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Talk:Secret of Mana (SNES)

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Sage Joch's walking animation can be seen in the normal game if you stand behind him and talk to him. It's something you might not ever think to do, but since it's technically not unused, I don't know if it should be here. I guess it's up to the admins to decide if they want to keep that one. Probably should at least add a note saying how it can be seen in the game. --Flying Omelette 18:04, 20 May 2010 (EDT)

Oh crap, sorry, I thought that was a back view on Sage Joch and you already deleted it on my wiki. You want me to delete that part or just edit it? -- Rick 18:12, 20 May 2010 (EDT)
That's more up to you guys than me. If you think it's an interesting enough easter egg to keep it, then it doesn't matter to me either way. It almost seems like him jogging in place when you talk to him from behind is more of an oversight on the programmers' part than an intentional thing. The game's sprites are probably programmed to turn around and face you when you talk to them from behind, but Joch doesn't have a back view, so it calls up his jogging animation instead. --Flying Omelette 18:29, 20 May 2010 (EDT)

iPhone/iPad port

I checked the port for this game and everything isn't in some strange format. The graphics are either .gif, .bmp, etc. The sfx is encoded into .wav files while the music in encoded with .m4a. The script for the game is uncompressed in a binary file, and it comes with some interesting debug text that I'm sure must've been around for the original game. This should make it much much much much more easier to find unused content in the game than before. Someone should definitely check it out. Evilhamwizard 04:10, 22 December 2010 (EST)

Flat Ghost Enemy Sprites

I'm pretty sure those ghosts flatten out like that on the ground sometimes. Not sure how to get them to do it, but sometimes they just seem to do it randomly. --Fo-sig.gifFlying Omelette 17:50, 14 January 2011 (EST)

Clarification: They flatten out, but they don't roll up like that, as far as I know. --Fo-sig.gifFlying Omelette 17:52, 14 January 2011 (EST)
You're right, I supposed that it was part of the animation, but I just kept the rolling part as I had to change the pictures anyway... Some guy 11:33, 15 January 2011 (EST)


Do someone know how to find the palettes in the ROM, and more specifically if there is a way to figure which palettes correspond to a given sprite? Mr. Curious 14:29, 27 April 2011 (EDT)

Background tiles with zoom effects?

So I could not get the background tiles of the Slimes and Mana Beast bosses from the RAM. I think this is due to a zoom effect added. Do someone know how they could be displayed to check for unused stuff? Mr. Curious 14:40, 13 June 2011 (EDT)

Well I finally found a way to rip them (they used Mode 7...), nothing unused but these sprites of the Mana Beast are zoomed out in the game and their details are lost. Not sure if it should be included though...

Somana beast away detailed.png

"Max Candy"

Ok, the "max candy" is at the end of the armor list at 3F. This list is repeated from 40, but the armor is equipped to the hero, then the girl, and finally the sprite. However, the "max candy" equipped to the sprite corresponds to FF which is used for an empty slot. Indeed, stabilizing a "max candy" in a slot and equipping it to the sprite makes it ultimately vanish. So it may be a glitch after all... I don't know how to be sure beyond that however... Mr. Curious 16:10, 26 June 2012 (EDT)

Meeting the girl

I think this unfinished event would lead to meeting her in the forest, rather than a totally new way to make her join the party, but this is just my opinion... Mr. Curious 13:52, 7 September 2012 (EDT)

Cannon Travel Man Back View

You can see the Cannon Travel Man's back-view sprites during normal gameplay. One of the houses in Kippo Village contains a Cannon Travel Man (and his wife), and he can turn to face any direction. The sprite looks the same as the back-view one shown in this entry. Here's a screenshot: http://i.imgur.com/NuVNmqL.png Kid Fenris 4:11, 7 May 2017 (EDT)

Title screen difference explanation

The article supposes that the US title screen is zoomed in to avoid the blurry area, but

  1. it crops off WAY more than it needs to just to avoid the blurry area, and
  2. why would it NEED to avoid the blurry area anyways, the US logo would obscure it the same way the JP logo does

As an alternate explanation: This twitter thread https://twitter.com/Captain_Pixel/status/1198932231613374464 translates comments from one of the original programmers, saying that they had to write a special decompression routine just to make the title screen fit into what little free space they had left on the ROM... Looking at how pixelated (rather than filtered) the US-title upscale is, is it possible that the English script took up so much more room that they were forced to crop the art and software-upscale what was left to fill the screen? Or if not literally software upscaling, then at least zooming would make the art lower frequency, which would make the compression more efficient (which is presumably the same reason that they blurred the section behind the title screen!)

It should be easy to determine this just by finding the block of data storing the compressed title screen art (and/or the dialogue) in each ROM and comparing how big they are?

(Also, come to think of it, just writing up the explanation of how the entire intro sequence is designed around racing how quickly they could decompress art off the cartridge might in itself be a good topic to include on the page—it's not exactly "unused", but it's a semi-secret behind-the-scenes detail, it strikes me as being within the site's purview!)