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

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I have a quick update for YSQ. For the past two days, I've been attempting to learn ASM in order to see if I can figure out how to fix some of the glitches in the Yoshi Abilities patches, rather than making levels. Want to know how much I figured out? Absolutely nothing! These patches are driving me crazy and getting me really aggravated simply because nothing I do to the patches is working! Seriously Jimmy52905, what were you thinking?! #w{>=(}

I really need someone to help me fix these patches, since there is no way I'll be able to figure it out.
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.
You know what? I've had it with the Yoshi Abilities patches. I'm not going to use them in my hack anymore because I'm tired of having to deal with the annoying glitches that it is causing, and being unable to fix most of them (or at least the major glitches). I'm also going to take a break from SMW hacking for a couple of days, since I'm not in the mood to make any levels and because I'm very upset with Jimmy52905 over these patches (I'm also not looking forward to having to port everything over to a new ROM). I'll be back in a few days. See you guys then.

Oh and before I forget, I updated the .txt file in my file bin that lists the glitches with the Yoshi Abilities patches. It now includes the new glitches I found, plus the fixes for a couple of the glitches. Here is the .txt file if anyone wants to see 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.
Oh... It's very bad. If I have time, I will try to make some patch which will fix various issues, but wait, some issues like the dieing without losing a life shouldn't happen because of a sprite. You had to mess up something. Are you sure that the Yoshi Abilities did it? When I was making various patches for you, you have hex edited various places and it didn't work, but when you have applied my patches which did just the same, it did work, so you may have edited in wrong place, which now could cause some glitches, as every byte of ROM Map does something, so changing anything to a wrong value may break the game. If the kill routine in your ROM is ok, jumping to it should be fine and kill Yoshi like it should. To check if Mario's... wait, To check if Yoshi's lives are decreasing by 1, go to x052D8 is Translhextion, and if it is CE BE 0D, then it's ok. (CE BE 0D is DEC $0DBE, DEC decreases by 1, $0DBE are player's lives, so this line of code decreases Mario's lives by 1). About that falling, code should be able to get to $00F606. Go to x07806 in Translhextion, and if it's A9 90 85 7D A9 09 8D FB 1D A9 FF 8D DA 0D A9 09 85 71 9C 0D 14 A9 30 8D 96 14 85 9D 9C 07 14 9C 8A 18 6B, then it's fine. :P The game may not jump to it in certain places, but I'm too lazy to find all the jumps to $00F606, you just have something wrong with your ROM, I'm here.
...Huh?
I'm back from my quick break. I'm feeling up to working on YSQ again. Anyway, I read what you had to say, Teo17.

Originally posted by Teo17

If I have time, I will try to make some patch which will fix various issues


Reading this made me happy. The reason I gave up with the Yoshi Abilities patches was because I couldn't figure out how to fix most of the glitches in the patches and because I felt nobody was helping me to fix the glitches. Knowing that someone is going to help me with this may make me not give up with the Yoshi Abilities patches.

Originally posted by Teo17

To check if Mario's... wait, To check if Yoshi's lives are decreasing by 1, go to x052D8 is Translhextion, and if it is CE BE 0D, then it's ok. (CE BE 0D is DEC $0DBE, DEC decreases by 1, $0DBE are player's lives, so this line of code decreases Mario's lives by 1).


I just checked that address in Translhextion, and it wasn't changed. The bytes still read CE BE 0D.

Originally posted by Teo17

... but wait, some issues like the dieing without losing a life shouldn't happen because of a sprite. You had to mess up something. Are you sure that the Yoshi Abilities did it?


Yes, it was Yoshi Abilities that's causing it. I applied the Yoshi Abilities patch to a clean SMW ROM and tested it out. Yoshi (or should I say Mario, since I didn't change the graphics) still didn't die properly. When I was messing with the code in the patches, I was doing it with a copy of the original patch, and I was patching the modified patches to a copy of the YSQ ROM. Every glitch I mentioned in the Yoshi Abilities Glitches.txt occurs in the unmodified Yoshi Abilities patches.

Originally posted by Teo17

About that falling, code should be able to get to $00F606. Go to x07806 in Translhextion, and if it's A9 90 85 7D A9 09 8D FB 1D A9 FF 8D DA 0D A9 09 85 71 9C 0D 14 A9 30 8D 96 14 85 9D 9C 07 14 9C 8A 18 6B, then it's fine.


