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Talk:Mario & Luigi: Superstar Saga

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Battle Backgrounds

You're in luck! When I was mapping the game, I went and saved all of the extended battle backgrounds used in the game. I saved them with all of their animation frames and separate layers. How should I go about uploading them? Should I bother animating the ones that have animations, or just put up static versions? I've actually been using the extended Gwarhar Lagoon background in my Jul bio for the longest time. :P --Peardian 21:45, 14 June 2011 (EDT)

- Cool, that is nice, I coded myself a program, well, an editor in progress, that would get me all the backgrounds from the ROM, but mine are all static backgrounds. I have not made them into image format files, that would probably take a little more work. Since you have animated versions, those would probably be cooler. I suppose you could upload the animated images and post them on the content page here. That's like 39 images (40 including the grid one), so good luck. Edit: Oh yeah, I think one of them is a duplicate. --~ charleysdrpepper ~ 23:23, 14 June 2011 (EDT)

Well, they're not animated to begin with, but it shouldn't take too long to make them so. Also, as I said, I only have the backgrounds used in game, so unless that grid background IS the unused one, someone else will have to get the other unused one. Oh yeah, and since I don't have access to the ID numbers or anything, I'll be organizing them in roughly the order they appear in-game. If you want to re-arrange them in ID order afterwards, you're welcome to, or you can leave it if you think users would prefer to see it that way. --Peardian 08:29, 15 June 2011 (EDT)
Okay, but the ID numbers are similar to the way they are ordered in-game. So I probably could label them with the ID numbers. The unused background I'm talking about is a purple-based background much like some of the maps at Woohoo Hooniversity, but none of those maps in-game had any battles, so you never got to see the battle background. --~ charleysdrpepper ~ 23:59, 15 June 2011 (EDT)
Oh, yes, that one. I remember seeing it in that one video demonstrating Mossy Goomba and such. If you could get me a code or something that would let me enter a battle on that background, I'd rip it too. Or, if you have VBA, you can just go into battle and use the map viewer to rip it like I did. Whichever you think would be better. Either way, I can't get it by myself. --Peardian 04:47, 16 June 2011 (EDT)

So, how should I actually go about putting them in? There's a large amount of them, and nothing to say about most of them. If you have something in mind, would you rather add them yourself? --Peardian 14:48, 16 June 2011 (EDT)

A video made by Salafrog? Yeah, he did make a video with the background and Pop/Mossy Goomba. Both of us are hacking together to make an editor, but I have been doing the majority of the work. Anyway, since there are a ton of backgrounds, I would suggest putting them in and resizing it with the width thingy to make the images smaller. (Maybe half-size?) Also, the purple background is animated. (It may be hard to notice, but some of the stars glow.) Yes, I do use VBA, which version of the ROM do you have? The North American (U) one? The Battle database is at 0850300C. Bowser's tut battle battle background byte would be at 0850306F. Just make it 18 before entering battle, when you enter battle you should see the purple background. (Also, if this byte was 00 if would use the Room's defined battle background, which is the reason why Background 00 is the template. (Which you see when you edited the Room's batlle background data by changing those to 00.) --~ charleysdrpepper ~ 15:27, 16 June 2011 (EDT)
Oh you are? Awesome. I'll get right on ripping those other backgrounds. Also, would you happen to know a way to poke through different battle formations? I figure there could be some unused ones sitting around. --Peardian 21:55, 16 June 2011 (EDT)
There, done. And guess what? Now we have a total of three unused backgrounds! Turns out I overlooked ripping one of them because I assumed it would be the same as the rest of the Hooniversity. --Peardian 22:34, 16 June 2011 (EDT)
Also, unless I'm mistaken, isn't there some unused tracks in the game as well? Do you think either you or Salafrog could provide us with recordings of them? --Peardian 23:14, 16 June 2011 (EDT)
Thanks. I have noticed that the animation timings for some of them, if not all, are a bit off. There are quite likely some unused Formations, but I have not looked into listing them, though, it sounds like something that would be easy to find just by making the code look through them. Yes, there are some unused soundtracks. (I have the list of songs (including their memory addresses) at Yoshi's Lighthouse: http://s3.zetaboards.com/Lighthouse_of_Yoshi/topic/670160/1/ . ) As for other unused stuff we could add to the page... The first three battles in the Battle Database may be unused as well. All 3 having a Stardust Fields Background and all three of them have one Goomba. (The first is named "Goomba", the second is "Getme!", and the third is "Getme!" as well. There are Unused Enemies (Like Pop/Mossy which we mentioned before.), and the Heart Block (as well as the different stats.) from the Japanese game. I also know of a hidden Save Block in one of the Koopa Cruiser rooms. (The room where you battle the Goombas.) --~ charleysdrpepper ~ 23:27, 16 June 2011 (EDT)
Very interesting. Seems there's quite a bit in this game to be discovered! And yes, the timing is intentionally off. Rather than trying to imitate the game's animations exactly, the idea is to give the viewer a good view of each frame. Because of this, I made each frame 1/10th of a second, with the exception of the twinkling stars. I made those frames last longer because of how subtle the animation is. --Peardian 13:38, 17 June 2011 (EDT)

