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Main - ROM Hacking - Things that make you think "WHY???" New thread | New reply

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Ailure
Posted on 03-05-07 04:17 PM Link | Quote | ID: 10782

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Well, those games musics tend to sound quirky if anything even if it would gain higher sound quality. Usually not memorable in other words. >> I don't recall any music from Kirby avalanche being good, nor Wario woods music system beating other SNES game's...

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Raccoon Sam
Posted on 03-05-07 04:20 PM Link | Quote | ID: 10783


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I actually found out about the WW music thing when I thought the music was awesome and turned the Music Box mode on.

No music

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Techokami
Posted on 03-05-07 05:27 PM Link | Quote | ID: 10789


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Encrypting the art of Pac-Man and enemies in the GBA "port" of Pac-Man World, Pac-Man World 2, and Ms. Pac-Man Maze Madness. The graphics aren't LZSS compressed, they appear in VRAM as dynamic updating (meaning uncompressed), but no uncompressed or compressed data of Pac-Man's or the enemies art is present in the ROM.
Funfact: the PC port is "protected" by StarForce. Namco using encryption is very possible.

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BMF54123
Posted on 03-06-07 11:26 AM Link | Quote | ID: 11259


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Okay, a few SMW oddities:

- Switch Palace bottom right corner tile. It appears to have been hacked in (literally!) at the last minute, because it's crammed in with the pass-thru ledge tiles, and is the very last object on the Extended Objects list. Since it doesn't have the proper solidity settings, Nintendo cheated by placing an invisible, solid sprite on top of it in each level. Real professional, guys!

- Vertical level-compatible slope tiles. Also at the end of the Extended Objects list, and probably hacked in as well (there's a test level for these, #108). These were created solely to work around a stupid wrapping bug in the vertical level memory maps (objects composed of multiple tiles cannot cross sub-screen boundaries, otherwise they break up and appear on the wrong screen).

- "Classic" Piranha Plant. Fully functional, except for a couple of bugs: it writes the stem palette number to the wrong address, and can hurt Mario if he exits a pipe containing one. Both bugs are easily fixed, so it's anyone's guess why this sprite was scrapped.

- Just like in previous games, if Mario hits a block with a coin on top, he'll collect the coin. However, there are no levels in the game that take advantage of this, due to a programming error: the coin is replaced with a solid block (either 0x1D or 0x1E), instead of the correct pass-thru block (tile 0x25)! This is probably easily fixed, though I haven't looked into it yet.

- The large bushes were originally meant to overlap in many different ways, but the final version only allows two or three different positions (all others look glitched). This can be partially fixed by flipping a single 8x8 tile in Map16 tile 0x56.

- The giant diagonal pipes are really just ordinary pass-thru slopes in disguise; you can place Mario inside, and he'll fall right through. This is why Nintendo always blocked off the right side with smaller pipes.

- Podoboos ("fireballs" in LM) are animated differently from every other sprite in the game: instead of using two static frames in VRAM, they copy tiles on-the-fly from the Mario/Yoshi tiles in WRAM! Since this space is normally reserved for Yoshi's head, the two will conflict if used in the same level (this is probably the main reason Yoshi's not allowed into castles!).

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setz
Posted on 03-06-07 01:20 PM Link | Quote | ID: 11267


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Posted by BMF54123
- Podoboos ("fireballs" in LM) are animated differently from every other sprite in the game: instead of using two static frames in VRAM, they copy tiles on-the-fly from the Mario/Yoshi tiles in WRAM! Since this space is normally reserved for Yoshi's head, the two will conflict if used in the same level (this is probably the main reason Yoshi's not allowed into castles!).


I found that very interesting. I never actually thought about why yoshi wasn't allowed in castles, I just figured because it would make some obstacles too easy or too hard/impossible.

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Raccoon Sam
Posted on 03-06-07 02:18 PM Link | Quote | ID: 11275


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Posted by BMF54123
- Just like in previous games, if Mario hits a block with a coin on top, he'll collect the coin. However, there are no levels in the game that take advantage of this, due to a programming error: the coin is replaced with a solid block (either 0x1D or 0x1E), instead of the correct pass-thru block (tile 0x25)! This is probably easily fixed, though I haven't looked into it yet.


Try Funky. It has note blocks with Coins on top of them. If you bump the blocks from below, you'll collect the coins but you can walk on air D:

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Xkeeper
Posted on 03-07-07 06:12 AM Link | Quote | ID: 11631


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Posted by setz
Posted by BMF54123
- Podoboos ("fireballs" in LM) are animated differently from every other sprite in the game: instead of using two static frames in VRAM, they copy tiles on-the-fly from the Mario/Yoshi tiles in WRAM! Since this space is normally reserved for Yoshi's head, the two will conflict if used in the same level.
I found that very interesting. I never actually thought about why yoshi wasn't allowed in castles, I just figured because it would make some obstacles too easy or too hard/impossible.
It interests me too -- isn't their animation just a palette effect, basically (flashing)?

If so, they could've just mapped it somewhere else and made use of the lava palettes... unless I'm missing something obvious, here.

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BMF54123
Posted on 03-07-07 09:42 AM Link | Quote | ID: 11704


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There really is no good reason why they had to be animated like that. Their frames only take up 4 tiles, and there are 5 free tiles in the castle sprite tileset.

In addition to the graphics nonsense, Podoboos will crash the game if sprite buoyancy isn't enabled. What the hell was Nintendo smoking when they made these?!

One more weird thing I just remembered: for some reason, the Key sprite initially uses the wrong tile number (though I forget which one); a separate subroutine was added later to correct this. This game is just hacks on top of patches on top of kludges...

