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Talk:Super Mario World (SNES)

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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.

Coin Bonus

So, I finally decided to actually test and see what were to happen if I had put the early graphics found in the SNES Test Program for the coin bonus amounts in their places as determined by the image found there.

Here's my findings:

  • 5-coin bonus: coin tile normal, tiles meant to be for 'x' and '5' flipped vertically and horizontally and use tiles from the Baseball Chuck, with the '5UP' palette.
  • 10-coin bonus: displays flawlessly.
  • 15-coin bonus: coin tile normal, tiles meant to be for 'x' and '15' flipped vertically and horizontally, using tiles from Baseball Chuck again, with palette for '1UP'.
  • 20-coin bonus: displays flawlessly.
  • 25-coin bonus: coin tile normal, tiles for 'x' and '25' display, but flipped vertically and horizontally.

I'm not certain what the significance of this is, but it might mean one of two things:

  1. That the coin bonus idea stayed a bit longer in development, but dropped to quantities of 10 and 20, or
  2. That it was scrapped early, and that some remnants lined up with the tiles expected is a happy accident.

Either way, those entries in the rewards table do actually give the proper number of coins when activated via the Wiggler Glitch, so I'm not sure if it's technically unused.

--Tiberious (talk) 18:18, 11 October 2014 (EDT)

Considering the graphics were removed from the final game, and that it is ONLY possible to do this with Wigglers and ONLY by repeatedly scrolling them on and off the screen, it's pretty safe to say that this is not the intended behavior, and the developers simply missed an odd case that would allow these bonuses to appear. So yes, I'd call it "unused". --BMF54123 (talk) 19:10, 11 October 2014 (EDT)
And even then, as far as I know the ONLY place in the game where it's even possible to do this is in Forest of Illusion 1, and then only (if I'm not mistaken) if you're not on Yoshi. -WarioBarker (talk) 05:03, 19 October 2014 (EDT)
Okay, so, coming back to this and trying to understand the glitch better, I've found that SMW uses a "page" system for fetching tiles. For some reason, the "coin" tile, overwritten by part of a sliding Koopa in the final version, always grabs from "page 0" (Something to do with bonuses beyond 5UP?). Everything else, though, is page-dependent (note that this page switch is the same reason some glitches give the player a Yoshi made up of a Chuck head and a Hammer Bro.'s Hammer. It's grabbing Yoshi's tiles from "page 1", which is reserved for tileset-specific sprites, and those two pieces of art usually reside there). A table found at 012FE2 in the SMW ROM gives the attributes for any sprites it needs to create for rewards beyond 1UP. The values are as follows:
04 06 DE FF 16 C9 2A D0
For each byte, the first two highest bits control X and Y mirroring, the last bit controls the page, and the three bits just above that control palette.
04 and 06 are 'sane' values, controlling the attributes for 2UP and 3UP, respectively.
5UP's attribute value, DE (11011110) says that:
  1. it uses Palette F (xxxx111x, from a range of 8-F),
  2. is mirrored both vertically (1xxxxxxx)
  3. and horizontally (x1xxxxxx),
  4. and uses page 0 (xxxxxxx0).
This matches the results in the screen on the main page.
The 10 and 20 coin bonuses also display properly, because their values, 16 (00010110) and 2A (00101010), omit mirrorings as well as not use the first page. As the first two visible colors in each palette are black and white, no matter which palette gets used, they will always look the same.
25-coin's value, however, fetches from page 0, but does use both mirroring bits.
Now, data located a little bit earlier in the ROM, at 012F4D, sheds some more light on the composition of the sprites, giving the tiles used in an interesting order:
Set 1:
83 83 83 83 44 54 46 47 44 54 46 47 56 29 39 38 5E 5E 5E 5E 5E
Set 2:
44 54 46 47 45 45 45 45 55 55 55 55 57 57 57 57 4E 44 4F 54 5D
These are the actual tile numbers that it picks from.
However, notice the first 4 values in Set 1? These are a blank tile (next to the complete Koopa walking frame). The corresponding Set 2 values are the standard "10" 20" "40" and "80" tiles, meaning that in addition to the used 10 point bonus for hitting a coin out of a box, there are also apparently-unused 20, 40 and 80 point bonuses as well. My guess is you'd need a way to underflow the value for displaying a bonus to go below the standard 100 to get it to display. Maybe the Wiggler Glitch with a high enough chain and infinite time (there's a glitch for that too) could let it wrap around?
Another interesting thing to note is that, compared to the Test Program's tiles, the 5 for the coin bonus actually moved. In the image shown on the Test Program's page, which I used as my base for the experiment, the number 5 is tile 4B, and not 4E as the final SMW expects. This suggests the coin bonus idea survived at least one tile reorganization.
--Tiberious (talk) 19:46, 23 February 2015 (EST)

