With Day 1 behind us, let's crank the craziness dial up a few more notches as I show more disassemblies!
(Side note: I updated the Azentiger SMW Hack LP list, to fix the hack download links for Zunar Mario World, and episodes 148, 151, 158, and 162 so they point to the version Azentiger actually played. In addition, episodes 010, 022, 034, and 113 now have a download link. Thanks to Zandro for pointing the former out and giving me the method that would find the latter.
Also, I got the Day 1 disassemblies uploaded on GitHub. Turns out all I needed to do was put something in all the blank placeholder files. In addition, there is now a link to the EWJ2 manual in Day 1's post).
Jurassic Park Disassembly
*T-Rex Roar* Ughh, excuse me. Man, what did I eat last night that would do that?
Supported ROMs (1)
Standalone SMAS Game Patches
"Wait, this disassembly supports that
many ROMs? He must be joking!"
Supported ROMs (23 total)
- Super Mario World (USA, Japan, PAL, PAL Rev.1, Arcade)
- Super Mario All-Stars (USA, Japan, Japan Rev.1, PAL)
- Super Mario All-Stars + Super Mario World (USA, PAL)
- (Hack) Super Mario Bros. (USA, PAL, Japan)
- (Hack) Super Mario Bros. Lost Levels (USA, PAL, Japan)
- (Hack) Super Mario Bros. 2 (USA, PAL, Japan)
- (Hack) Super Mario Bros. 3 (USA, PAL, Japan)
Goof Troop Disassembly
My foot hurts for some reason. I'm gonna to blame it on this game for no reason!
Supported ROMs (1)
Wario's Woods Disassembly
Ad: Rompin', stompin' Warios! Buy one now, and get another one at 0% off! Your kids will surely WAHnt this WAHnderful toy!
Toad: *Angry face* Man, you couldn't pay me enough to write such slop if I were a marketer!
Supported ROMs (1)
*!! It's a dinosaur! Except I'm not talking about those
dinosaurs, but rather an ancient licensed video game from the Jurassic era of video gaming. Don't worry, we're not going arms deep into a big pile of dinosaur poopy. Considering this is a licensed title, this game is a surprisingly good showcase for the SNES's capabilities, even though the game is flawed from a gameplay standpoint.
Here are some interesting technical details about this game:
- This game is divided up into two ways: 3/4 overhead view exterior areas and Wolfenstein 3D-esque first person view interior areas. The former is pretty standard stuff, so here is a small snippet showing what the interior areas look like:
How does the game manage this 3D perspective? With absolutely genius usage of mode 7
, that's how! Here are the specifics:
+ All 256 mode 7 tiles used are a different solid color.
+ Because all the tiles are solid colors, the individual tiles are treated as individual pixels when displayed on the tilemap.
+ The mode 7 tilemap is squashed a bit to be within the goggles. Despite what you might think, the entire 128x128 mode 7 tilemap is used.
+ Despite what you might think, the entire screen is being rendered, so no active display time is being sacrificed for more V-Blank time.
+ 5 ROM banks are dedicated to unrolled loop code, presumably to handle the pixel plotting.
+ The goggles/HUD/Cattle prod electricity is a sprite overlay
+ No custom chips are being used (although the DSP-1 was planned, but ultimately not used).
Since updating a tilemap is faster than updating tiles, it saves a lot of V-Blank time and simplifies a lot of pixel plotting calculations.
- This game came out the year before Wolfenstein 3D was ported to the SNES.
- The game starts with a more traditional usage of mode 7, where a representation of Isle Nubular (with the Jurassic Park logo on it) spins around a bit before the camera zooms in.
- For some bizarre reason, FastROM addressing is turned off in the interior areas. I assume this is a bug, although turning it back on seems to have no effect at speeding things up.
- This game supports the SNES Mouse, specifically for the interior areas. It's not the most exciting use of the mouse, especially considering this game doesn't allow you to look up/down while in first person, but the devs did consider it.
- At the time of this writing, there is no Cutting Room Floor page for this game. So, here are some things I found while digging in the code:
+ Blood splatter texture:
+ Unused outdoor message boxes containing indoor related text, suggesting this version may have originally been more like the NES version.
+ Bone crunching sound
, which was mentioned in pre-release materials. It was meant for when you get eaten by the T-rex, but removed because Nintendo thought it sounded too realistic. I'll let you guys be the judge:
- This game has a surround sound system, which makes sense as this is a game that attempts to be immersive. This is handled by sending the X/Y position data to the SPC700, which presumably alters the panning and/or volume of the sound to simulate the sound coming from a specific spot.
