle. Also, there are similar jumps you have to do in YSQ, usually off of a bullet bill, and none of those have reset doors either.

2). Actually, you're the not the first person to find that bug. Disregarding the fact that I found this bug a while ago, I think the first person to report this was Sakuya Izayoi. However, you didn't know about that, so it's fine. I'd rather be told about the same bug twice than not be told about a bug because I might already know about it.

Fun fact: I fixed this bug by changing the BEQ at $049D9D to BRA, which seems to be where the 2 player switching code is (I tested this in a clean copy of SMW and that change prevented the game from switching to Luigi in 2 player mode after beating a level).

3). Unlike 2, that bug is one that nobody else reported to me, and I wasn't aware of it either.

4). I'm not really sure, but I think it may have had something to do with arcade games having score counters. The reason why YSQ doesn't have a score counter is because I decided it wasn't needed after I removed most of the score sprites to make room for some more important sprite tiles in SP1 (like the egg shell piece and the lava splash tiles). Only recently was I able to figure out how to remove the remaining score counter leftovers.
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.
Sheesh..."all quiet on the western front", much? Seriously, the last post was nearly a MONTH ago! What happened? Did Yoshifanatic completely abandon his hack? He also hasn't responded to my PM about a possible glitch regarding the second stage of the Bowser battle.

The glitch is as follows: when you reach the second stage of the Bowser battle, you have to jump on his head five times (I think). Well, around the third or fourth stomp, Bowser's shell starts turning blue, and he'll jump a lot higher than normal.

Here's what causes the glitch (AFAIK): if you jump on Bowser's head when he's in midair, and his shell turns blue after he withdraws, he'll leap off the screen...and won't come back down!

Naturally, this effectively prevents completing the boss battle. I had a similar issue with another hack involving a battle with the Koopa Bros. I ended up figuring that one out, but this one is a doozy.

Not sure if the "blue shell glitch" is caused by having a moon-jump or multi-jump code active, but I'm going to have to try to beat this level with neither code active and see if the glitch repeats itself.

I'm also going to try to make it so I only hit Bowser when he's on the ground. Easier said than done, but I believe it's how I beat him last time I played through this game.
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
That blue shell glitch doesn't require any codes for it to trigger. However, as I told you in the PM I sent you, I was already aware of this glitch (though you didn't know that. I do appreciate that you reported it) and I fixed it by removing that attack from his list of attacks. Also, no, I didn't abandon YSQ, because if I did, I would have announced that. Plus, there have been periods throughout YSQ's development where nothing happened in this thread for up to 3 months, so 1 month of no activity in this thread isn't that unusual. XD




Also, before I forget, I've decided that I'm going to begin my final beta tests for YSQ on December 10th, because this is starting to get ridiculous with how long this is taking. Only 9 of the 27 people who volunteered are completely done (although I know at 2 others who are extremely close to being done), despite the fact that it's been over 3 months since I've given out the hack (with the exception of a few, like Crash Kandicoot, who got a copy about a month ago, and yet he's gotten further and given more feedback than several of my beta testers who have had a copy of YSQ for the past 3 months). I can understand that some of them might have been busy, but they should have at least told me that rather than leaving me hanging. Only a handful actually did that.

For those of you that are still beta testing, get it done before December 10th, or failing that, get it done before I begin my second beta test, where I'll be testing the patch, as I'm not going to modify YSQ any more unless I encounter a game breaking bug.




Also, real quick, I fixed a couple more bugs and oversights in YSQ:

- Fixed a minor bug in Gravity Grove, where, if you ducked and held the B button right where Yoshi starts the level, then press up, Yoshi would launch himself upwards. The reason for this was because the water tile touching Yoshi's head doesn't actually act like water (The two blocks Yoshi starts on are custom blocks, one updates the exit counter and the other allows the correct message to display from the display message sprite that's at the start of the level. The one at Yoshi's feet did act like water, but other one at Yoshi's head didn't).

- Moved the 4th Yoshi coin in the final level one tile to the right to make it easier to get without accidentally touching the teleport blocks that are directly below it in its original position (which was extremely easy to do).

- Fixed a couple of graphical bugs involved with reverse gravity and the screen flipping upside down:



If you're wondering what's different about this picture from what you'd see in the beta (other than the fake HDMA gradient that's on layer 3), it's that the health counter no longer appears at the top of the screen when the screen is flipped, and that Yoshi's eggs are also flipped along with him when he has reverse gravity, so they no longer float by his head and they are not upside down relative to Yoshi. I was able to fix this thanks to the fact that I now understand how to draw extended sprite tiles on screen, which is something I had to figure out in order to implement an idea I had for my next SMW hack.

- Replaced the port of YI Big Boss with the version that has the intro in it in YSQ's music room
as that's the version of the song I used in Mario's Strange Quest in versions before V1.6
.

