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User | Post |
Adamant Posts: 250/281 |
Oh my god, massive bumpage. Almost as large as Xkeepers.
World A-D are indeed accessed by beating the game 8 times (and as it's a disk game, it's nice enough to save the number of times it's been beaten... it's the only thing it saves, actually, hiscores are reset for some reason), but world 9 has always been the special exception. Even in All-Stars, where world A was accessed by simply beating world 8 or 9, world 9 required a special trick to access. Even in the original Famicom version, a lot of kids probably discovered world A-D before world 9 - beating all 8 worlds in one go is tough, and warp zones were probably often used - since most of those who were good enough at the game to get anywhere near world 8 knew of the warp zones in the original, they probably located most warp zones easily enough. World 9 was the special reward waiting for those who didn't use them. |
spel werdz rite Posts: 1691/1796 |
I'll give it a look through for the hell of it. |
HyperHacker Posts: 4306/5072 |
A bug, perhaps. Might be worth checking out the code that writes that address in SMAS. |
Xkeeper Posts: 4907/5653 |
*Xkeeper bumps an old thread, not that it matters
I found this via checking our referers. Go figure... In any case, this makes me wonder -- I thought you had to complete the game 8* times to get to worlds above 8? In any case, now it makes me wonder why the alternate functionality (warp zone = no 9) was used in SMAS... |
beneficii Posts: 277/310 |
Hmm, the common belief is that, in the original Famicom version of Super Mario Bros. 2 (J), to get to World 9, you must simply abstain from using any warp zone up to beating World 8--effectively meaning you beat every level. In the All-Stars version, if you have World 9 already, and use a warp zone on a save and then save it, you will lose World 9. But in the original Famicom version, it seems that going into a warp zone won't necessarily make you forfeit World 9.
In the original Famicom version of SMB2J, the criterion is not abstaining from the use of warp zones and just going into beat World 8, but rather that you must beat every castle from Worlds 1 through 8. When you beat a castle (or more precisely touch the axe and cause Koopa to fall into the lava pit) in a world, a bit is set on byte $07FA corresponding to the world you've beaten. Beating World 1 will set the lowest bit, while beating World 2 will set the next lowestt and so on. After the scene with the Princess at the end of World 8, the game performs a check of byte $07FA, seeing if it is #$FF or not (i.e. seeing that all the bits were set or not). If it is #$FF, then the game will proceed to load World 9, while if it is not, then it will proceed to reload the title screen. It seems that using a warp zone doesn't have an effect on byte $07FA, so if you warped forward and then warped back so you can still beat every castle, then theoretically it would seem that you could still get to World 9, in the original Famicom version of SMB2J. Perhaps someone can try this out, hmmm? |