- This game has the ability to load music/samples in the middle of gameplay without pausing. The game fades out the music before doing this and beings playing the new track shortly after. Also, sound effects are still able to play during this. Unlike Earthworm Jim 2, no sample streaming is involved, so I assume the game is uploading a little bit of the SPC700 data each frame instead of uploading all of it at once.
- The computer terminals in this game generate fractal based patterns, which is a neat little touch. These patterns are drawn over time and there are 8 of them in total.
- If you idle for long enough in an exterior area, a Mr. DNA text box will appear giving interesting dinosaur related trivia. There are a surprising amount of these.
- This game makes use of the pseudo-hires mode in order to make the text boxes transparent. If you've ever played this game in ZSNES, ZSNES doesn't support this, which results in the text boxes being opaque.
Note that I'm taking an image of the emulator window because this transparency requires a CRT like filter to appear as intended. Otherwise, layer 3 will have a line between each column of pixels.
- This game's HP system isn't an HP system but rather a "damage taken" system. Ie. It starts at #$0000, and once it goes past #$00FF, that's when you lose a life.
- If you enter a dark room without picking up the battery for night vision goggles, your DT is set to #$0200. I guess the programmers wanted to make extra sure you were dead in this situation. XD
- The elevator music in this game is done by loading a massive sample and then playing one note, similar to how I handled the Yoshi voice clips and fart noises in YSQ. They'd probably be the easiest songs to port if one wanted to (although good luck getting those ports past the moderators). XD
- This game uploads a separate code block to the SPC700 that initializes the state of the SPC700, which then gets overwritten with the rest of the engine. I suppose that's one way of saving a bit of ARAM.
- The title screen uses mode 3.
- This game has a really good soundtrack
. To my knowledge this game doesn't use the any music from the movie, but it's still great nonetheless.
As for my personal experiences:
- For the longest time, I had no idea how to finish the second mission because since I didn't know that it was possible to push a box
. To be fair, the game never hints that this is possible and it's not my first idea of how I would prevent the raptors from getting into the Visitor Center.
- I'm pretty sure my grandma got me this game, as she remembers getting me a game that "I got stuck on for the longest time".
- The T-rex shows up in a couple spots in this game. As a kid, i quickly learned not to go to those spots because the sound of the T-rex roaring scared me as a kid.
- Whenever you exit from a computer terminal, there is a random chance that a strange screech noise will play. This also scared me, especially since this rather tense, atmospheric track is what plays in the interior areas
- For the longest time, I had no idea what the random letters were for. Only recently did I find out they were for a contest and have no purpose in game.
- I remember drawing a map for this game's interior areas, since this game was made before in-game maps were the standard. It can be surprisingly easy to get lost in some of these buildings if you don't know how they're laid out.
- I tend to shoot all the Gallimimuses even though the game tells you not to because they may stampede.
- I almost always use the rocket launcher and bolas snare rifle because the weapon balancing is absolutely broken in their favor.
- I had the manual for this game
, and it had a few bits that were pretty amusing, like how "Dinosaurs don't stop hunting just because you're on the phone!" as the explanation for why the text boxes are transparent, or how if you get hit by the giant dragonfly, you're lucky it's not a mosquito because otherwise, a future geneticist might dig out your DNA from amber in a million years and use it to create clones of you for a "Paleontologist Park".
Have any of you guys ever heard of this obscure SNES game called "Super Mario World"? I had it when I was a kid, and it was surprisingly good! Wait, there is a fan site for it? AND it's been active for 15 years? I didn't know!
Regarding the technicals, there isn't much to say that you guys probably don't know already. As it was a launch title, the game is basically a showcase of the SNES's capabilities as it makes use of many of them. Mode 1, Mode 7, IRQs, HDMA, color math, windows, etc.
As for my personal experiences:
- I've always found this game to be really easy, aside from Tubular and Outrageous, even ignoring how the cape and Yoshi break this game wide open. It's to a point where it feels like someone is joking if they say that this game is hard.
- One of my first exposures to this game was at a cousin's house, which was what eventually lead me to getting a copy myself.
- I thought the special world palette change was a bug the first time I saw it happen.
- My first exposure to SMW hacking being, of course, from ProtonJon's LPs. Like quite a few people from that time, I wanted to make a hack for him to play, not knowing that he stopped LPing SMW hacks before 2010. Nowadays, I'd be more interested in seeing Azentiger player YSQ V1.4 than, for reasons mentioned in the Day 1 post.
- SMW was the first ROM I downloaded on the internet. At the time, I found it absolutely amazing that I could play SNES games on my computer. I did not discover emulation until after I turned 18, when I moved into my grandparents' place and they gave me internet access.
- I found the SMW underground music creepy as a kid, to the point where it was the music that would play in my nightmares. Considering I have a level in YSQ containing elements of my nightmares, this is an odd omission (which I'll definitely correct before V1.4 is done).
