Having just seen the video, I'm gonna say it looks awesome.
Again, genuinely surprised this is doable in Wario Land 3 with LUA scripting alone (rather than ASM hacks).
As long as there are RAM adresses being read by the game to process something, and you can write onto them, the game is at your mercy. It's not always the case of course, but a lot of times it's not necessary to control absolutely anything the game does on a specific task because you can just go around it with others you already control well.
For example : when I wanted to warp wario anywhere I want, I decided to bypass the warp system of the game (at the time I couldn't find the warp data stored in SRAM in room transitions), and for that to work I forced the coordinates of Wario in the level to match the warp point I wanted him to go just before he warps. Because in the level editor I made the sector (where Wario is forced to be) teleports to itself, and the game checks in which sector Wario is currently to retrieve the destination point, it would teleport to it and render normally tileset, tiles, enemies, etc.
But when something is done just reading ROM, well you're fucked. See music :All you have is a bunch of adresses for sound channels and their parameters in high RAM. The sheet is in the ROM, better edit it directly than spend your time doing the impossible.
So there are definitely limits with this method, though I'm fine with them right now.
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Currently doing the GFX for the big birds (they are hilarious). For the boss, I'll probably do like the developers of WL3 did with rudy the clown : animated tiles for most of its body parts, and sprites for the rest (there's a limit to how many sprites you can display at once in a horizontal line).