I just checked this address as well. This is what I found:
Quote
22 2B 80 21 6B 09 8D FB 1D A9 FF 8D DA 0D A9 09 85 71 9C 0D 14 A9 30 8D 96 14 85 9D 9C 07 14 9C 8A 18 6B


Only the first five bytes got changed by the patch (I checked this in both the YSQ ROM and the ROM with only the Yoshi Abilities patches applied to it, and both had the same values at this address). Strangely, when I changed the first five bytes back to what they were originally, it seemed to fix the problem where Yoshi doesn't lose a life while dying (though the death animation still didn't play). However, it caused another glitch where the game doesn't go to the Game Over screen after Yoshi loses all his lives (it's similar to when the player dies in the intro screen too many times; the lives counter becomes glitched).

Edit: I just made a discovery. When Yoshi died in one of my levels, the normal death routine occurred! I tested this out in a few ways. It seems that changing those first five bytes back to what they were originally at at x07806 makes this occur. Also, it seems that the normal death routine happens unless Yoshi dies from a sprite while his health counter is at zero (then it still does that thing where it just fades to the overworld, though Yoshi still loses a life). Thanks for telling me about that address Teo17! That's one major glitch fixed (well, almost. The glitch where the Game Over Screen doesn't show up needs to be fixed before this glitch is truly fixed).

yczedit: fixed table stretch by replacing unnecessary code tags
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, it's nice to know that I finally am more advanced with ASM. I opened my ROM in Translhextion, and those bytes were like I mentioned, so it was definitely the cause of your Yoshi Abilities. Well, this is the death routine. Without it, you can't kill Mario anywhere, so well, it needs to be ok. But what could make so many changes in the routines of your ROM? PM me and give me your Yoshi Abilities ASM files, I'll look into them. Also, just out of curiosity, I translated those five bytes that were changed in your death routine into ASM code, and it seems it's this:

JSL $21802B
RTL

It jumps to $21802B (x50822B in Translhextion, I used Lunar Address to translate those addresses) and I competely don't know why. $21802B definitely hasn't any code that SMW originally had, so this patch had to place something there. From how it looks, instead of the original death routine, Yoshi Abilities change this routine and place the new routine at $21802B, maybe Yoshi Abilities weren't working with the original routine, so Jimmy had to write a new routine specifially for Yoshi himself. I'm not sure about that, but it sounds logical. Also, I'm now going to eat dinner, but later, I'll edit this post or post a new post with some interesting bytes of Translhextion which jump to the original death routine. If my thoughts are real, Jimmy could change all them to JSL $21802B to jump to his routine. And it just can not work at you because you have wrong stuff at $21802B. Maybe you have changed the position of the custom routine? Anyway, send me all the files, and I'll see what's wrong. :)

PS. Lol, I sound like a detective sometimes. :P
...Huh?
Well, I could send you the modified version of the patches, but I only changed a couple of things in them, so I don't think there is much reason to send them. I'll post the changes I made here, though:

In Hurt.asm:
Code
header
lorom

org $00D645

db $60	; disable spin jump

In this case, I changed org $00D63E and db $80 to what I showed above. This is what fixed the problem where Yoshi jumps when the A button is pressed (it only applies to when Yoshi isn't in water, but it's not really a problem in that case).

In Yoshi.asm:
Code
!CursorGFXTILETHING	=	$0E	; Sprite tile for cursor.
!EggTILEGFXTHING	=	$68	; Sprite tile for egg.
!EggSprite_		=	$01	; Sprite value for YIEgg.cfg.
!Starbiticon		=	$47	; Sprite tile for health icon.
!X_icon			=	$1D	; Sprite tile for "x" icon in the health menu.
!Counter_ExAnimSlot	=	$C2	; ExAnimated sprite tile value for the health counter.

!TongueBaseTile_	=	$5A	; \
!TongueEndTile_		=	$5B	;  |
!TongueTopTile_		=	$45	;  | Sprite tiles for Yoshi's tongue.
!TongueUpTile_		=	$55	; /

header
lorom


In this case, I changed the value for !Counter_ExAnimSlot, !TongueTopTile_, and !TongueUpTile_ to what is shown above. (They were set at $C4 (!Counter_ExAnimSlot), $EB (!TongueTopTile_), and $FB (!TongueUpTile_) originally). Changing these values remapped certain tiles so that they don't overwrite certain tiles (originally, the goal tape and keyhole graphics got overwritten).