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Techokami
Posted on 03-07-07 07:27 PM Link | Quote | ID: 11821


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Posted by BMF54123
This game is just hacks on top of patches on top of kludges...
Good greif.

To add to this, graphics in SMW seem to be very... random in style. Like, the Spinies and Buzzy Beetles have a totally different sprite style to Koopa Troopas.

And speaking of sprites, most of them have an unused animation slot that is used for a turning animation much like the Koopa Troopas! It's filled with the value of the second animation frame, however, so it is trivial to add in a turn animation by using some of the plentiful unused space in the graphic files.

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Tweaker
Posted on 03-07-07 08:30 PM Link | Quote | ID: 11836


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The way music data is compiled in Sonic 3 & Knuckles is extremely inconsistent. While, say, Sky Sanctuary uses a lot of nifty branching techniques to save space, the music for Hidden Palace is HUGE - and I mean about 10KB. This is because they simply tacked one note after another, and used NO looping techniques at all whatsoever. It's a pain to sift through.

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Drag
Posted on 03-08-07 12:34 AM Link | Quote | ID: 11918


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The main thing I didn't like is how certain SNES games stream the music data to the SPC, like a few of you said. I was looking at Blackthorne (music is pretty cool, but it's streamed and 100% undumpable), and the music data looks like a derivative of the standard MIDI interface. Claymates features this too, and is also undumpable.

In the first two megaman games, when you scroll upward, the game will load the nametable for the *next* screen (the next screen upwards) into the off-screen nametable, in addition to loading the current screen into the onscreen nametable as it scrolls. There seems to be no point to this, as the data just gets loaded twice. It doesn't do this when scrolling downward. This is why when you scroll up, megaman can't move right away once the screen stops scrolling, but when you scroll down, he can move right away. Not really a WTF, but more of a "huh, what's the point of that".

Also the S in "Mario Start!" is the wrong palette. That always bugged the crap out of me.

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Raccoon Sam
Posted on 03-08-07 06:21 AM Link | Quote | ID: 12093


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Posted by Drag
Also the S in "Mario Start!" is the wrong palette. That always bugged the crap out of me.

Damn Straight!
It's really annoying. Very, very annoying.
Is it a technical restriction or can it be fixed by a few value changes?

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BMF54123
Posted on 03-08-07 06:49 AM Link | Quote | ID: 12098


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Nintendo just chose the wrong color for the sprites. It's really easy to fix, only two bytes, IIRC. Unfortunately, I no longer have the address of that sprite data.

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[citation needed]

Sukasa
Posted on 03-08-07 10:20 PM Link | Quote | ID: 12312


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IIRC, that data is on late incarnation 2 / early 3

Smallhacker
Posted on 03-08-07 10:53 PM Link | Quote | ID: 12325


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Posted by BMF54123
In addition to the graphics nonsense, Podoboos will crash the game if sprite buoyancy isn't enabled. What the hell was Nintendo smoking when they made these?!

The real question "What the hell was Nintendo smoking when they created sprite buoyancy?!".
Seriously, what the heck is the purpose of it? What's so hard about making a simple subroutine that checks if the sprite touches water/lava/whatever and make the sprite that needs it call it?

As far as I understand it, buoyancy checks all sprites instead of just those that needs it. Seriously... What the heck?

...and however the routine works, WHY, OH, WHY does it slow down the game as much as it does? Come on! It can't be THAT complicated!

Posted by BMF54123
One more weird thing I just remembered: for some reason, the Key sprite initially uses the wrong tile number (though I forget which one); a separate subroutine was added later to correct this. This game is just hacks on top of patches on top of kludges...

That really makes me wonder how organized the development team was and how many comments they used in the code.

Also, could you try to find the original sprite number? It would be interesting to know.

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Heian
Posted on 03-09-07 11:22 AM Link | Quote | ID: 12618


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While the original F-Zero games has a set of 256 tiles used in creating courses (they were first assembled into 8x8-tile 'panels'), F-Zero Climax has sixteen separate banks of 256 tiles -- one for each racing venue -- almost all of which are identical.

They could have had some awesome variety in course structures, but instead they settled for the regular stuff and then the fence-like surface of the 'Lightning' courses.

No idea why they did this, unless they initially had more grandiose plans and then had to shelve them.

The Kins
Posted on 03-09-07 01:36 PM Link | Quote | ID: 12641


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I would kill to get my hands on the SMW source code, and do a word search for comments with "HACK" or the Japanese equivalent in it.

Raccoon Sam
Posted on 03-09-07 02:36 PM Link | Quote | ID: 12655


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Posted by The Kins
I would kill to get my hands on the SMW source code, and do a word search for comments with "HACK" or the Japanese equivalent in it.


mayb u culd try emailing nitnedno?????++?

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Tweaker
Posted on 03-09-07 05:17 PM Link | Quote | ID: 12697


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Posted by The Kins
I would kill to get my hands on the SMW source code, and do a word search for comments with "HACK" or the Japanese equivalent in it.

I'd be more inclined to think it'd be called "hotfix" or something similar... But I guess that'd be beating around the bush. =P

But yeah, I'd say either lack of comments, or lack of time to properly fix the aforementioned issues (maybe both!) lead to why they were fixed as sloppily as they were. It's also possible that there might be more formal revisions of SMW, with these bugs properly fixed - did you check SMAS+SMW for changes other than Luigi's sprites?

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Phoenix Yoshi
Posted on 03-09-07 05:56 PM Link | Quote | ID: 12709


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What of the odd predicament in Top Secret Area? I've noticed before that if you make Yoshi stick his tongue out at just the right spot (it's right below the block containing a Yoshi Egg), you'll hear that familiar "punch" noise, as if Yoshi's trying to eat something that isn't there, but he can't even grab it. What's up with that?
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