Fish spawner: Difference between revisions

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In Whomp's Fortress, a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object.
In [[Whomp's Fortress]], a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object.


  // JP: 802AF444
  // JP: 802AF444
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  }


This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects.
This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects <ref>[https://tcrf.net/Super_Mario_64_(Nintendo_64)#Prototype_Fish_Easter_Egg_Behavior Page copied from TCRF]</ref>


<gallery widths="320" heights="240">
<gallery widths="320" heights="240">
File:UnusedYellowObject.png|The object highlighted in yellow is a stubbed out useless object.
File:UnusedYellowObject.png|The object highlighted in yellow is a stubbed out useless object.
File:UnusedFishSM64.png|The jumping blue fish can be seen in the unused object's location in the prototype build.
File:UnusedFishSM64.png|The jumping blue fish can be seen in the unused object's location in the prototype build.<ref>[https://youtu.be/ys723F9wiwU?t=659 "Shoshinkai 1995, Nintendo 64 and Super Mario 64 Demonstrations" uploaded by Game Zero]</ref>
</gallery>
</gallery>


===== [https://tcrf.net/Super_Mario_64_(Nintendo_64) Page copied from TCRF] =====
==References ==
<references/>
{{objects}}
[[Category:Objects]]
[[Category:Beta Objects]]

Latest revision as of 01:35, 11 May 2021

In Whomp's Fortress, a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object.

// JP: 802AF444
// US: 802AFCE4
void unused_beta_fish_easter_egg(void)
{
    u8 pad[12]; // reserved stack space. likely declared variables we never get to see used, because...
    f32 water_level = find_water_level(o->oPosX, o->oPosZ);
    // ...the function returns without doing anything. likely commented out code here.
}

This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects [1]

References