These are the only things I changed in these patches.
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 Teo17
Jimmy could change all them to JSL $21802B to jump to his routine.


Originally posted by Teo17
Also, just out of curiosity, I translated those five bytes that were changed in your death routine into ASM code, and it seems it's this:

JSL $21802B
RTL

It jumps to $21802B (x50822B in Translhextion, I used Lunar Address to translate those addresses) and I competely don't know why. $21802B definitely hasn't any code that SMW originally had, so this patch had to place something there.


Lol, I'm really stupid at times, if it jumps to the original death routine, the death routine jumps to $21802B, so why would he change all them to JSL $21802B if they jump to JSL $21802B? It wouldn't have sense, but yeah, it was pretty clever to place JSL $21802B in the original death routine instead of changing all JSL $00F606 to JSL $21802B.
...Huh?
I've got a few quick updates. SolidSnake141.35 sent me a PM where he gave me suggestions for how to fix two of the glitches, which I'm going to post here:

For the ground pounding underwater glitch:

Originally posted by SolidSnake141.35

Can't you just put a branch using Jimmy's Groundpound code that if underwater, no groundpound.


For the glitch where Yoshi can carry something in his mouth out of the level he got it in:

Originally posted by SolidSnake141.35

Have a check so if Yoshi finishes a level by hitting a goal sphere or goal tape the enemy is destroyed, same for dying. You could probably use the gray P switch code that turns enemies into coins but modified to spawn nothing, and activates everytime you finish or die. Kinda like a enemy wipe.


These sound like good ideas, though my knowledge of ASM is very limited, so I'm not exactly sure how I would test these out.

Also, as an update, I've been working on the first level today, and I'm almost finished with it. It's called "Dinosaur Trail", though there aren't any silly gimmicks with it (I do plan on including at least one silly thing in it though). This is also the level where I was originally planning on using the song "Jurassic Park - Triceratops Trot", but since it's broken (and S.N.N. hasn't responded to my PM about it), I had to pick a new song.
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
suggestions


For the branch, open "yoshilevelasm.asm", scroll down until you see:

Code
GlobalLevelRoutines:
	JSR Flutterjump
	JSR Groundpound
	JSR HealthStarbit
	JSR CameraHack
	JSR ThrowPose
	RTS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Groundpound:
	LDA $74
	BNE M1_Return__


And after the code that is on the bottom of the code I have pasted here, paste this:

Code
	LDA $75
	BNE M1_Return__


So it looks like this:

Code
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Groundpound:
	LDA $74
	BNE M1_Return__
	LDA $75
	BNE M1_Return__


And you have fixed the ground-pounding in water. :)

For the second one, I'll try to make a patch for it (yeah, finally a real routine hack patch) and see if it works. And yeah, I was right with the $21802B. Jimmy52905 wrote his own death routine because he needed different code for the Yoshi dying. I'm not sure if you can make him fall like Mario since you have enabled the original code of this routine and it didn't work, but yeah. You should change those five bytes to what they were. Next, the original SMW death routine also didn't have any DEC $0DBE (decrease player's lives by 1) in its code, so Jimmy just had to cut a way into it as it was in SMW placed somewhere else. Since it doesn't decrease player's lives, way should be simple. In "Hurt.asm", at the bottom of the file, there will be:

Code
	STA $1DFB	; Death music.
	STZ $1411
	STZ $1412	; No camera movement.
	RTL


Push a "DEC $0DBE" there, so player's lives are decreased by 1, and it should be fine, something like this:

Code
	STA $1DFB	; Death music.
	DEC $0DBE	; Decrease Player's Lives by 1.
	STZ $1411
	STZ $1412	; No camera movement.
	RTL


I hope it helps, I'll try to help more.

yczedit: removed some semicolons to prevent table stretch
...Huh?
Doing what you suggested for the first thing fixed the glitch (yay!). Now, Yoshi doesn't do a ground pound while swimming.

As for the other thing, I actually did do that before while I was messing with the code in Hurt.asm. While it did make it so Yoshi lost a life when he died, the death animation didn't occur and the Game Over glitch still occurred. Changing those first five bytes at x07806 not only made Yoshi lose a life, it also causes the death animation to play (most of the time at least. It doesn't seem to happen when Yoshi falls into a pit or gets hit when his health counter is zero, though Yoshi still loses a life).

