Talk:Super Mario World (SNES)

Debug stuff
I heard SMW has quite a lot of hidden debug stuff. Surely it should be mentioned somewhere... -- Prince Kassad 13:24, 19 April 2010 (EDT)

Little things I've come across
I have no idea where to put these in the article, so I'll list them here.

OW: If mario is on the same tile as a sprite when he enters a level, when the overworld reloads the sprite will not display. See [[Media:Ow_pirhana.png]] More to come

Xkeeper's notepad
I know a few things that aren't mentioned:


 * One of the overworld graphics banks have "blank" tiles; these can actually be filled in with Lunar Magic-like path tiles and will appear on the in-game map, probably used as a tool to see where the paths were.
 * This game has a free-move debug tool, as well as options to exit the current level and mark it as beaten/secret
 * The big red boss door uses a duplicated inner edge tile, suggesting that there was originally a handle/knob there.
 * The coin counter from the SNES Test Program is actually more than that.

Namely, the "coin counter" is actually a coin bonus, awarded in the same way as points and 1-UPs from stomping enemies... except that only Wigglers still has this behavior programmed in, first giving points, then a 1-UP, 2-UP, 3-UP, 5-UP, 5 coins, 15 coins, 25 coins, and then the counter goes out of bounds and starts overwriting the score.

When examining the old version of SMW's graphics bank, pay attention to the block of letters in the top right; the 5, 15, and 25 that appear there are actually used for the coin bonuses, and placing them back into SMW will make the coin bonus show up properly.

Personal theory: The coin bonus was moved after the 1-UPs and forgotten about instead of removed, as there is little reason to give coins when you give 600-coins worth of 1-UPs prior.

Debug Stuff
I found the Game Genie codes for the debug stuff. I'm gonna test it, and then I'll post them up if they're the right codes. Rick 22:30, 23 April 2010 (EDT)

AND
I don't seem to recall seeing this anywhere, it has me kind of confused. Anybody know where it's used? --Xkeeper 06:38, 23 May 2010 (EDT)
 * This is the first I've seen it since I first opened LM --Sukasa 21:20, 23 May 2010 (EDT)
 * I believe it was originally used on the title screen, like so: "TM AND &copy; 1991 Nintendo". Makes sense to me, anyway. --BMF54123 00:50, 24 May 2010 (EDT)

Japanese text


This text is normally overwritten with the animated turn block graphics. Someone want to take a stab at translating it? --BMF54123 05:22, 1 June 2010 (EDT)


 * It might say 「ブロック転送」　(burokku tensou), "block forwarding" (like in email forwarding). So this might mean that the specified block is being "forwarded" to the animation routine which will overwrite this block. It has serious pixelation going on lol. --Tauwasser 10:55, 1 June 2010 (EDT)
 * That's actually pretty fitting, and surprising, as a few others I asked couldn't even start to look at it. --Xk-sig.png Xkeeper (talk) 01:44, 2 June 2010 (EDT)

Level changes
Most of these were already added, but for the record, here's the "complete" list of level changes between the japanese and american versions. (Copy-pasted from a thread of mine) Either way, I decided to make a list of all the level changes (to the standard 512 levels) made during the localization. It's not completely on-topic, but hey, it's my topic. The following is a list of all the changes I've found. The process of comparing the two versions was semi-manual, so I may have missed something. Here are some guarantees, though. 1) There are no levels other than these with changes to layer 1/2 data, that is, there may be changes I missed, but they have to be in the listed levels. 2) There may be additional levels with changes to the sprite data, but if so, such changes only involve moving/replacing a sprite, not adding/removing any. Anyway, here's the list. 009: ! block at the start added 013: Wall at the end of the level resized to fill the screen 023: Two arrow signs near the end of the level added 0EC: Wall at the end of the level resized to fill the screen 0ED: Wall at the end of the level resized to fill the screen 0EE: Wall at the end of the level resized to fill the screen 0F2: Wall at the end of the level resized to fill the screen 0F7: Three 1-UPs added to the bottom of the level 11A: Added a feather to a turn block on screen 04 11C: Time limit increased from 300 to 400 125: Six red berries replaced with green, "YOU ARE SUPER PLAYER" changed to "YOU ARE A SUPER PLAYER"

Trivia
Someone pointed out some interesting... well, trivia. Namely, the Special world is the only one that has certain gimmicks, like green berries, real use of the P-balloon, and some other stuff.