- I'm not sure what inspired this, but I sometimes refer to small Mario in this game as "smart-alekey Mario" (if I had to guess, it had to due with the way Mario's face looked in his small poses). I even created a specific playstyle revolving around this, where I don't grab any powerups, don't run, and always spin jump.
- I remember being stuck in the Forest of Illusion as a kid, since I couldn't figure out where the one exit out of the Forest was. Chocolate Island 3 also gave me similar trouble.
- The secret exit of Valley Ghost House was the last secret exit I ever found.
- I remember calling the Dino Rhinos/Torches "piggies", because they looked more like pigs than dinosaurs to me.
"Why I don't play" - Use of FOMO tactics to pressure buyers, 3 barely enhanced ports, next to no extras aside from soundtracks, overpriced, other miscellaneous issues, already own a physical copy of all 3 games and a working console to play them on.
Oh, we're talking about the SNES SMAS? Disregard what I said then.
Regarding SMAS/SMAS+W, I've shown this disassembly off for several C3s in a row, but since it's constantly evolving, I usually have something new to show off about it. This time around, I added support for all 4 versions of the original SMAS, so now this one disassembly supports all 7 official releases of SMAS in addition to all 5 of SMW's. On top of this, it now supports 4 new hacks that create a standalone Japanese version of the SMAS games. Because my disassembly now supports a Japanese version of SMAS, it became possible to do this. These ROMs are based off of the 2nd Japanese version of SMAS, which has the bug fixes made for SMAS+W.
Part of the reason I made the Japanese ROMs is because I released the new version of my SMW/SMAS/SMAS+W disassembly early in order to add the asset extraction stuff. That way, even the people who knew I released it early would still have something to be surprised about. Also, we all know how stupid Nintendo is about this sort of stuff, so making my disassemblies safer to distribute/host was more important than keeping my tradition of releasing big things during C3.
As for the technicals, I don't think there is much to go over. It's 4 NES games ported over and enhanced for the SNES, setting the standard for how to properly do an NES to SNES conversion (To see how you do this wrong, look at Ninja Gaiden Trilogy). Instead, I'll talk about some of the interesting stuff I noticed while disassembling the regular versions of SMAS.
- Did you know that the Japanese version of SMAS's title screen has animations for Birdo's eyes, the bob-omb's fuse, and the goomba's mouth? The data for these animations exist in the USA version, but they're not used. On top of this, the USA version adds
an unused animation for the spiny.
- There seems to be the remains of a copy detection routine in both the Japanese versions of SMAS. However, it's not called, and the tables don't line up with any code that would make sense. You can see this in ROUTINE_SMAS_IntroProcessXX_FadeOutToAndInitializeTitleScreen().
- Toad's shoes are colored differently on the sleeping Mario screen between the USA and Japanese versions. This difference is so subtle, the users on my Discord server couldn't spot it when I showed a side by side comparison and had them guess what the difference was, even when some were looking at the image in an image editor
! Here is the side by side comparison:
If I hadn't been disassembling all these different SMAS versions, do you think anyone else would have found this?
- The main difference between the J1 and J2 ROMs is that the J2 ROM has the same bug fixes that were done for SMAS+W, such as the changed pause behavior in SMB2U.
If you want more SMAS related trivia, check out my Summer 2020 C3 thread
and/or the SMAS+W fun facts file from that thread
As for my personal experience with this game:
- I had SMAS, not SMAS+W.
- My main character of choice in both SMBLL and SMB2U was Luigi.
- I don't know why, but I used to like digging out all the sand in the desert levels in SMB2U.
- As this was how I first experienced SMB1, the odd brick physics never bothered me.
- The "3 coin service" thing that can happen in SMB2U's slot machine was my "thing that happened to me once as a kid, never figured out how to make it happen, thought I imagined it for the longest time, realized it was real all along" experience.
- I know about most of these games' intentional secrets, yet I'm still discovering new things about these games 20 years later, like the red note block in 3-7 of SMB3.
- For quite some time at first, I didn't know how to beat birdo in SMB2. For whatever reason, it didn't occur to me that I could jump on the eggs.
- In SMB2U, I have a player tic, where I enter the hawkmouth while crouching. In addition, sometimes I'll play through a level while crouching as much as possible due to how goofy it looks (the fact that Luigi's jump is so floaty helps with navigation).
- There is a bug in SMB2U where if you enter certain vases in the cave in 6-1, you can duplicate the mushroom blocks. I remember I once attempted to fill up this room as much as possible.
- 6-5 in SMB3 stumped me as a kid, because I never considered that I could carry a shell while flying.
