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Yoshi's Story

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Title Screen

Yoshi's Story

Developer: Nintendo EAD
Publisher: Nintendo
Platforms: Nintendo 64, iQue Player
Released in JP: December 21, 1997
Released in US: March 1, 1998
Released in EU: May 10, 1998
Released in CN: March 25, 2004


AreasIcon.png This game has unused areas.
SourceIcon.png This game has uncompiled source code.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Yoshi's Story is a super happy game where everyone is super happy! ♥ ♥ ♥

Hmmm...
To do:
...
  • Map of jump height test
  • More unused levels/screens from Skelux?
  • Document the Not For Resale version of the game that was shown at kiosk stores.
  • Elaborate more on regional differences.
  • More debug features, or at least debug feature leftovers
  • Wii U Virtual Console version has a couple of files that patches something in /content/Patch/UNYSE0.154 called Yoshi_1.rpt and Yoshi_2.rpt, respectively. Figure out what it patches.

Test Levels

These test levels can be entered by using the US GameShark code 883DC553 00XX (replacing XX with the respective level ID) and entering into a level in the time trial level screen while holding the GS button. You can see them in action here.

Jump Height Test (E1)

Yoshi'sStory-testlevelstart.pngYoshistorydebuglevel.pngYoshi'sStory-testlevelpause.png

The level's layout merely tests to see how high and/or far Yoshi can jump. Yoshi starts on a bone bridge above the level. Sideways numbers indicate the distance up from the ground, while the straight numbers indicate the distance between the floating platforms above. At the top of the pause screen, it will say "ないデータをよもうとした", which translates to "Tried to read nonexistent data".

Cogwheel Test

A test of the Cogwheel platforms.

Cloudjin Boss Test

A test for the Cloudjin boss and see-saw platforms.


(Source: Golbez, cen, skelux)
(Videos: birby100, skelux)

Unused Music

This track sounds like the tracks that play when you open one of the pages in Story Mode, but it is never used.

Crash Debugger

Hmmm...
To do:
Add ways to crash the game

A crash screen identical to the one in The Legend of Zelda: Ocarina of Time is present in this game. To access it, enter the following GameShark code:
81043880 FFFF
81043882 FFFF

When the game crashes, input the following button code which is the same code from Ocarina of Time:

  1. L + R, then while holding both press Z
  2. D-Up
  3. C-Down
  4. C-Up
  5. D-Down
  6. D-Left
  7. C-Left
  8. C-Right
  9. D-Right
  10. A + B, then while holding both press Start


(Source: trashfolder.org)

Debug Mode

YOSHI STORY 01.png

Enable the Gameshark code 80104698 0001 in the Japanese version to open up a menu.

Hmmm...
To do:
Add code for American version
  • Debug Registers 0
  • Z+left to go away
  • R(0)=0 general purpose register
  • R(1)=8020de40 Z-buffer head pointer
  • R(2)=0 !0: display the arguments of some functions
  • R(4)=0 VERBOSE
  • R(5)=0 !0: disable extended display list
  • R(6)=0 OAM_SELECT(ReadOnly)
  • R(10)=0 !0: copy matrix (matrices?) one-by-one
  • R(11)=0 FrameOffSetX
  • R(12)=0 FrameOffSetY

'!' means 'not' in most programming languages, so '!0' here likely means "if not zero".


(Source: Nekokabu, translation by Joe)

Uncompiled Source Code

Two fragments of code can be found in the ROM for the Japanese version. These can be seen at the hex addresses listed below.

0xB7568:

#include <bg_debug.h>
#if USE_DEBUGMODE
enum {
    REG_TESTMODE = REG_HAYAKAWA_BEGIN,
    REG_SCALE,
    REG_ROTATE /* MAX 15 ITEMS */
};
#endif /* USE_DEBUGMODE */

    REGINIT(SCALE, 1);
    REGINIT(ROTATE, 0);

    if (REG(TESTMODE)) {
	transform(REG(SCALE), REG(ROTATE));
    }

0xB76C8:

#include <bg_debug.h>

    REGINITN(NISIWAKI, 0, 1);

    if (REGN(NISIWAKI, 0)) {
	transform(REGN(NISIWAKI, 1), REGN(NISIWAKI, 2));
    }


(Source: Shygoo)

Regional Differences

Hmmm...
To do:
there are apparently a few level differences

Options menu and Story save

Japan North America
Warning: This erases your records! Do you want to restart your story game?
Clear memory screen
Japan Translation North America
Continue Data
おはなしモード Story Mode Story Ranking
トライアルモード Trial Mode Trial Ranking
ぜんぶけす Erase All Erase All

The Japanese version didn't have a Story Mode save feature. For this reason, the option to erase Story Mode's save data is absent in Japanese version.

YS LoadGame US LangJP.png
Story Mode (Continue From Page 2)
Trial Mode
Options
Practice

Oddly, the Japanese mode of US version has the fully translated "Start From P.#" banner, complete with unique font.

Also, when data is erased in the Japanese version, an explosion can be heard. In the US version, it plays a fanfare.

Much like Super Smash Bros. Melee the US title logo remains English in Japanese mode, and the European version does not have a Japanese option, it was replaced by European languages.

Secret Coins

Y is banned in Japan

The US version adds secret coin formations that spell letters to every level, triggered when a heart fruit is eaten by Yoshi. These were entirely absent in the Japanese version.

Egg blocks

In the Japanese version the egg blocks are always green; in the US version they match the color Yoshi you're currently playing.

Level end

In the US version finishing a level by eating all 30 melons gives a slightly different ending; the heart graphic at the end is replaced with a melon drawing.

"Play other levels in Practice Mode" glitch

The Japanese version has a glitch that allow the players to play any level from the first world in the Practice Mode. In international versions, this glitch is fixed. To do this glitch, at least one level must be unlocked in Trial Mode.

  1. Go to Trial Mode.
  2. Enter any level. (This sets the "Yoshi is alive" flag to all non-green Yoshis)
  3. Exit the level by Z+Start.
  4. Go to Practice Mode.
  5. Die.
  6. In the death cutscene, press Start button. This will bring up the retry menu. (This is possible because the non-green Yoshis are alive)
  7. Selecting "Yes" will bring the players to level 1-1. Selecting "No" will bring the map screen of the first world, allowing the players to select any level from said world.

The pause screen behaves like Story Mode; The players cannot escape the level. However, completing the level will bring up the score tally of Practice Mode, and the game will reset to the main menu.

International versions fixed this glitch by resetting the "Yoshi is alive" flags when starting Practice Mode.