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Interesting little tidbits of data
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Interesting little tidbits of data
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This thread is for posting little oddities and things you notice in Super Mario All-Stars, similar to the "Small insignificant data" thread in the SMW Data Repository. This could include unused beta material.

For instance, I found something rather odd: There are graphics for a SMW-styled Koopa in the ROM, at $3DB000 (x1EB200). I doubt I'm the only one to have noticed this, but I've never heard it brought up.
Could this suggest that Nintendo simply converted the SMW Engine instead of making a new one, or at the very least used the SMW GFX as a base for the All-Stars GFX?

(It happened with the Pokemon games too, games from the same generation recycled the previous one's engine)
I am 99% sure that a lot of stuff (levels, engine, etc) are ported over from the NES games. I don't think anything (except, obviously, the SMW part of SMAS+W) is from SMW.
This… appears in about every graphics rip of SMAS's battle games, and it's on the cutting room floor. It was probably a joke by nintendo; a simpler version of the shellcreepers seen here were used in SMW's beta, so they probably decided to add in a slightly updated version of SMW(final)'s koopa for the hell of it.


As for anything else… there isn't really as much interesting stuff as there is in SMW, but there's some. See the aforementioned the cutting room floor page for this. After all, the game is essentially some ports anyway. Would there be that much unused stuff?

Ed:
@below| Yeah, because those aren't easily accesible from the page I linked here. Nope.
Last edited on 2011-01-08 02:00:26 PM by Shellface.
Originally posted by Alcaro
I am 99% sure that a lot of stuff (levels, engine, etc) are ported over from the NES games. I don't think anything (except, obviously, the SMW part of SMAS+W) is from SMW.


Alcaro is right,in fact, even the same unused enemies from the NES SMB3 can be founded in SMAS.(Also unused)

EDIT:even the same NES SMB3 unused levels are there...
Last edited on 2011-01-08 11:27:48 AM by Dakress.
Originally posted by Alcaro
I am 99% sure that a lot of stuff (levels, engine, etc) are ported over from the NES games. I don't think anything (except, obviously, the SMW part of SMAS+W) is from SMW.


Make it 100%, because a game like SMB2 alone has many clues already. Unused objects like clouds tiles on Layer 1 still appear in the SMB2 SMAS level data sets - they do have a purpose, namely "filler" material. That's because SMB2 cannot have empty screens - it needs at least one object per screen because of the way object data is loaded to the level.
But either way, these clouds, you never see. In SMB2 NES, you did.

Also, a couple of stripe images from SMB2 NES could be found in SMB2 SMAS but were never used in the latter.
I found something interesting:
This
This is a video capturing the pattern of the Layer 3 clouds. It's not THAT major but it was something that I pointed out while trying to copy Layer 3. Soooo... whenever you select a character, the V-scroll of layer 3 is set at a different point.
Also, I have no idea where to put this. :/

Edit: Here's an image of 1 set.
Last edited on 2011-08-03 01:12:59 AM by Link13.
Yup, that's correct. I believe there's a small table hanging around somewhere in SMB2's code that has the values for the starting position of these clouds - I think there were four possible starting points for the Layer 3 clouds.

I would have to double check though, as I don't really remember where this table was anymore.
Not sure if this has been found or what but im posting it here anyway:

$90 - seems to be SMB2 version of $9E. Meaning its the sprite number.

$118776 - Seems to act like $0086DF in smw. It executes pointers.

$129EEC-$129F79 - seems to be all the INITs for the sprites in SMB2.

I'm going to try and find the MAINs now.

Edit: Found them. $12A93D-$12A9CA

Edit2:

$0477 - seems to be a sprite invisibility timer? When set it will make the sprite invisible until it hits zero.

$85 - Mario Flashing Timer.

$12A83B - Makes it so sprites only process when on screen.

$12B497 - It looks like it applies X speed.
wii:

These maps may help you.
Actually, I should update them.
Hm, thanks Roy, I'll take a look at that.

Also I dissembles the heart sprite from SMB2. Here it is if it helps. Although I haven't been able to find any info on the GFX and interaction routine, I think Ersanio said he was having trouble with this too.
Sorry for the double post, but I found the GFX routine for sprites (starts at $12C03B). Its very similar to SMW's.

here is the setup:

Code
JSL $15D007 ;this is basically the same thing as GET_DRAW_INFO REP #$10 LDY $02F8 LDA $00 ;\ STA $0801,y ;/ Draw the Y position of the sprite LDA $01 ;\ STA $0800,y ;/ Draw the X position of the sprite LDA #$01 ;\ STA $0802,y ;/ Tile to draw. This is currently tile 24 LDA #$40 STA $0803,y ; Write the YXPPCCCT property byte of the sprite REP #$20 TYA LSR A LSR A TAY SEP #$20 LDA $ED AND #$08 LSR A LSR A LSR A ORA $0218 STA $0A20,y SEP #$10 INX INX RTS


Im not positive thats it. But that *should* draw a basic 16x16 sprite. $65 is also used to make it different sizes, and used for flipping.

Now to try this out!
Last edited on 2011-10-18 01:22:59 PM by wiiqwertyuiop.
In SMB3 part, hold both Left+Right. Mario will face left, but will go SUPER FAST right.
Works only in the ROM.
Yeah I suppose that's normal. I don't think it's physically possible on the SNES unless you have a broken controller.
@wiiqwertyuiop I should really look at this thread. I supposed that it was for SMB3 right? With the data, the project MUST GO ON!
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