Unused Music

Sound familiar? Seems the unused tracks are actually from Tomato Adventure, AlphaDream's previous game. --Peardian 12:32, 19 June 2011 (EDT)

Awesome, thanks for that! This makes it look like they may have used Tomato Adventure as Superstar Saga's base when they started on it. I wonder what Debug Rooms (and everything else) Tomato Adventure may have. --~ charleysdrpepper ~ 02:40, 20 June 2011 (EDT)

Regional differences

I added the entry about the fire dash glitch that only works on the Japanese version. But there's much more interesting stuff to cover.

Gameplay and Item differences http://themushroomkingdom.net/mlss_j2e.shtml

Enemy differences http://themushroomkingdom.net/mlss_guide.shtml


Sgt. Starshade

http://tcrf.net/File:MLSS-SgtStarshade.png Not entirely sure whether to mark the sprite for deletion or to leave it on the page. He's programmed in as an enemy for the purpose of a tutorial, so he's not unused in any sense. I don't recall seeing this particular sprite in game however. Most likely taken from here: http://www.mariowiki.com/List_of_Mario_%26_Luigi:_Superstar_Saga_beta_elements#Beta_Enemy_Statistics On that note, there's a plethora of stuff to document from this game still. I'll be adding more info in the weeks and months to come. ~M64m-sig.pngM64m 19:08, 18 November 2012 (EDT)

I've added a Todo box to the page with two Sgt. Starshade sprites: MLSS-SgtStarshade-side.gif and MLSS-SgtStarshade-stars.gif.
It's been a long time since I played the game, but I think there's only one battle tutorial with the Starshade Bros., and it uses overworld sprites and animations instead of these ones. The first Sgt. Starshade sprite here is identical to one of his overworld frames, but said sprite is still unique in that it contains only that frame alone. (And it has only a single animation of him standing still—I think that's why the game freezes if either side attacks.) --BoringPerson (talk) 23:54, 13 July 2017 (EDT)

The rest of the Unused Starbeans Cameo Sprites

http://img509.imageshack.us/img509/2861/marioandluigibetasprite.gif I seen this little picture floating around the net, I'm not sure of it's authenticity but it has a few sprites that I know are unused so I thought I'd bring up to your attention. --Vinnyboiler 17:39, 14 July 2013 (EDT)

The sprite sheet is legitimate. It was created by Salanewt, one of the co-creators of a Superstar Saga editing program called Yoshi's Magic: [1]
I created the sprites in the article from this sheet manually. I've just been lazy and haven't done the rest yet :X --M64m 21:42, 14 July 2013 (EDT)