- 7-8 was another roadblock in SMB3, since the fire spitting nipper would always get me and I'd always be small by that point. 7-7 also proved hard, though I don't remember why.
- I don't think I've once beaten SMBLL without getting a game over, although that shouldn't be surprising.
Hold on a sec, I need to go get my laptop so I can talk about the next disassembly. *Fires rope gun* *Rope gun hits laptop* *Rope gun reels laptop in* There we go! Wait, how do I put it down without breaking it? Oh no! I didn't think this through!
Would it surprise you if I told you a good chunk of the ~40 SNES games I owned as a kid were licensed titles, like Goof Troop? You might be thinking that that sounds pretty bad, but for the most part, the licensed SNES games I have aren't too bad with some of them being surprisingly good. Case in point, Goof Troop is one such game.
If you've never played this, it's a bit like The Legend of Zelda: Four Sword Adventures with a bit of Super Mario Bros. 2 thrown in. Each of this game's levels are like a Zelda dungeon, where you need to solve puzzles, defeat enemies, and pick up tools to help you, and your primary way of fighting back is by throwing things. This game can be quite a bit of fun, particularly if you can play it in the Co-Op mode.
The main problem with this game is that it's a bit on the easy side and it's very short, but everything else about this game is quite good.
As for the technical stuff:
- A massive chunk of this game's RAM is used as a decompression buffer for this game's sprite graphics. Even then, only two sprites have their graphics stored uncompressed, which are the barrel throwing native seen during the second boss fight and the final boss.
- I didn't look through all the decompressed sprite graphics, but I did notice some graphics I'm 99% sure are unused.
In the above image, I don't remember ever seeing a sign, log, raft(?), ice cube, seashell, tin can/spring or rock.
- This game is 512 KB, yet there is a reference to bank 90 in the code. Either this game was originally planned to be longer or that was linked to debug functions that were removed from the final game.
- The soundtrack is fairly good.
The level themes might be a tad repetitive for how long you might listen to them in game, but not to the point where it'd be annoying.
As for my personal experiences:
- A couple of this game's puzzles stumped me as a kid, such as the last block puzzle before the final boss. When I replayed this game again while disassembling it, I was able to breeze through the game for the most part, but this puzzle still required me to think it through.
- I do remember playing this game in Co-Op as a kid with my two younger brothers, and I think my mom as well.
- The rope gun is quite fun to use. It lets you stun/knock back pirates, defeat smaller enemies, grab distant throwable/consumable items, and connect to hooks to form a bridge. Being able to knock the pirates around is quite satisfying.
- For whatever reason, I had some kidney stone -esque pain one of the days I was working on this disassembly and it pretty much stopped me from working on it. Thankfully, it went away the next day.
Let's talk about my favorite "Line up X of the same object in a row" game, Wario's Woods!
Regarding the technicals:
- There is an unused music track and a duplicate of track 1A that crashes the game when played. I would post an .spc of the unused track, but...
- Unlike most SNES games, this game's music is undumpable. Why? Because the music is processed by the main CPU rather than the SPC700 (but is obviously sent over after being processed). You'd think it'd have to do with this game also being released on the NES, but the NES version has different music. This game was released well into the SNES's life, so why the programmers didn't use the N-SPC engine is anyone's guess.
- This game makes use of an AI opponent in one of its modes. I don't know much about programming an AI that's meant to act like a human player, but the AI opponents seem to know what they're doing, although they make some odd decisions at times.
- This is likely the first game where Toad was given a starring role.
- This game makes use of some voice clips. I suspect it's handled in a similar way as that old Addmusick build Vitor Vilela posted years ago that featured sample streaming
, where these samples are loaded when needed.
As for my personal experiences:
- I'm pretty good at this game. In addition to beating both difficulties of the Vs. COM mode, I've also make it to round 150+ in the Round Game. I think I also got a gold rank for all 3 time trial difficulties, but I'm not sure.
- I only recently got to play the NES version, thanks to that version being available on Nintendo's (still very lame) NSO service. While I prefer the SNES version, the NES version is not bad at all. Though it did take me a bit to get used to the fact there is no X button.
Huh? The computer systems suddenly shut down! *A loud roar is heard* And I think the dinosaurs are running loose!
You guys are going to have to wait until I sort this mess out before I can continue my presentation, where I'll be showing off a quirky Nintendo published RPG.
I gotta hurry! See you tomorrow!
Click here to continue onto Day 3
Mario's Strange Quest V1.6
Yoshi's Inside Story (on hold)
Yoshi's Strange Quest V1.3
/ V1.3.1 Beta 4.6
/ Latest Test Build (Mario & Yoshi's Strange Quests)
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server
: A place for fans of my stuff and/or Yoshi to chat with others.