- Fixed a minor oversight in Demon Dragon's Lair, where you could duck in the hole by the pipe at the end of the area and not be crushed by the dragon when the autoscroll stops (though to be fair, if this happens, the dragon would be directly above you, so you'd die as soon as Yoshi stood up).

- Renamed a few of the songs in YSQ's music room. The Goof Troop ports now have there actual OST name rather than the level they play in and SMB1 Underground has SMAS added in front of it.

- Added in the names of many of the beta testers into YSQ's credits (anyone that got reasonably far (or finished) while giving at least some feedback was added to the in game credits. Those that didn't are still credited in the credits.txt).
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 found 88 exits so far, so I'm getting close, but I still have a LONG way to go to complete a "Perfect-dragon" run (all exits AND Dragon Coins found).

Just gave Rockin' Cave and Aah! Brambles! a good look-over in LM, and found what I THINK is the secret exit for Rockin' Cave.

I think I've also stumbled into a glitch regarding the multiple-choice question "rooms". They sometimes warp you to Chuck's Locker Room, instead of back to the main level you were on beforehand.

I've found a few of these "Warp Lockers" scattered throughout your game, but the most common one seems to be in Aah! Brambles!

The question which asks "You run into someone. Who did you run into?" seems to be one of the triggers.

If you select "Yoshifanatic" (the last answer), it says that you (in the game) give Yoshi an ON/OFF switch. However, that particular room where you're supposed to get a switch never shows up, and you're warped to Chuck's Locker Room.
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 found 88 exits so far, so I'm getting close, but I still have a LONG way to go to complete a "Perfect-dragon" run (all exits AND Dragon Coins found).

Just gave Rockin' Cave and Aah! Brambles! a good look-over in LM, and found what I THINK is the secret exit for Rockin' Cave.

I think I've also stumbled into a glitch regarding the multiple-choice question "rooms". They sometimes warp you to Chuck's Locker Room, instead of back to the main level you were on beforehand.

I've found a few of these "Warp Lockers" scattered throughout your game, but the most common one seems to be in Aah! Brambles!

The question which asks "You run into someone. Who did you run into?" seems to be one of the triggers.

If you select "Yoshifanatic" (the last answer), it says that you (in the game) give Yoshi an ON/OFF switch. However, that particular room where you're supposed to get a switch never shows up, and you're warped to Chuck's Locker Room.


That's good to hear that you've been making good progress with YSQ, even though you quit a while ago. It's nice to have you back. :)

As for the glitch, I'm guessing that that is a result of one of the cheats you're using, because I know for a fact that all the scenario rooms work, especially the one in Aah! Brambles! because
you need to visit that one to get the secret exit of that level. It must be a cheat code that's causing this glitch, because 9 other people have gotten all 100 exits, and they would have most certainly told me about this if it was impossible to get.
Try disabling your cheats before entering the scenario room to see if that fixes it.
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Actually, I figured out how to get around the whole "Warp Locker" bug.

I've also managed to up my exit counter to 93 (getting REALLY close now...I can almost TASTE it!).

I've found ALMOST all of the levels in this game (including the Evil Laundromat! Dun dun DUN!).

Just wondering how to find the secret exit to Mirror Ghost House 2. Found the normal one just fine. However, the only secret door I could find was just to a room with a bunch of coins and a Yoshi coin. None of the pipes led anywhere (and there are lots of those).

I may have to LM this one, too. Sheesh...I feel like such a Yoshi n00b...:p
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.
Alright guys, it's December 10th, so I'm going to begin my final beta tests with YSQ to make sure everything works again after all the changes I've done to polish up a ton of the rough edges the beta has. Hopefully everything will go smoothly and I won't encounter any major bugs that aren't easily fixable.

Also, real quick, I fixed a couple more bugs yesterday:

- Fixed a bug where the star doesn't appear in the exit counter in the status bar once you get all 100 exits (during my first beta test back in August, I found out that that patch I made that did this suddenly stopped working and the game would crash if I entered a level after getting all 100 exits, so I had to replace it with that awkward looking 100 at the last minute).

- Ported everything over to a clean copy of SMW in order to fix the random bugs that popped up in the copy of YSQ that I've been modifying (breakable blocks crashing the game when touching them, the World 6 boss having a random glitch tile in it's tilemap, the screen flickering heavily when the screen is flipped while playing YSQ in BSNES or another accurate SNES emulator, levels that randomly have a corrupted palette or level data, etc.)

- Fixed a bug where if you scrolled the screen with the L and R buttons before entering the room with the dragon in Dragon's Den, or the section in Space Voyage 2 where Yoshi rides on the back of the wyvern, the dragon/wyvern would be in the wrong position, and thus make the level harder or even impossible to beat.


Originally posted by xirtamehtsitahw
Actually, I figured out how to get around the whole "Warp Locker" bug.

