Version differences: Difference between revisions

updated
Tags: Mobile edit Mobile web edit
(updated)
Line 68: Line 68:
| audio/something.c || style="background-color: #F99" | In func_803159EC, arg0->unk<3C/3E> are set to ((u16)(arg1 * <f0/f2>)) & -0x8100 in the J version, but in the U version they're set to (u16)((s32)(arg1 * <f0/f2>)) & -0x8100.
| audio/something.c || style="background-color: #F99" | In func_803159EC, arg0->unk<3C/3E> are set to ((u16)(arg1 * <f0/f2>)) & -0x8100 in the J version, but in the U version they're set to (u16)((s32)(arg1 * <f0/f2>)) & -0x8100.
|-
|-
| game/behavior_actions.c || style="background-color: #9F9" | music_touch.c.inc is only included in the U version. This means the "Music Touch" object doesn't exist on the J version. The only thing the object does is call play_puzzle_jingle the first time Mario enters within 200 units of it. This object is only used once in the game, in the CCM slide at coordinates -4943, 1321, 667.
| game/behavior_actions.c || style="background-color: #9F9" | music_touch.inc.c is only included in the U version. This means the "Music Touch" object doesn't exist on the J version. The only thing the object does is play the "Correct Solution" jingle the first time Mario enters within 200 units of it. This object is only used once in the game, to play the puzzle jingle when Mario enters the shortcut in the CCM slide.
|-
|-
| game/behaviors/bbh_tilt_floor.c.inc || style="background-color: #9F9" | (Nim is making a video on this)
| game/behaviors/bbh_tilt_floor.c.inc || style="background-color: #9F9" | (Nim is making a video on this)
Line 78: Line 78:
| game/behaviors/boo.c.inc || style="background-color: #FFFF90" | boo_stop() is called in ActionBooGivingStar4 only on the U version.
| game/behaviors/boo.c.inc || style="background-color: #FFFF90" | boo_stop() is called in ActionBooGivingStar4 only on the U version.
|-
|-
| game/behaviors/boo.c.inc || style="background-color: #9F9" | On the J version, SetSound(0x806AA081, D_803320E0) is called when the Merry-Go-Round Big Boo is spawned. In the U version, play_puzzle_jingle() is called instead. The difference between the 2 sounds is shown in [https://youtu.be/eu9f6QEoLCU this video.]
| game/behaviors/boo.c.inc || style="background-color: #9F9" | On the J version, the sound played when opening a chest is also played when the Merry-Go-Round Big Boo is spawned. In the U version, the standard "Correct Solution" jingle is called instead. The difference between the 2 sounds is shown in [https://youtu.be/eu9f6QEoLCU this video.]
|-
|-
| game/behaviors/bowser.c.inc || style="background-color: #FFFF90" | Bowser's "body anchor"'s InteractType is set to 0x800000 whenever Bowser's action is 4 in the J version. In the U version, it's set to 0x800000 when Bowser's action is 4 and his subaction is not 11; if it is 11, the anchor's InteractType is set to 0.
| game/behaviors/bowser.c.inc || style="background-color: #F99" | Bowser's "body anchor"'s InteractType is set to 0x800000 whenever Bowser's action is 4 in the J version. In the U version, it's set to 0x800000 when Bowser's action is 4 and his subaction is not 11; if it is 11, the anchor's InteractType is set to 0.
|-
|-
| game/behaviors/bowser.c.inc || style="background-color: #9F9" | In the US version, Bowser checks if he's in a demo to prevent the typical 1/10 chance of dancing.
| game/behaviors/bowser.c.inc || style="background-color: #9F9" | In the US version, Bowser checks if he's in a demo to prevent the typical 1/10 chance of dancing.