Unused loading zones

Some rooms have a loading zone at near position X:0, Y:0. Some loading zones lead to room 0 (a beta room in the EU/US version; the opening cutscene room in the JP version). See this post for a list: http://tasvideos.org/forum/viewtopic.php?p=442676#442676 Please add to the main page as you see fit. --Mugg1991 (talk) 12:19, 3 November 2016 (EDT)

I have added it to the main page. --Mugg1991 (talk) 10:19, 17 November 2016 (EST)

More oddities / Unused stuff

My research on flags has led me to discover some oddities: 1) Toggling the "have map" flag in EWRAM while on the inventory screen may cause the Item icon to be replaced by a different, possibly unused icon. 2) Setting certain flags nearby the regular "Know a certain bros attack" flags may cause new attack names to show up in battle, such as "Hammer 3" which has a description text "Temp". Using it depletes BP but doesn't do anything otherwise. Likely a placeholder. Screenshots of these can be found at bottom of this post: http://tasvideos.org/forum/viewtopic.php?p=443581#443581 --Mugg1991 (talk) 10:19, 17 November 2016 (EST)

Level-up when dead

Here is something else really minor. A brother who died in-battle cannot level up. But if you edit in xp while on the battle's "exp gained, coins earned"-screen, the dead brother will level up anyway. What's interesting about this is that it seems the devs coded for this to be a possibility. The brother's sprite isn't messed up and there are no animations that normally occur when the brother is alive. Basicly seems like unused lines of code to me, but can't confirm or say anything more. --Mugg1991 (talk) 09:11, 1 December 2016 (EST)

Not For Resale Demo

Back around when the game was new, I played a demo version at a Toys R' Us that had several differences. You started out in Stardust Fields on the Mushroom Kingdom side and were able to freely go between the Beanbean Kingdom and Mushroom Kingdom sides by entering the building where you play Border Jump (which wasn't present in the demo). Additionally, there was no Warp Pipe in Stardust Fields, but the platform where the pipe would be was still there. I don't remember much else since I hadn't played it long, as I had the final version at the time, but I found a video of the demo version that shows very little of it: https://www.youtube.com/watch?v=1uSJmEL2Fxs

Is there any more information about this version out there somewhere? --Kimimaru (talk) 19:58, 7 November 2016 (EST)

There seems to be a long video about this version: https://www.youtube.com/watch?v=LHDakEBK6Gg --Mugg1991 (talk) 10:37, 17 November 2016 (EST)
I have researched the ROM and here is my info write-up: http://tasvideos.org/forum/viewtopic.php?p=443882#443882 --Mugg1991 (talk) 09:09, 18 November 2016 (EST)
Do you think you can put the important information somewhere here? If you're done looking through it and there aren't too many differences it might be best to put it as a section on this page. --Kimimaru (talk) 08:38, 21 November 2016 (EST)
I will try to add it to the main page later. --Mugg1991 (talk) 09:11, 1 December 2016 (EST)
Done. --Mugg1991 (talk) 06:08, 18 December 2016 (EST)

Stunned Enemies

Some enemies seem to be made so they can't be stunned at all (e.g. http://www.mariowiki.com/Anuboo , says Stun: 0% and I tested by getting first strike hammer). However, their stun flag can be turned on in battle which reveals a stunned sprite of those enemies. That would make those sprites unused, which means they qualify for tcrf. Unless anyone objects or can prove that 0% doesn't mean they can't be stunned at all, I'm going to add those sprites to the region differences page later. --Mugg1991 (talk) 05:55, 19 December 2016 (EST)

The stunned sprites actually seem to be briefly used when an enemy gets killed. So there is no unused content. --Mugg1991 (talk) 03:34, 6 January 2017 (EST)

Unused Sound effects

I'm really unsure about these sound effects, but I have ripped five sfx where I think they are most likely unused. mediafire link --Mugg1991 (talk) 17:06, 5 January 2017 (EST)

Unused Battle?

