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Small Insignificant Data

I'm not sure if anyone noticed this, but if a level's main entrance is on a higher screen number than the midway entrance the Midway Point tile will refuse to set the midway point as being obtained. Not sure if it actually still sets it or if custom blocks are affected, but dying in the bonus game still sets it, as does enabling it in the OW editor...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
Interestingly, sprites D2 and D9 remain in memory after being activated. While in memory, if Sprite 89 is in memory but the smasher itself is not the game crashes, interestingly in exactly the same way as an unedited Sprite 36 does upon spawn, suggesting there's an error handling/exception log writing system still in the code.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
I think you're looking too hard for connections where there are none: there are exactly two common ways to cause a crash (stack mismatch causing a jump to garbage -> BRK and freeze due to infinite loop), so the fact that two sprites "crash in the same way" doesn't really say anything at all. And the SNES most definitely doesn't have anything in the way of an "error handling/exception log writing system".
My YouTube channel
Get the official ASMT resource pack here!

So what would be causing a stack mismatch when hiding Layer 3 and setting the generator RAM to a different value? Would remapping all other generator sprites' RAM values have the same effect on the Layer 3 Smash? What I'm trying to say, is sprites D2 and D9 are merely "replacement" generators, and sprite 89 doesn't like the RAM values they use...
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
So yeah, nothing too exciting, but I was kinda bored and started noting down the SRAM addresses used by SMW.
Then DaxterSpeed was so kind to make a nice table out of that (thanks again #ab{:P}), and..

here's the result.

Could be useful for all your evil plans quick checking, instead of digging through the save routine everytime to calculate the offsets and stuff.

Also, in case you're wondering, in SMW you have a total of 2 KiB ($800 bytes, correct me if I'm wrong) of SRAM by default and, as you can see, most of it is unused, but you can change that, just check out SNES $00FFD8.
Huh. SMW keeps backup copies? Never did me any good. My saves would just completely vanish pretty much every time I turned it on, if it didn't boot up perfectly on the first try.


Quoting for archival purposes. To make the score display leading zeros:
Originally posted by Ladida
try replacing x010E3 ($008EE3) and x01111 ($008F11) with 80

Renamon is best pony.
It turns out the empty space above the Volcano Lotus in GFX09 is used by the Ledge-Dwelling Monty Mole. Could this be fixed somehow?
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
It shouldn't be a difficult affair. After all, we've got the Tile 69 & 83 fix that remaps the empty space on the Koopas.

World Community Grid: Thread | Team
 
Originally posted by Wiimeiser
I'm not sure if anyone noticed this, but if a level's main entrance is on a higher screen number than the midway entrance the Midway Point tile will refuse to set the midway point as being obtained. Not sure if it actually still sets it or if custom blocks are affected, but dying in the bonus game still sets it, as does enabling it in the OW editor...


I know it's an old post, but since no one objected yet...
Actually it's not true that you can't have the Main Entrance in an higher screen than the midway entrance, I did that many times, and it works. The only instance where it's not working (and I assume that's what happened to you) is when you place the midway entrance in screen 00. Midway Entrances in screen 00 = won't work. That's also mentioned in LM's help file, even though it's very easy to overlook it.

I guess it happens very rarely that someone trys to put a midway entrance on screen 00, but I recently stumbled upon that again because this also affects Kaijyuu's Midway Point patch; for example I had some levels where I didn't used the main level's regular midway entrance at all, using either midway entrances in sublevels or secondary entrances. And because I had no use for the regular midway entrance I set to the same position as the main entrance, and usually that's screen 00. But because of that, all the custom midway entrances weren't working. I dunno, it might be some useful information for someone who uses this patch.

Edit: I almost forgot: If you use the patch, you can still have midway entrances in screen 00 on sublevels. That works - the only time midway entrances screw up is when you have the midway entrance in screen 00 in the main level (the one you enter from the overworld).

Originally posted by Fakescaper
It's up to the mods if small insignificant data includes glitches such as the ability to quintuple grab spring boards.


slightly off topic, but you can grap 12 (# of sprites on screen) of any combo of items (as lone as there isn't 2 shells, 1 shell 1 goomba, ect)
Want to see my Super Mario Timeline?
this is a little thing, but I found an interesting behaivour of the "Layer 2 scroll L" sprite. If you place it in a horizontal level on Y=5, the level slowly auto-scrolls and Layer 2 sinks extremely slow.