Line 90: Line 90:
| game/behaviors/bowser.c.inc || style="background-color: #FFFF90" | In ActionBowser2, when Bowser's subaction is 2, func_u_802B4AF4 is called in the U version.
| game/behaviors/bowser.c.inc || style="background-color: #FFFF90" | In ActionBowser2, when Bowser's subaction is 2, func_u_802B4AF4 is called in the U version.
|-
|-
| game/behaviors/bowser_key.c.inc || style="background-color: #FFFF90" | The sound of a Bowser key bouncing has higher priority in the U version, probably to stop it getting overriden by other sounds. It also has a flag set on the U version which seems to indicate that the sound is affected by distance (to/from something unknown) somehow.
| game/behaviors/bowser_key.c.inc || style="background-color: #FFFF90" | The sound of a Bowser key bouncing has higher priority in the U version, probably to stop it getting overriden by other sounds. It also has a flag set on the U version which seems to indicate that the sound is affected by the camera's distance to the key somehow.
|-
|-
| game/behaviors/bully.c.inc || style="background-color: #FFFF90" | The sound a bully makes when it spawns a coin after being killed in the U version has a flag set which seems to indicate that the sound is affected by distance (to/from something unknown) somehow.
| game/behaviors/bully.c.inc || style="background-color: #FFFF90" | The sound a bully makes when it spawns a coin after being killed in the U version has a flag set which seems to indicate that the sound is affected by the camera's distance to the bully somehow.
|-
|-
| game/behaviors/camera_lakitu.c.inc || style="background-color: #9F9" | The "Lakitu's Message" music clip that plays when Lakitu comes near Mario to explain the camera controls at the start of the game isn't played or doesn't exist on J version.
| game/behaviors/camera_lakitu.c.inc || style="background-color: #9F9" | The "Lakitu's Message" music clip that plays when Lakitu comes near Mario to explain the camera controls at the start of the game isn't played or doesn't exist on J version.
Line 100: Line 100:
| game/behaviors/celebration_star.c.inc || style="background-color: #FFFF90" | On the J version, when a celebration star is turning to face the camera, it is scaled by 1/10 units per frame. On the U version, it checks if it's a key. If it's a key, it scales 1/30 units per frame; if it's the Grand Star, it scales 1/10 units per frame. (todo: check if the function is ever called by the grand star)
| game/behaviors/celebration_star.c.inc || style="background-color: #FFFF90" | On the J version, when a celebration star is turning to face the camera, it is scaled by 1/10 units per frame. On the U version, it checks if it's a key. If it's a key, it scales 1/30 units per frame; if it's the Grand Star, it scales 1/10 units per frame. (todo: check if the function is ever called by the grand star)
|-
|-
| game/behaviors/coin.c.inc ||  style="background-color: #FFFF90" | The sound a coin makes when it spawns (through beh_single_coin_gets_spawned) in the U version has a flag set which seems to indicate that the sound is affected by distance (to/from something unknown) somehow.
| game/behaviors/coin.c.inc ||  style="background-color: #FFFF90" | The sound a coin makes when it spawns (through bhvSingleCoinGetsSpawned or bhvMrIBlueCoin) in the U version has a flag set which seems to indicate that the sound is affected by the camera's distance to the coin somehow.
|-
|-
| game/behaviors/coin.c.inc || style="background-color: #9F9" | On the U version, coins will unload if they land on the death barrier. On the J version, they will continue to exist.
| game/behaviors/coin.c.inc || style="background-color: #9F9" | On the U version, coins will unload if they land on the death barrier. On the J version, they will continue to exist.
Line 106: Line 106:
| game/behaviors/coin.c.inc || style="background-color: #9F9" | If a coin bounces more than 5 times in a row, it will only continue to the bounce sound on the J version.
| game/behaviors/coin.c.inc || style="background-color: #9F9" | If a coin bounces more than 5 times in a row, it will only continue to the bounce sound on the J version.
|-
|-
| game/behaviors/cruiser.c.inc || style="background-color: #9F9" | On the U version, the wings on the RR cruiser will play a sound (namely, 0x30750081) every 64 frames. (It waits for the timer to become 64, then plays the sound and sets it to 0.) On the J version, it won't do any of this.