I removed this from the page, as it was a) poorly written and b) seems more like a glitch/garbage data than anything (but feel free to prove me wrong!): "There may be a few unused battles, but there is one that might be interesting. The last battle in the battles table. (0850474C in (U) version.) When you enter this battle, you'll be in a fight with a Goomba. At first, no action commands show up. If you push the right arrow key, the game crashes. (I think this might have been related to some debug feature, probably for switching enemies, but further research may be needed.) If you push A, your action commands will come up, so that you can battle." --BMF54123 (talk) 02:00, 13 April 2017 (EDT)

It is definitely an unused battle... just like the first couple battles that are also unused (And glitched? But in a different way.) The background is different (Not of Koopa Cruiser), and the only place in the game that has Goomba battles is in Koopa Cruiser. (I think?) It is the script data that it is linked to is why it reacts that way... (If you need more details, here is a taste of it: http://i.imgur.com/kYa1Zm0.png ) I'm sorry for how poorly written it was. (It should have been in a todo, I'm guessing? Since we'd probably end up with a table.) (P.S. You are the guy who corrected my "programically" error. I believe I actually meant programmatically, which is in fact a word. Or at least, there's no red squiggly underneath in Firefox. However, your wording is likely still better regardless, so thanks.) --~ charleysdrpepper ~ (talk) 01:49, 18 April 2017 (EDT)
"When you enter this battle, you may notice the Action Commands do not pop up. This is because the battle script puts you in a menu. You can press the Left and Right buttons to select between different menu items, but since pressing the Right button causes a crash, all you can do is press the A button to proceed with the battle. The Action Commands will pop up, and the rest of the battle will continue as normal."
I am thinking a possible wording for this could be this.(^) My writing is definitely not the best, so any objections? If none, I will probably look into seeing if a table can be made with the images for each battle at some point.--~ charleysdrpepper ~ (talk) 16:21, 11 June 2017 (EDT)

Unused stuff in rooms

See here: http://tasvideos.org/forum/viewtopic.php?p=453468#453468
(Room 76, 169, 172, 173, 274) --Mugg1991 (talk) 16:21, 1 June 2017 (EDT)

For anyone ripping animated sprites

As far as I know, there's no viewer that lets you see sprite animations directly (though Yoshi's Magic lets you see the frames). This video shows off some unused animated sprites by replacing the Beanbean Map in the Key Items menu. For anyone that wants to do the same, here's how. This is for the North American version.

  • Using an emulator that lets you edit memory: Go to address 083BCA68 in memory. Those 4 bytes control which sprite to use, while the next 4 bytes set the animation (0 = sprite's animation 0, 1 = sprite's animation 1, etc).
    • If the value already there for the sprite is is C7800000, it's in little-endian and you need to reverse your bytes when you put in a value. Same for the animation, you'd have to put 01000000 to show animation 1.
    • Exit the Select menu entirely before changing values (otherwise it won't take effect and might even crash the game).
  • If you want to edit the ROM directly instead, the sprite is the 4 bytes at 0x3BCA68 and the animation is the 4 bytes after that.

Some sprites go off-screen, but you can change the position of the Key Item sprite by editing memory or ROM. --BoringPerson (talk) 06:52, 17 July 2017 (EDT)

Opened Book

The opened book which is shown on the page as unused graphic is actually used. https://i.imgur.com/RZboydW.png --Mugg1991 (talk) 14:23, 10 September 2017 (EDT)

I took care of it just now. Thanks for pointing it out. --BoringPerson (talk) 14:50, 10 September 2017 (EDT)

3DS Re-release

Is there anything intersting in Mario & Luigi: Superstar Saga + Bowser's Minions on the 3DS? I assume some of the unusued graphics would have been updated, but there might me some intersting tidbits in the new sub-game. OMEGA48 (talk) 11:49, 16 March 2018 (EDT)

Unused clothings and badges

There're some unused clothings and unused badges in the game which can only be acquired with cheat device. Ffffff (talk) 19:17, 21 November 2018 (EST)