Originally posted by Mr. PixelatorWell, apparently the Emerald Switch has no second Yoshi Coin, and instead has two fourth Yoshi Coins.
I believe this is the Yoshi Coin that should be #2.
Hmm, I must have been doing pretty good with the Yoshi coin replacement if this is the first time I'm hearing about levels with duplicate Yoshi coin IDs. XD Anyway, I've fixed this.
Originally posted by Mr. Pixelator...I ALSO found out while trying to take this screenshot that when going through a switch palace after the first time you clear it, if you hit the midpoint there's no way to start from the beginning again other than to reset the game, since you're forced to leave through the side exit at the end. Nice.
I think that's been a bug since V1.3 seeing as how this level has had a midpoint since the beginning. Anyway, to fix this, I've removed the midpoint from this level since it's not very likely the player will die in this level in the first place.
Originally posted by Mr. Pixelator...On an unrelated note, I can't seem to find the "Frozen Volcano" music on SMWC.
If I remember correctly, I think that song was removed from the music section during the re-moderation that happened years ago, probably due to it not working right in Addmusic 4.05 or something. However, the moderators did compile all the removed songs into a single .zip folder that you can find somewhere. Alternatively, I could send you my copy of it if you'd like to use it.
Originally posted by Mr. PixelatorEDIT: Oh, I forgot, there's also a minor text error here.
Fixed.
Originally posted by DPBOXUgh, beta testing a game is long, hard work. I had to go through the flipped section of Stone Tower Temple FOUR TIMES to see all of the options during the Red Yoshi conversations. (Well, I probably would have done that even if I wasn't beta testing.) It was worth it though. Those options, especially the "Fart" one was HILARIOUS with 4th wall breaking everywhere. I just LOVE it when characters break the 4th wall.
In my opinion, I wouldn't have minded if you used savestates/rewinds to test out the different choices. But, at the same time, you playing through half that level 4 times did give you a chance to find issues that you may have missed, so there is that. I do appreciate your dedication to helping beta test YSQ!
Also, I'm happy to hear that you found that cutscene funny. ^_^ That cutscene is among my favorites in YSQ, particularly because of the fart option. I really like the dialogue I wrote between Yoshi and Red Yoshi in that option, particularly the smaller details like how Red Yoshi literally can't see the text box from his perspective because it's above the ceiling.
Originally posted by DPBOXIs part of the background supposed to be blue in Mirror Ghost House 2's vertical secret area?
No. It seems the BG used in level 1DD wasn't using the full tilemap area for its BG, so every other level that used its BG would also have the BG cutoff like that. Although, I think the secret exit path of Mirror Ghost House 2 would be the only place where one could see that. Anyway, I've fixed it.
Originally posted by DPBOXIn Scenario Room 8's second option, shouldn't you make the player ACTUALLY lose 1 coin and maybe display a different message when you have 0 coins? Currently, although the message says you lose a coin, you don't actually lose a coin. Your coin count stays the same.
And in the Error Room in the first level in World 8, does the music actually change?
When it comes to the Scenario Rooms, none of them have any special effects. Maybe if I'm up to it, I might add what you suggested for this one, though.
As for the error message room, the music never changes.
Originally posted by DPBOX
Fixed.
Originally posted by DPBOXIn the cave section in the Emerald Switch Palace, there seems to be a blue P-Switch that comes back even after you step on it. That's not intended, right?
Yeah, that's not intended. I looked into it, and it turns out that it's because the egg plant doesn't initialize the table at $7E161A to $FF when spawning an egg. This means that when an egg spawns, the game may incorrectly think that the egg sprite has an index in the table at $7E1938, which determines if a sprite in the level's sprite list should load or not when scrolled on screen. Depending on how the table at $7E161A is set up, this can cause sprites that should be gone from the level to respawn again because the egg sprite will clear a byte from the table at $7E1938 based on whatever it's uninitialized index byte is.
I wonder if this bug has been around since the egg plants have been in YSQ? I tend to have 6 eggs with me at almost all times, so that would explain why I've never encountered this bug. Anyway, I attempted to fix this by initializing the index inside the egg plant's code.
Originally posted by DPBOXMysterious Plain's secret exit flagpole is green, not red. The secret exit still activates when you go through this flagpole, though.
Another instance of me reusing a palette between two sublevels, but forgetting that the two sublevels' original palettes were slightly different. I've fixed it.
Originally posted by DPBOXAnd since I got all 4 switches, I went back to Space Voyage 2 to clear it. Except after the switches, I'm greeted by a message block saying that I need to activate 96 exits to pass. At that point, I got really mad. Seriously?! Come on! That's a really hard level! I got all of the switches, what more do you want?! Why couldn't the game have told me beforehand that I needed all of the switches and 96 exits?! That level is HARD, and now I have to do the secret section a THIRD time!
Sorry about that. When I decided to re-implement the former second half of Space Voyage 2 as another part of the level, I overlooked the fact that the player might decide to return to this level after getting all the switches, but before also getting all 96 exits.
I've decided to add a message right at the start of the autoscroll section to warn the player about this. How is this:
Originally posted by Message BoxHouston, we have another problem. There is a weird barrier up ahead with a flag and a 96 on it. We have to abort the mission because we have no idea how to get past it!
-Anonymous
I've also made it possible to re-enter the pipe you come out of to enter this area so that you can turn back if you don't have 96 exits and all the switch palace blocks active. That's more in case the player decides to attempt the secret path before doing the Whoa Zone, since doing things that way would essentially be a waste of time.
Also, I've fixed a small sequence break in the Emerald Switch, where you could skip hitting on of the ON/OFF blocks in the second room by entering a reset door. I've also fixed the glitchy scanline that can appear on the status bar in some cases. It turns out that it was because the game was turning the screen back on a scanline too early sometimes after uploading the status bar tilemap. It happened most often in ZSNES, but I had it happen in BSNES earlier.
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.