| game/behaviors/cruiser.c.inc || style="background-color: #9F9" | On the U version, the wings on the RR cruiser will play a sound every 64 frames. (It waits for the timer to become 64, then plays the sound and sets it to 0.) On the J version, it won't do any of this.
|-
|-
| game/behaviors/dorrie.c.inc || style="background-color: #FFFF90" | Two if-elseif statements swap places between the J and U versions (todo: elaborate on what effects this has). Also, in the J version, it will raise its head along with Mario if the forward distance to Mario is greater than 830 (i.e. Mario is greater than 830 units away from Dorrie's center) and if set_mario_npc_dialogue returns the expected result indicating a success. In the U version, 830 is changed to 780, and another condition is added: Dorrie's Y offset has to be equal to -17.
| game/behaviors/dorrie.c.inc || style="background-color: #FFFF90" | Two if-elseif statements swap places between the J and U versions (todo: elaborate on what effects this has). Also, in the J version, it will raise its head along with Mario if the forward distance to Mario is greater than 830 (i.e. Mario is greater than 830 units away from Dorrie's center) and if set_mario_npc_dialogue returns the expected result indicating a success. In the U version, 830 is changed to 780, and another condition is added: Dorrie's Y offset has to be equal to -17.
Line 112: Line 112:
| game/behaviors/hidden_star.c.inc || style="background-color: #9F9" | As you collect more secrets, the sound played when collecting secrets gets higher in pitch on the U version. It doesn't change on the J version.
| game/behaviors/hidden_star.c.inc || style="background-color: #9F9" | As you collect more secrets, the sound played when collecting secrets gets higher in pitch on the U version. It doesn't change on the J version.
|-
|-
| game/behaviors/king_bobomb.c.inc || style="background-color: #9F9" | In ActionKingBobomb0, King Bob-omb's velocity is only set to 0 in the U version. It is not touched in the J version. This is the cause of [https://t.co/rSZBnhKCAT this glitch.]
| game/behaviors/king_bobomb.c.inc || style="background-color: #9F9" | In ActionKingBobomb0, King Bob-omb's velocity is only set to 0 in the U version. It is not touched in the J version. This is the cause of [https://t.co/rSZBnhKCAT this J-specific glitch.]
|-
|-
| game/behaviors/king_bobomb.c.inc || style="background-color: #FFFF90" | When spawning the star in the J version, the invisible defeated King Bob-omb is raised by 100 units and CreateStar is called to spawn the star. In the U version, King Bob-omb is not raised directly but rather through obj_spawn_star_at_y_offset which is called instead of CreateStar. The Y-offset passed into obj_spawn_star_at_y_offset is 200. TODO: Figure out if the star actually spawns ''from'' 100 units higher in U
| game/behaviors/king_bobomb.c.inc || style="background-color: #FFFF90" | When spawning the star in the J version, the invisible defeated King Bob-omb is raised by 100 units and CreateStar is called to spawn the star. In the U version, King Bob-omb is not raised directly but rather through obj_spawn_star_at_y_offset which is called instead of CreateStar. The Y-offset passed into obj_spawn_star_at_y_offset is 200. TODO: Figure out if the star actually spawns ''from'' 100 units higher in U
Line 120: Line 120:
| game/behaviors/mips.c.inc || style="background-color: #9F9" | In the J version, MIPS' gravity is 2.5. In the U version, it's 15.
| game/behaviors/mips.c.inc || style="background-color: #9F9" | In the J version, MIPS' gravity is 2.5. In the U version, it's 15.
|-
|-
| game/behaviors/moneybag.c.inc || style="background-color: #9F9" | When turning invisible, moneybags make a sound (namely, 0x30762081) in U but not in J.
| game/behaviors/moneybag.c.inc || style="background-color: #9F9" | When turning invisible, moneybags make a sound in U but not in J.
|-
|-
| game/behaviors/mr_i.c.inc || style="background-color: #FFFF90" | In ActionMrI0, the Mr. I will set its MoveAngle's to 0 on the J version. On the U version, it calls set_object_angle(o, 0, 0, 0), which sets both its FaceAngle's and MoveAngle's to 0.
| game/behaviors/mr_i.c.inc || style="background-color: #FFFF90" | In ActionMrI0, the Mr. I will set its MoveAngle's to 0 on the J version. On the U version, it calls set_object_angle(o, 0, 0, 0), which sets both its FaceAngle's and MoveAngle's to 0.