Also, I finished Dinosaur Trail, so two more levels to go until I finish the demo.

Edit: Just as I posted this post, I got another PM from SolidSnake141.35 with more suggestions for how to fix the glitches:

For the glitch where Yoshi can hurt himself if he eats an enemy while he has six eggs:

Originally posted by SolidSnake141.35

Branch so if Yoshi has 6 eggs, Yoshi can not use his tounge. This may seem a little weird but due to the fact carrying items atm has so many problems with this patch, it'd work.


For the glitch where Yoshi looks like he swallowed whatever was in his mouth when he gets hit:

Originally posted by SolidSnake141.35

This I am very unsure if it would even do anything but make it so when he has something in his mouth, have the in mouth frame hardcoded or frozen, he doesn't really change his face when he has something in his mouth anyways.


For the glitch where Yoshi's health counter resets back to five every time he uses a door/pipe/teleport block.

Originally posted by SolidSnake141.35

Have the health counter check after every exit and entrance the current/past health count.


For the glitch where Yoshi dies when he goes above the screen:

Originally posted by SolidSnake141.35

Since this is new to the patch, there has to be somewhere the boundaries are mentioned, from what it seems, most likely in Hurt.asm or yoshilevelasm.asm. I'm sure there is a above screen boundary check or somewhere in the RAM that it is mentioned, just branch if above the screen, don't die, below, die.

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.
Woah, seems I'll try to make a big patch which will try to fix all those issues soon. :)
...Huh?
Yeah, there are 20 glitches in the patches that I know about (which I wrote down in Yoshi Abilities Glitches.txt and made a video showing 12 of them in action), though some of them aren't too big of a deal to fix (Oh no! Yoshi's tail disappears when he swims with his mouth full! It's the end of the world when this happens! Ahhhh!), or have a fix for them already.

Also, I discovered another glitch related to the death routine. After changing the first five bytes at x07806 back to what they originally were, it causes Yoshi to lose a life after he dies...........except in one case. If the timer runs out, Yoshi doesn't lose a life for some reason.
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.
A glitch that may be new to you guys but probably not:

If you try to use your tongue and swallow anything, there's a tiny percentage that:

If it's not a enemy, Yoshi will either act like he put a spring, p switch, etc in his mouth but the object will drop onto the ground or if it's a powerup you'll hear the powerup sound but the powerup will be floating where Yoshi was when it contacted or fall down. No powerup is gained when this happens may I add.

If it's an enemy, he won't eat the enemy and it hurts him.

Also another glitch that isn't worth fixing since who will ride Yoshi as Yoshi (sounds dirty...) but funny.

http://www.youtube.com/watch?v=Z2pLEl1ZeEI
meh
The glitch you are talking about probably is the glitch where Yoshi can hurt himself when he eats an enemy while he has six eggs.

As for the other glitch, it's certainly interesting (Yoshi riding Yoshi in itself is interesting, at least in my opinion), but like you said, that glitch isn't really necessary to fix, since the Yoshi sprite shouldn't be used when the Yoshi Abilities patch is used.
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 had no eggs when I tried this. I kept throwing them and testing.

Here is my GFX tilemapping for the Yoshi Abilities patch if anyone wants one that doesn't overright as much. Haven't seen a problem with it myself.

Code
!CursorGFXTILETHING	=	$0E	; Sprite tile for cursor.
!EggTILEGFXTHING	=	$CE	; Sprite tile for egg.
!EggSprite_		=	$01	; Sprite value for YIEgg.cfg.
!Starbiticon		=	$47	; Sprite tile for health icon.
!X_icon			=	$1D	; Sprite tile for "x" icon in the health menu.
!Counter_ExAnimSlot	=	$C2	; ExAnimated sprite tile value for the health counter.

!TongueBaseTile_	=	$5A	; \
!TongueEndTile_	=          $5B	;  |
!TongueTopTile_            =          $45	;  | Sprite tiles for Yoshi's tongue.
!TongueUpTile_		=	$55	; /



This will free up the water splash gfx that's taken up originally by this patch, the goal tape, jumping piranha leaves and keyhole. Located in Yoshi.asm
meh
That's odd. I've never had that happen to me while testing out the patches. I'll add that to the Yoshi Abilities Glitches.txt file on my computer (I'll update the one in my filebin soon).