I've also managed to up my exit counter to 93 (getting REALLY close now...I can almost TASTE it!).

I've found ALMOST all of the levels in this game (including the Evil Laundromat! Dun dun DUN!).

Just wondering how to find the secret exit to Mirror Ghost House 2. Found the normal one just fine. However, the only secret door I could find was just to a room with a bunch of coins and a Yoshi coin. None of the pipes led anywhere (and there are lots of those).

I may have to LM this one, too. Sheesh...I feel like such a Yoshi n00b...:p


Those secret exits are pretty hard to find in general, or at least some of them are, as they tend to be hidden in places you'd least expect to find one. If you need help finding Mirror Ghost House 2's secret exit, I'll give you a hint to help you find it.

Also, if you're still beta testing YSQ and you need to tell me anything else, you should send me a PM rather than replying in this thread, in order to avoid spoilers.
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.
Can I Beta Test?
(Been Lurking in these forums since before the great wipe and have played many of the more well known rom hacks 100% including of course Mario's Strange Quest which is my 3rd favorite hack (behind Brutal Mario and The Mario(can you tell i love gimmicks?(and nested parentheses?))))
Originally posted by cybershell12
Can I Beta Test?
(Been Lurking in these forums since before the great wipe and have played many of the more well known rom hacks 100% including of course Mario's Strange Quest which is my 3rd favorite hack (behind Brutal Mario and The Mario(can you tell i love gimmicks?(and nested parentheses?))))


I'm sorry, but it's kind of too late for that, because I've started my final beta tests (which I mentioned in a previous post in this thread that I was going to start on December 10th). You ought to have asked at least a month ago. But, if you want to help, you can wait until V1.3 is released, play through it, then write an honest and detailed review in the YSQ moderation thread once one of the moderators creates it, to help with its moderation. Basically, write a review where you say what you felt YSQ did well and what it didn't do too well and what could be improved on, and whether YSQ should be accepted to the hack section or not. You don't necessarily have to do this, but you can if you want.

Also, I'm happy to hear that MSQ is your 3rd favorite hack. :)





Also, speaking of my final beta tests, just to let you guys know, I've started my second beta test yesterday, and I've found and fixed a bunch of (thankfully) easy to fix bugs. Most of them were bugs that were introduced from some of the fixes I made (like the fix I made that fixed the bug with the health counter flipping with the screen when the screen is flipped caused the health counter to go insane during one of the boss fights. This was because the health counter expected the flip screen flag RAM address to have either 0 or 1 stored to it, while this boss used this flag as a timer that stores every other possible value to that RAM address). I'll list the bugs I fixed that are bugs in the beta, as well as other changes I made:

- Fixed a bug where the non-line guided grinders and wooden spikes would go behind layer 3, even if layer 3 is supposed to be behind the foreground (basically, these sprites would go behind something in the BG even though they are in the FG).

- Removed the ? clouds because the "fix" I made a while ago not only didn't work (they still sometimes don't give a 1-up when you hit them), but it also introduced a new glitch, where they fail to disappear after hitting it. To make up for this, I replaced some of them with either watermelons placed on breakable blocks, so you can still earn 1-ups with some mad egg bouncing skills, or I put a multi- coin block near where they were present originally.

- Removed the part about the ? clouds in the Dinosaur Trail message box, since the ? clouds have been removed.

- Added smwforever45 to the special thanks section of the credits for being the most helpful beta tester for V1.3.

- Fixed a cutoff tile that is present near the start of Autoscroll Forest (it was barely noticeable).

- Fixed a major oversight in Soda Warehouse that's been present in YSQ as far back as V1.1, where you can cheese the entire level by flying under everything. I added a spike floor to the entire area so you can't do this anymore.

- Fixed minor inconsistency in Mirror Ghost House 2 with the layout shown in the mirror compared to the actual layout of the level (there was a pipe with spikes on it that needed to be moved 1 tile to the right).


Hopefully, nothing will go wrong during my second beta test, but if something does, I'll be sure to fix it. If I'm able to test every thing I need to test and they all work as intended (or close enough, like that one cutscene that allows you to skip it even though it's only supposed to allow that if you die after you see it and you've started from the midpoint. I honestly don't get why it lets you skip it regardless of whether you started from the midpoint or not, but I'm guessing not too many people are going to complain, so it's not a big deal. If any of you happen to know what cutscene that is, then don't mention it in this thread, because it's a spoiler), then I'll be releasing it soon. :)
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 managed to find all 100 exits. Only thing left to do is to collect all of the Yoshi Coins. I love the warp feature you put into the game, but why does it show only even-numbered or odd-numbered worlds when in the status screen?
The meaning of life is 42 because potato.

I don't feed trolls. I feed THEM to Cthulhu. He finds them DELICIOUS.

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