Line 130: Line 130:
| game/behaviors/piranha_plant.c.inc || style="background-color: #FFFF90" | In ActionPiranhaPlant23, o->oDamageOrCoinValue is set to 3 only on the U version.
| game/behaviors/piranha_plant.c.inc || style="background-color: #FFFF90" | In ActionPiranhaPlant23, o->oDamageOrCoinValue is set to 3 only on the U version.
|-
|-
| game/behaviors/piranha_plant.c.inc || style="background-color: #FFFF90" | func_u_802BE0B8 is only declared in the U version. It sets the piranha plant's action to 0 if it has active flag 0x2 set.
| game/behaviors/piranha_plant.c.inc || style="background-color: #9F9" | func_u_802BE0B8 is only declared in the U version. It resets the piranha plant if it is far away from Mario. This was done to patch [https://www.youtube.com/watch?v=zkA3WFlHS9g this J-specific glitch.]
|-
| game/behaviors/piranha_plant.c.inc || style="background-color: #FFFF90" | In ActionPiranhaPlant25, func_u_802BE0B8 is called only on the U version.
|-
| game/behaviors/piranha_plant.c.inc || style="background-color: #FFFF90" | In ActionPiranhaPlant26, func_u_802BE0B8 is called only on the U version.
|-
|-
| game/behaviors/racing_penguin.c.inc || style="background-color: #FFFF90" | When the penguin is turning to face Mario at the end of the race (todo: confirm this), func_802BE3B4(1) is called but only on the U version.
| game/behaviors/racing_penguin.c.inc || style="background-color: #FFFF90" | When the penguin is turning to face Mario at the end of the race (todo: confirm this), func_802BE3B4(1) is called but only on the U version.
Line 142: Line 138:
| game/behaviors/red_coin.c.inc || style="background-color: #9F9" | As you collect more red coins, the sound played when collecting secrets gets higher in pitch on the U version. It doesn't change on the J version.
| game/behaviors/red_coin.c.inc || style="background-color: #9F9" | As you collect more red coins, the sound played when collecting secrets gets higher in pitch on the U version. It doesn't change on the J version.
|-
|-
| game/behaviors/sparkle_spawn_star.c.inc || style="background-color: #FFFF90" | In BehUnused080CLoop, when the object's action is 0, its Y-velocity is negative, it's under its home, and the bitmask o->oUnk190 has flag 0x400 set, the object will call func_803212A0(0) in the J version and func_803212A0(1) in the U version.
| game/behaviors/sparkle_spawn_star.c.inc || style="background-color: #FFFF90" | In bhvUnused080CLoop (not unused), when the object's action is 0, its Y-velocity is negative, it's under its home, and the bitmask o->oUnk190 has flag 0x400 set, the object will call func_803212A0(0) in the J version and func_803212A0(1) in the U version.
|-
|-
| game/behaviors/tox_box.c.inc ||  style="background-color: #FFFF90" | The sound the tox-box plays when slamming into the ground has flag 0x8000 set on the U version but not on the J version.
| game/behaviors/tox_box.c.inc ||  style="background-color: #FFFF90" | The sound the tox-box plays when slamming into the ground has a higher priority in the U version, probably to stop it getting overriden by other sounds.
|-
|-
| game/behaviors/tuxie.c.inc || style="background-color: #9F9" | The Mother Penguin will spawn the star in a completely different location in the U version than in the J version.
| game/behaviors/tuxie.c.inc || style="background-color: #9F9" | The Mother Penguin will spawn the star in a completely different location in the U version than in the J version.