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, and 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 © 1991 Nintendo". Makes sense to me, anyway. --BMF54123 00:50, 24 May 2010 (EDT)

Japanese text

SMWJapanese.png

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. --Xk-sig.png 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: [1] --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)

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)

The Galoombas weren't switched out in the SNES version likely because of the Parachuting ones not being in the graphics bank, causing inconsistency. --Mariofan5000 (talk) 15:16, 8 September 2014 (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)
Please upload screenshots, or better yet, spritesheets of the custom enemies so we can delve deeper into this mystery. --Theopold!? (talk) 11:37, 2 February 2020 (EST)

Unused Tile

Digging around the graphics unearthed this poorly shaded version of the brick tiles seen in some boss fights. [2] And here's the final, for comparison. [3] 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)
This (or a variation of this) is used in Super Mario World 2: Yoshi's Island. --Hiccup (talk) 07:15, 23 November 2014 (EST)
What CD are you talking about? I can't find the phrase "yoshi change colors" in the context of a CD anywhere else on google --RavenWorks (talk) 15:22, 27 October 2018 (EDT)
I think i've found the CD jittens was talking about on the mario wikia (track 85 on disc two) and on discogs (2-85). It's impossible to say if there actually was a way to change the color of your yoshi but there it is. Ertbert34 (talk) 00:49, 3 November 2021 (UTC)

Unused special green shell

Sprite DF is a green shell with the following properties: stays green even after the Special World is passed, takes two stomps to stop after it's been kicked, and when a Beach Koopa enters it, it becomes a green Paratroopa. Goomba98 (talk) 06:41, 10 July 2014 (EDT)

Stuff I found on smwcentral

ROM Map (use ctrl-f)

  • "Code that creates a spinning coin sprite from a bounce sprite spawned by tile 2B. However, this never happens (tile 2B doesn't spawn a bounce sprite), so this subroutine seems to be unused. It is called at $02934A."
  • "Eaten berry palettes (unused, red, pink, green)"
  • "What ability each shell colour Yoshi (This table points to the table at xF337) (In the order of: brown[unused], grey[unused], yellow, blue, red, green)"

--Hiccup (talk) 07:48, 23 November 2014 (EST)

Strange Wall

I found this: http://tinypic.com/view.php?pic=2nve69d&s=8#.VPmyb885DIU

While the graphics are glitchy, it should be noted that while the screen does not scroll vertically normally, it is solid (level editor - vertical pipe/log, used in levels like Donut Plains 4).

Found in level 0x21, or Choco Ghost House. Natnew (talk) 09:01, 6 March 2015 (EST)

Unused Level Oddity

The level marked as 'Ride Among The Clouds' in this wiki seems to have a Midway Entrance shortly after the pipe, for some reason.

Worth documenting or not? --Termingamer2-JD (talk) 10:27, 17 August 2015 (EDT)

Not really; it's just a single header value, and that level doesn't have a correct main entrance anyway (Mario starts in the ground), so both are probably invalid/old data. Judging from how many levels have their midway point on or around screen 9, that might have also been the default setting in whatever editor they used. --BMF54123 (talk) 18:31, 17 August 2015 (EDT)
Oh OK. I also noticed a secondary entrance to #1CB: the level 1CB is a small underground bonus room. Mario is supposed to be flying out of a pipe coming from the right, but no pipe exists.

The start and midpoint headers are probably copypasta, yeah. But maybe the pipe settings are broken, and there's a chunk of the level missing. I'm just pulling at straws as to this level. The bit we HAVE looks a bit like a coin heaven from SMB3. Hmmm... --Termingamer2-JD (talk) 09:21, 18 August 2015 (EDT)

I Found More Unused Sprites

Layer 2 Falls

Auto-Scroll Special 2,2-A and 3

Flying Rock Platform

Floating Checkerboard Platform

Ffffff (talk)

3DS Virtual Console Changes

Right now, I can't find any changes immediately noticeable, but running the ROM through a hex editor shows some differences. If anyone cares to look, File:Super Mario World 3DS VC.zip so you can patch a copy of the game to that from the 3DS. Have fun! --Team Fail (talk) 00:47, 4 March 2016 (EST)