Kind of neat, I guess. -- Xkeeper (talk) 04:24, 10 October 2010 (EDT)
 * Hence why it's "special." ;)


 * I'm more interested in the fact that Nintendo left the Famicom logo alone, considering how hell-bent they were on pastel purple-izing every subsequent localization. --BMF54123 04:27, 10 October 2010 (EDT)

Overworld Paths
Another possible explanation is that the paths were actually supposed to be shown on layer 1. It'd make sense if they had a 1:1 correlation between paths and graphics until they realized that they wanted a more complex map. Also, feel free to use this old image of mine (or parts of it) if you wish: --Smallhacker 10:47, 10 October 2010 (EDT)

Morton/Roy firing poses
In case anyone is interested, changing SNES address $01/CE65 to 6B CE 6B CE will alter the behavior of Morton and Roy to that of Ludwig, allowing them to use their fire breath poses. (The walls will be glitchy, making it hard if not impossible to actually beat them, but that's beside the point.)

Additionally, I took a (very brief) look at the code and can't find any traces of leftover code that would allow Morton/Roy to spit fire. While this "evidence" is hardly conclusive, I somehow doubt that the "wall walking" battles were meant to involve fireballs. To me, it seems slightly more plausible that all three (Roy/Morton/Ludwig) used a Ludwig-esque fight but later changed them due to this being too repetitive. Although, this is merely speculation on my part.

At first, the game divides the Koopa kids into three types: "Wall", "Pipe" and "Platform". The trio fits into the first type and are subdivided later on into the Morton/Roy and Ludwig types. Although, this could also be explained by the fact that the trio all use Mode 7 for the kids themselves, allowing them to share relevant code. However, that doesn't explain the fire poses.

--Smallhacker 17:52, 26 June 2011 (EDT)

Big Boo oddity
Apparently this is loaded for the Big Boo boss initially, but it changes to the proper angry face immediately.


 * Sprite mappings in Lunar Magic are not retrieved from the ROM data. FuSoYa likely made up that expression for the Big Boo boss to make it distinguishable from the Big Boo enemy in the editor.
 * Also, you need to sign your posts, Lilfut. Type two dashes and four tildes, like this...
 * ...or click the second button from the right in the toolbar above the editing panel. --Mattrizzle 18:25, 22 February 2012 (EST)
 * My apologies on the tildes. I'll have to check the internal data, though. I swear I've seen in-game screenshots of Sad Big Boo. --Lilfut 19:07, 22 February 2012 (EST)
 * Not to be confused with SMA2 where, IIRC, Big Boos peek at you if you look at them for too long. --Smallhacker 09:38, 23 February 2012 (EST)
 * That happens in the original game, but it's the tounge animation. Check SMA2 for me to see if it's been changed.--Goomba98 07:09, 30 July 2012 (EDT)
 * That happens in the original game, but it's the tounge animation. Check SMA2 for me to see if it's been changed.--Goomba98 07:09, 30 July 2012 (EDT)

Potential Goomba Oddity?
I read somewhere (I thought it was X-Cult, but maybe not) that there is an identical set of sprites for the Goomba that's used when the player switches the world to autumn. Now, in the GBA version, the sprites for Goomba and Pokey changed, supporting that this may have been intended but they ran out of time. Can someone confirm this? LinkTheLefty 16:29, 17 September 2012 (EDT)
 * It's impossible to say what they intended. All the SNES game does when you clear the Special World is switch out a single graphics bank, which contains several common enemies (Goombas, Koopas, Bullet Bills, Piranha Plants). For whatever reason, the Goombas weren't modified, but whether it was due to a lack of time or some other reason, we don't know. --BMF54123 18:12, 17 September 2012 (EDT)