As for the other thing, I kind of already did that. Also, I know that the egg graphics use a tile used by the water splash graphics, but there is a reason I didn't remap that tile. What you did remaps the tile when the egg graphics are in the status bar. When Yoshi goes to throw the eggs, those graphics aren't remapped to the new tile. What I did to get around this is mentioned in Yoshi Abilities Glitches.txt (I rempped the tile used by the water splash graphics to the tile used by the berry in SP2).
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.
You can just remap the sprite's GFX.

I found another glitch, if you have a egg ready to fire, die, enter a level, you're egg will only be available in your arms. If you put the egg down, it will disappear forever, if you try to fire it game crashes.
meh
I just tested that glitch out. It works, so that's another thing that needs fixing. (I'm guessing this requires some code that makes it so Yoshi loses the egg he's holding when he dies to fix).

As for the sprite graphics, I tried that, but apparently, there are two values in YIEgg.asm that involve the tile it pulls it's graphics from, one of which I couldn't find. You're suggestion is one way to fix that problem, though.
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.
At first I thought the second graphics input it pulls from was in yoshilevelasm or yoshi.asm but ya, it must be in the Egg asm file.
The glitch fix could also work as:

You die with a egg in hand, the egg will be loaded in your egg "inventory" again and you taken out of the throwing egg action before the overworld loads again.


Either way I can't wait til Teo makes that patch.

Edit: I have a video I'm uploading soon that will show some glitches I talked about in this thread and some new ones.


Edit2: http://www.youtube.com/watch?v=Dg46BDVN_Cc
meh
I watched your video, SolidSnake141.35. I'm going to comment on each glitch I saw in the order I saw them in.

- The first glitch isn't really that big of a deal, since why would the player want to grab mushrooms, fire flowers, and feathers anyway? Fire flowers and feathers have the wrong graphics, and they wouldn't work properly. Mushrooms would do nothing. 1-up mushrooms and stars on the other hand...

- I've seen that happen. It probably has something to do with the hit detection of Yoshi's tongue or the hitbox of the enemies.

- I know about that glitch. That can also apply to piranha plants. An easy way to fix that would be to make the jumping piranha plants (and the classic and upside down piranha plants) inedible using Tweaker.

- You had six eggs, so Yoshi was unable to swallow the enemy. I already know about this glitch.

- I can explain why Yoshi didn't get hit by the Banzai Bill. There is a line of code in Yoshi.asm that makes Yoshi invincible when he sticks his tongue out. I'm pretty sure it's this:

Code
        LDA #$03
	STA $1497	; Make it so that sprites can't come into contact with Yoshi.

	STZ $7B		; Freeze Yoshi to avoid fuckups.


- I've had that happen from time to time. Usually, Yoshi loses his ability to throw eggs when he throws an egg while something is in his mouth, then spits out whatever was in his mouth. Yoshi regains the ability if he leaves the level or enters a door/pipe/teleport block.

- I'm guessing that the way to fix that would be to disable ground pounding while Yoshi's tongue is out.

- I've seen other cases where Yoshi looks like he has something in his mouth when he doesn't.

- Super mushrooms are useless when using the Yoshi Abilities patches. Just take out the super mushrooms and any block that gives them.

- I'm guessing the Rex doesn't hurt Yoshi in this case is because the Rex is walking away from Yoshi.

- The sound effect playing more than once isn't really that big of a deal (maybe Yoshi is having a little trouble swallowing whatever is in his mouth, so he attempts to swallow it several times).

- I'm guessing that the way to fix that would be to disable flutter jumping while Yoshi's tongue is out. Also, I've seen similar glitches like this one. Yoshi's hand sometimes looks a bit cutoff is one example (It looks like he cut his hand in half in this case).

- For some reason, even after disabling spin jumping, Yoshi will still spin in certain cases (like when he uses a springboard). It's not really too big a deal, though.



Also, here's another glitch I found, though it's very minor and not really necessary to fix. If Yoshi is sinking fast enough in water when you press the jump button, Yoshi will look like he's flutter jumping for a brief moment. Also, for some reason, the death routine is acting up again for me. However, doing what Teo17 said earlier (adding that line of code to Hurt.asm) fixed it, aside from the fact that the Game Over Glitch still occurs (and the death animation doesn't play).
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.

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