Originally posted by SuperMudkip1
this is a little thing, but I found an interesting behaivour of the "Layer 2 scroll L" sprite. If you place it in a horizontal level on Y=5, the level slowly auto-scrolls and Layer 2 sinks extremely slow.


...so that's what it was.
quick bug: activating "big boo secret exit" makes all bosses that can activate a boss sequence (every boss in the vanilla SMW basically; all 7 koopalings, reznor, bowser, AND big boo) activate the secret exit, now just big boo. this is why big boo is not hardcoded to activate a secret exit. this is also why "big boo secret exit" is listed under "boss sequence levels".
Want to see my Super Mario Timeline?
Originally posted by SuperMudkip1
this is a little thing, but I found an interesting behaivour of the "Layer 2 scroll L" sprite. If you place it in a horizontal level on Y=5, the level slowly auto-scrolls and Layer 2 sinks extremely slow.

Sprite EF? It just crashes if the level mode is not 7, 8 or A, regardless of where you put it.
Let's milk Sunny Milk. Then she'll have enough money to fund Sunny Milk Real Estate.
Everypony's digging with a shovel
RAM $7E:1B9A appears to also control the X-speed of Sprite C1. Put Sprites C1 and 5E in the same level and activate the latter first. May be so they both move at the same time, since two were used originally.

Quote
$7E:1B9A 1 byte Graphics
Background scroll Activated Flag. The unused orange platform (sprite 5E) sets it to #$01, and the flying turn blocks (sprite C1) set it to #$08. Both values act identically, and neither does anything unless the relevant generator (sprite F4) is nearby.

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 all.log
FlyingTurnBlocks:
[...]
CODE_03863D: AD 9A 1B LDA.W $1B9A
CODE_038640: 95 B6 STA RAM_SpriteSpeedX,X

Confirmed; 1 and 8 there are indeed not identical. I'll go reword that one.
<blm> zsnes users are the flatearthers of emulation
It's a small thing, but I know how RGB values change when using the
Dark Room with Spotlight sprite.
Every value under 144 is changed to 0,
values 144,152 to 8
160,168 to 16
176,184 to 24
192,200 to 32
208,216 to 40
224,232 to 48
and 240,248 to 56.
It doesn't affect palettes 8,9,A and B.
Check out Team Hack Fix/Translations' thread full of fixed and translated SMW hacks!

Wanted Permabanned or Dead by new staff team
Found a reference to the unused sfx 24. In channel 1 (1DF9) sfx 22/24 were removed from the rom and have no sound.

Code
CODE_02C6A7:
	LDA !RAM_SprObjStatus,X
	AND !SPRITE_STATUS_BLOCKED_DOWN
	BEQ CODE_02C6BA
	LDA $163E,X
	CMP #$01
	BRA CODE_02C6BA ; change to BEQ

ADDR_02C6B5:
	LDA #$24 ; change to valid sound
	STA !RAM_SoundCh1
CODE_02C6BA:...


If you remove the chuck's running sound and enable this, the chucks make noise differently. It plays a sound twice when running and once when jumping. Based on how far apart the running is, it sounds like it's supposed to say "hut hut" but Nintendo changed this in the final game.
Super Mario World Source Code
Originally posted by galaxyhaxz
Found a reference to the unused sfx 24. In channel 1 (1DF9) sfx 22/24 were removed from the rom and have no sound.

Code
CODE_02C6A7:
	LDA !RAM_SprObjStatus,X
	AND !SPRITE_STATUS_BLOCKED_DOWN
	BEQ CODE_02C6BA
	LDA $163E,X
	CMP #$01
	BRA CODE_02C6BA ; change to BEQ

ADDR_02C6B5:
	LDA #$24 ; change to valid sound
	STA !RAM_SoundCh1
CODE_02C6BA:...


If you remove the chuck's running sound and enable this, the chucks make noise differently. It plays a sound twice when running and once when jumping. Based on how far apart the running is, it sounds like it's supposed to say "hut hut" but Nintendo changed this in the final game.


I can confirm this, I found this a few weeks ago (maybe two?) when I found a bug in AMK relating to sound effect 22 (Turn off valley of bowser) and 24 (This one). You should hang out on IRC a bit more often I dump information that I add to SMW-IRQ there quite often. I don't really update the online version right now as it seems to be a one man project.
Layer 2 Smash 3 seems to act like the first phase of Smash 2 if not placed on the first screen.

It's not documented on this diagram so I don't know if nobody's found this before or what.

This .gif should illustrate it fairly well.