Just for fun, I decided to run this New 3DS VC ROM on my old 3DS, via the homebrew BlargSNES emulator, and while that emulator isn't the most compatible of the bunch, the normal SMW ROM works perfectly on old 3DS with it. However, when I loaded up this "3DS Version" in the emulator, it ran fine, but all sound (except the sound for Yoshi spitting out fireballs) was extremely soft and high-pitched. So I presume at least some of the differences you detected are related to the sound code in some way. - Geno2925 (talk) 16:25, 4 March 2016 (EST)

"Unused Bonuses"

The video showing the bonuses is broken. --Mario3264 (talk) 14:25, 14 August 2016 (PDT)

The video seems to be working fine for me. Might it be an issue on your end? BaconMaster 17:33, 15 August 2016 (EDT)

Invisible Objects

I apologize in advance if this was brought up before - When Yoshi uses his tongue in certain places, it will produce a 'thump' sound, as if there were an invisible object. See here for info: http://themushroomkingdom.net/bugs/86
There may be more places, and I recall at least one of these is present in the GBA remake, but needs to be confirmed again. --Mugg1991 (talk) 01:32, 1 March 2017 (EST)

New Unused Sprites

So recently, a pic of one of the SMW beta sprite sheets has been unveiled:

SMW EarlyYoshi.jpg

There's a whole lot of unused stuff here! I made a few accurate mockups, but I dunno if I should post them here... -Arlex (talk) 7:00, 29 September 2017 (EST)

The purpose of this page is to show content that is still inside the final cartridge, but still unused, not for content that changed during the development as it was overwritten, so it should go to the Prerelease Page --SimisageJittens (talk) 14:08, 21 April 2018 (EDT)
It's already on the Prerelease page. --From: divingkataetheweirdo (talk) 14:10, 21 April 2018 (EDT)

Moving to New Pages

Does it seem okay now to put some (or all) unused sprites into another page? --Tresdor34 (talk) 13:18, 15 June 2018 (EDT)

Are very obscure secrets grounds for TCRF content?

I've seen some TCRF articles mention content that is technically accessible in the game, but so obscure to access (and not widely known) that it nearly counts as unused in practice.

I'm not sure what the criteria are for whether a secret is obscure enough to count as this, but there are a couple of things I'm tempted to say would qualify for this game:

  1. The 1up in Vanilla Ghost House that only appears if you jump on totally unmarked platforms in a specific order (fourth bullet point here: https://strategywiki.org/wiki/Super_Mario_World/Vanilla_Ghost_House ). This sounded fake to me but I just tried it and it works—afaik it's the only place in the game with these kinds of invisible sequential triggers hardcoded into it, and in fact after completing it once, you have to reset the SNES in order to do it again.
  2. The fact that a Big Boo will display an otherwise unused graphic if you stand in place for around 16 seconds: https://twitter.com/MarioBrothBlog/status/1056226612566523905 This is a bit less obscure, I could easily imagine someone discovering this by accident, but personally I'd never heard of it and I've wasted a fair amount of time reading up on this game's minutiae... (It also happens with the small boos, but that's after 8 seconds, so it's much easier to notice; I found that one myself as a child.) I'm a lot less sure about this one belonging on TCRF, but especially given that it involves a graphic you'll never otherwise see, I figured I'd at least mention it.

--RavenWorks (talk) 16:42, 27 October 2018 (EDT)

I think these would count as obscure enough to go on TCRF. --Hiccup (talk) 09:54, 28 October 2018 (EDT)
OK, one footnote to this—it turns out that there's actually a dozen or so of the "four invisible triggers" 1ups over the course of the game! Folks are still suggesting that it's TCRF material though, despite having gone from "weird one-off thing" to just "very very well-hidden series of secrets"... it's technically public information to anybody using the Lunar Magic editor, and demonstrable in normal gameplay by anyone who's memorized their positions, but I guess that's still close enough to requiring ROM spelunking to access that it's TCRF material. At some point I'll try and search the ROM to make sure I've found all of them, and then I'll write them up here (or maybe just make a youtube video demonstrating them, and link that here.)--RavenWorks (talk) 23:25, 29 October 2018 (EDT)

Other unused objects

There's an object "Vertical Pipe Double Ended", which is unused in the game.

Another unused tile is Semisolid Forest Ledge tiles!!

--Ffffff (talk) 08:26, 18 March 2022 (UTC)