Inventory Starman
I don't know if this is subject for an edit or not, but I did notice that the unused (called "incorrect") colors for the starman resemble that used in SMB3. Shadow Yoshi 18:07, 11 December 2012 (EST)
 * Maybe so, but I'm still convinced that they simply used the wrong palette values, considering (AFAIK) the corrected values match the actual Starman item. --BMF54123 18:39, 11 December 2012 (EST)

Supposed Super Mario World Beta?
I was sent a ROM that supposedly contains a late beta of Super Mario World. Differences from the regular game:


 * Dolphins can be eaten by Yoshi
 * Some text is slightly different
 * Some levels are slightly different
 * Some sort of Shyguy-like enemy appears in Vanilla Dome 1, and can be killed with a jump
 * There's an enemy that throws fireballs at Mario that only appears in Bowser's Castle, it kind of looks like a koopa of some sort

There are some other differences, these are just the ones that come to mind immediately. Can someone tell me if it's legit? Binarystep 21:28, 4 May 2013 (EDT)
 * You could start by uploading the ROM somewhere and letting us look at it (or at the very least, some screenshots of the different enemies), but it sounds like a hoax to me. Is the text in English or Japanese? --BMF54123 21:41, 4 May 2013 (EDT)
 * Nobody will be able to tell you, until it gets released and dissected by somebody knowledgeable.
 * --ICEknight 23:08, 4 May 2013 (EDT)
 * Yeah, please do upload a ROM, I'd like to see this. Those new enemies sound interesting. --Lilfut
 * Binarystep, this doesn't sound very convincing to me. All you have provided are claims that no one here can back up or double check. Either post some screen shots, post a video on YouTube and provide a link to it on this page or release the ROM itself. If you release the ROM then people here on TCRF would be more than happy to check to see if this truly is an unreleased version of SMW. From what has been presented so far, I feel that it would be more likely that someone hacked the final version of the ROM slightly and then gave it to you calling it a "beta" version of SMW. I hope that you can prove me wrong though. --Cuber456 17:00, 6 May 2013 (EDT)
 * Binarystep, this doesn't sound very convincing to me. All you have provided are claims that no one here can back up or double check. Either post some screen shots, post a video on YouTube and provide a link to it on this page or release the ROM itself. If you release the ROM then people here on TCRF would be more than happy to check to see if this truly is an unreleased version of SMW. From what has been presented so far, I feel that it would be more likely that someone hacked the final version of the ROM slightly and then gave it to you calling it a "beta" version of SMW. I hope that you can prove me wrong though. --Cuber456 17:00, 6 May 2013 (EDT)

Unused Tile
Digging around the graphics unearthed this poorly shaded version of the brick tiles seen in some boss fights.  And here's the final, for comparison.  By the way, the early bricks are located in the middle of the Bowser graphics, in case anyone doesn't trust me here.Geno2925 16:39, 8 August 2013 (EDT)

Unused Sound Effect
http://www.smwcentral.net/?p=viewthread&t=6665

aand:

9D 9D .dw UnusedExtendedSpr[ite] ; 09 - Unused (Red thing that flickers from 16x16 to 8x8)

--Hiccup (talk) 07:00, 12 October 2013 (EDT)

More things
Looks like there are still a couple unused functions not mentioned:


 * the coin bonus thing instead of 1ups, which you can get with the wiggler glitch
 * if some item were to turn into a star when taken through the goal (which never happens), a counter will start, giving Mario star power when he enters a later level ⬡ (talk) 17:08, 7 February 2014 (EST)

Unused Sound
http://tcrf.net/File:SMWYoshiColor.ogg

Messing with the save editor, i've just found this. It's an unused SFX!

As i whould give it theory where it could be used, it whould have supposed originally to change a Yoshi colors to Green, Red, Blue or Yellow at one point on development. But ended up cut out.

User:SimisageJittens (talk) 22:51, 19 March 2014 (EST)
 * That's an awful lot of speculation based on absolutely no evidence. --BMF54123 (talk) 17:51, 20 March 2014 (EDT)


 * It's based on the CD Track which contains all the SFX, it's titled "Yoshi change colors!". So that's why.

--User:SimisageJittens (talk) 19:47, 20 March 2014 (EST)