I don't think I'll implement powerups into MYSQ. And Yoshi won't be mountable since I'd have to create a whole lot of sprites for that and it wouldn't be worth it.
@Yoshifanatic1, they are two different characters, and one of them needs Power ups, Mario can't just be a yoshi skin with a health bar and without a tongue. I understand we can't mount yoshi but this is a 2D mario game and a two dimensional mario game needs power ups. I understand that there is a lot of work and programming but it's a work that needs to be done.
@@UsuarioAmigo2 Mario can wall jump pick up P-switches, duck slide, and spin jump off enemies. Yoshi can't do any of those, so Mario does have some gameplay differences. And current and future remade levels make use of these moves to encourage using Mario over Yoshi. Also, just because I'm modifying a 2D Mario game doesn't mean I have to include the features typical of a 2D Mario game. Not every SMW hack needs to feel like a traditional 2D Mario game either.
@@Yoshifanatic1, i got an idea of how to keep the power ups you could pit them on the item shops. Some powerups like murshroom and the super star appear in the mystery blocks but the other power ups could appear in the item shop. It could a solution you don't have to program that much and you could
Yes. I've been working on cleaning up the SMW engine to make it more flexible and better performing. It may not seem like it, but the MYSQ overworlds as shown in this video have a completely different implementation than before, as an example. However, I've done other stuff to MYSQ, such as improving YSQ's aesthetics and remaking more MSQ levels.
No. I recreated the original overworld and all its functionality in OR, which can be used to learn by example. Though if there is anything confusing or unintuitive, I'll write an explanation for it.
@@Yoshifanatic1 i actually could make the example levels work, main problem is that when i went to create my own OW, the graphics remained garbled, despite copying every setting from the examples
@@Yoshifanatic1 no like, i went into another test level and changed the settings to make another OW separated from the vanilla ones , but i can't get the graphics to show correctly like the vanilla ones
@@juhlyoh4938 Did you use sublevel 02C? Because if not, all the submaps of your overworld must be stored as consecutive sublevel IDs (starting from 025 by default, though you can change that). There are a few tables in Scripting.asm and OverworldRevolution that use the sublevel ID minus !Define_SMW_Overworld_FirstMapSublevel's value for indexing. Though, that wouldn't explain why the graphics are garbled. You may have to send me a .bps of the ROM so I can debug the issue if we can't figure it out the cause.
I will try this today! I am looking forward to your project friend 😊
wow this looks amazing!!!!!
Hello, I'm a new subscriber, I have a question for you, wouldn't it be possible to make the animations of Super Mario Advance 4 in the SNES style?
Yeah, it would be.
So in the full version we will use power ups right but we still can't mount yoshi.
I don't think I'll implement powerups into MYSQ. And Yoshi won't be mountable since I'd have to create a whole lot of sprites for that and it wouldn't be worth it.
@Yoshifanatic1, they are two different characters, and one of them needs Power ups, Mario can't just be a yoshi skin with a health bar and without a tongue.
I understand we can't mount yoshi but this is a 2D mario game and a two dimensional mario game needs power ups.
I understand that there is a lot of work and programming but it's a work that needs to be done.
@@UsuarioAmigo2 Mario can wall jump pick up P-switches, duck slide, and spin jump off enemies. Yoshi can't do any of those, so Mario does have some gameplay differences. And current and future remade levels make use of these moves to encourage using Mario over Yoshi.
Also, just because I'm modifying a 2D Mario game doesn't mean I have to include the features typical of a 2D Mario game. Not every SMW hack needs to feel like a traditional 2D Mario game either.
@@Yoshifanatic1, i got an idea of how to keep the power ups you could pit them on the item shops.
Some powerups like murshroom and the super star appear in the mystery blocks but the other power ups could appear in the item shop.
It could a solution you don't have to program that much and you could
@@Yoshifanatic1 by the way which smw rom hack has no power except of yours. Obviously
Hello, there is a 2024 version of this hack.
Technically, there is a 2024 version of MYSQ. But it's in a very buggy state due to all the engine rewrites I'm doing.
Are you still making updates on mario and yoshi strange quest
Yes. I've been working on cleaning up the SMW engine to make it more flexible and better performing. It may not seem like it, but the MYSQ overworlds as shown in this video have a completely different implementation than before, as an example. However, I've done other stuff to MYSQ, such as improving YSQ's aesthetics and remaking more MSQ levels.
is there are any tutorial for this??
No. I recreated the original overworld and all its functionality in OR, which can be used to learn by example. Though if there is anything confusing or unintuitive, I'll write an explanation for it.
@@Yoshifanatic1 i actually could make the example levels work, main problem is that when i went to create my own OW, the graphics remained garbled, despite copying every setting from the examples
@@juhlyoh4938 If you got the vanilla overworld imported correctly, I'm not sure why anything about it would be garbled. What did you try to edit?
@@Yoshifanatic1 no like, i went into another test level and changed the settings to make another OW separated from the vanilla ones , but i can't get the graphics to show correctly like the vanilla ones
@@juhlyoh4938 Did you use sublevel 02C? Because if not, all the submaps of your overworld must be stored as consecutive sublevel IDs (starting from 025 by default, though you can change that). There are a few tables in Scripting.asm and OverworldRevolution that use the sublevel ID minus !Define_SMW_Overworld_FirstMapSublevel's value for indexing. Though, that wouldn't explain why the graphics are garbled.
You may have to send me a .bps of the ROM so I can debug the issue if we can't figure it out the cause.