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Really weird discovery. Layer 3 for-message tiles 5F, 6C and 77 spell the word "AND". I wonder if I'm the first to notice this?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Originally posted by Wiimeiser
Really weird discovery. Layer 3 for-message tiles 5F, 6C and 77 spell the word "AND". I wonder if I'm the first to notice this?


Wait, what? Where and how did you try this and how did you evaluate?

According to







it schould be $100, $10D, $103 (upper case) or $140, $14D, $143 (lower case) or $08, $15, $0B (without black background).

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Wiimeiser: No, you're not the first one to notice that. I found it a long time ago, and I belive many others also did.
RPG:


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<blm> zsnes users are the flatearthers of emulation
Oh, now I'm seeing it. I wonder how I missed that in the pictures I posted. It's actually $15F, $16C and $177 then, though.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by The Cutting Room Floor
AND



Just the word "AND". Was probably supposed to appear in the copyright line, e.g. "TM AND © 1991 Nintendo".


Personally I find this sounding plausible

As for the "Super mario Bros. 4":

Originally posted by Sind
"TM AND © 1991 Nintendo".


That makes no sense. TM always goes with a name.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
TM simply stands for TradeMark. "Trademark and Copyright" is perfectly grammatical and whatnot.
Yeah, grammatically it's correct, but that doesn't change the fact that only names can be trademarked.

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Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well, perhaps that's why it wasn't used. #w{=P}
So, er, I was messing around with the titlescreen, and I decided to look through the layer 3 graphics. I looked at 192, 195, 198 and 1AD, which most people would've seen - they are oddly drawn tiles that don't really fit in with anything. I decided to put them in, and ordered them, until they looked like this:



What do those look like? I'll give you a clue: cap.

The upper 3 tiles resemble Luigi's (somewhat thinner) cap from side on, while the the lower tile resembles presumably Mario's cap from 45 degrees from his left. Interesting, huh? These look like they would fit on the titlescreen, but no other graphics remain of it, and the known beta titlescreen is quite different. Perhaps this is older than the above, or possibly something that was made for A titlescreen, but ended up unused, and were hence largely overwritten? The graphics are the same in the japanese release, unlike most unused layer 3 graphics… these are quite odd.

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There was a signature here.


It's gone now.
You sure those aren't part of the layer 3 rocks background?

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My YouTube channel
Get the official ASMT resource pack here!

Pretty sure. The layer 3 rocks are at the bottom of the graphics file, while these are just below the top.

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There was a signature here.


It's gone now.
Try editing those tiles to see if it changes the rocks. Just to make sure.

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I don't know if this deserves to be here, but I found out if you change the FG/BG settings on level 108, you discover the one and ONLY uneque background in smw. At least, I think it is...
Chocolate Island 5 has the same BG. Mondo also has the same Bg with a different palette.
The only unique BGs are Funky and the Sunken Ship

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
The RAM map says that storing $18 to address $9C has an unknown purpose, but it sets the item memory bit. SMWDisC says it generates tile 125, the one with the wings in it. Actually, I've found out what it does. It's used by the Yoshi coin to generate tile 25 below itself, but it doesn't set the high byte properly. Tiles not on the first page will generate 25, but the Yoshi coin will generate tile 125.
How is this helpful? It's not really, but it is helpful indirectly on one occasion. If you make the hex edit to make only the top half of a Dragon coin display, upon collecting the coin, it'll still delete the tile under it. However, armed with this knowledge, you can fix this:
Code
org $00F364
db $01

This will change the $18 to a $01, fixing the issue.
Yeah, the code for $9C setting 18 starts at $00C1AC. That's actually one of the things the Yoshi coin bugfix patch I made does; it makes the coin just use value 01 twice instead of using value 18, which causes the coin to always generate tile 25 even when it's on a Map16 page other than 0.
This is just a theory, but I think sprites 62 and 65 are incompatible because they store their # to an address somewhere that I think relates to automatic line-guided sprites. How could this be checked though?

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Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Waitwaitwait, was level mode 1E never used on SMW? :O
Yup, modes 1E and 1F weren't ever used in SMW. They're pretty cool though, huh?
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