Version differences

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Revision as of 05:19, 28 March 2019 by Nim (talk | contribs)
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This page only covers version differences in the game's source code, not things like changes to level geometry

Files with version differences (52 files):

Audio (6 files):
./audio/dac.c
./audio/data.c
./audio/dma.c
./audio/interface_2.c
./audio/playback.c
./audio/something.c

Behavior (23 files):
./game/behavior_actions.c
./game/behaviors/bbh_tilt_floor.c.inc
./game/behaviors/boo.c.inc
./game/behaviors/bowser.c.inc
./game/behaviors/bowser_key.c.inc
./game/behaviors/bully.c.inc
./game/behaviors/camera_lakitu.c.inc
./game/behaviors/celebration_star.c.inc
./game/behaviors/coin.c.inc
./game/behaviors/cruiser.c.inc
./game/behaviors/dorrie.c.inc
./game/behaviors/hidden_star.c.inc
./game/behaviors/king_bobomb.c.inc
./game/behaviors/mips.c.inc
./game/behaviors/moneybag.c.inc
./game/behaviors/mr_i.c.inc
./game/behaviors/piranha_plant.c.inc
./game/behaviors/racing_penguin.c.inc
./game/behaviors/red_coin.c.inc
./game/behaviors/sparkle_spawn_star.c.inc
./game/behaviors/tox_box.c.inc
./game/behaviors/tuxie.c.inc
./game/behaviors/water_ring.c.inc

Mario (8 files):
./game/mario.c
./game/mario_actions_airborne.c
./game/mario_actions_automatic.c
./game/mario_actions_cutscene.c
./game/mario_actions_moving.c
./game/mario_actions_object.c
./game/mario_actions_stationary.c
./game/mario_step.c

Other (15 files):
./game/camera.c
./game/file_select.c
./game/hud.c
./game/ingame_menu.c
./game/ingame_menu.h
./game/interaction.c
./game/level_select_menu.c
./game/level_update.c
./game/main.c
./game/object_helpers.c
./game/object_helpers2.h
./game/object_list_processor.c
./game/platform_displacement.c
./game/platform_displacement.h
./game/star_select.c

List of version differences:

File Difference
audio/dac.c In func_80316928, D_80226D7C is (in the U version) set to 172,320 times what it would be set to in the J version.
audio/data.c D_80332190 has different data in J and U versions.
audio/dma.c In func_80317270, osInvalDCache isn't called on the J version.
audio/interface_2.c 31 separate numeric literals are doubles in J but floats in U.
audio/interface_2.c 15 separate numeric literals are different between J and U. One of these changes results in a sound difference in Dialog037 (todo: elaborate)
audio/interface_2.c D_U_8033323C only exists in the U version.
audio/interface_2.c The typedefs Arg1T and Arg2T are equivalent to u16 and u8 respectively on J version and s32 (both) on U version.
audio/interface_2.c unused_8031E4F0 and unused_8031E568 are remnants of unused debug functions that only exist on U.
audio/interface_2.c In the U version, func_8031D630 has a check that increments its second argument if it's 0. This is because later on in the function, a value is divided by this argument.
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/interface_2.c
audio/playback.c 8 separate numeric literals are doubles in J but floats in U.
audio/something.c 6 separate numeric literals are doubles in J but floats in U.
audio/something.c Potential ASM differences (didn't look for any)
audio/something.c In the J version, v0 in func_803159EC is initialized to MIN((s32)(arg2 * 127.5), 127) immediately, while in the U version it's set to (s32)(arg2 * 127.5f) & 127 three times, each time right before it's used for something.
audio/something.c 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 Only include music_touch.c.inc in US version
game/behaviors/bbh_tilt_floor.c.inc (Nim is making a video on this)
game/behaviors/boo.c.inc In func_802C35C0, when the boo's timer is greater than 30, it has the 0x200 move flag set, and it has o->oBooUnk108 not set to 0, sp1C is set to o->oBooUnk108. It is then incremented in the J version if the object does not have behavior beh_boo_3. This restriction does not exist on the U version.
game/behaviors/boo.c.inc On the J version, a part of an if statement's condition (in ActionBooGivingStar0) is o->oUnk1AC_S32 >= 5 . On the U version, the debug parameter gDebugInfo[5][0] is added to 5.
game/behaviors/boo.c.inc boo_stop() is called in ActionBooGivingStar4 only on the U version.
game/behaviors/boo.c.inc On the J version, SetSound(0x806AA081,D_803320E0) is called in a certain part of BehSpawnBigBooLoop. In the U version, play_puzzle_jingle() is called instead.
game/behaviors/bowser.c.inc 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 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 func_u_802B4AF4() is only declared in the U version.
game/behaviors/bowser.c.inc In ActionBowser13, func_u_802B4AF4 is called only in the U version if Bowser's subaction is 1 and "o->oBehParams2ndByte == 2 && o->oUnknownUnkF4_S32 & 0x10000".
game/behaviors/bowser.c.inc In ActionBowser2, func_u_802B4AF4 is called only in the U version if Bowser's subaction is 2.
game/behaviors/bowser_key.c.inc If bowser key action is 0, plays sound 0x30370081 on J but 0x38378081 on U (todo: check if these are actually different sounds)
game/behaviors/bully.c.inc BullySpawnCoin plays sound 0x30300081 on J but 0x38300081 on U (todo: check if these are actually different sounds)
game/behaviors/camera_lakitu.c.inc The "Lakitu's Message" music clip that plays when Lakitu comes near Mario to explain the camera controls at the start of the game doesn't exist on J version.
game/behaviors/celebration_star.c.inc When you collect a Bowser key, the cutscene that plays will show a star instead of a key in the J version.
game/behaviors/celebration_star.c.inc 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 BitS star, it scales 1/10 units per frame. (todo: check if the bits star ever faces the camera)
game/behaviors/coin.c.inc BehCoinLoop plays sound 0x30300081 on J but 0x38300081 on U when the timer is set to 0 (todo: check if these are actually different sounds)
game/behaviors/coin.c.inc On the U version, if the coin has move flags 0x1, 0x800, and 0x4000 set, it will mark itself for deletion. On the J version, the 0x4000 check doesn't exist.
game/behaviors/coin.c.inc On the U version, if the coin has move flag 0x2000 set and has o->oUnk1B0 < 5, it will play a sound (namely, 0x30364081). Then it will increment o->oUnk1B0. On the J version, it will not check nor increment o->oUnk1B0.
game/behaviors/cruiser.c.inc 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/dorrie.c.inc 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/hidden_star.c.inc 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 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 this glitch.
game/behaviors/king_bobomb.c.inc 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/mips.c.inc When MIPS has action 1 in the J version, his forward velocity is set to 45. In the U version, it's set to o->oUnk1AC_F32, which is 40 for the 1st MIPS and 45 for the 2nd MIPS. This was probably done to slow him down a bit.
game/behaviors/mips.c.inc In the J version, MIPS' gravity is 2.5. In the U version, it's 15.
game/behaviors/moneybag.c.inc When turning invisible, moneybags make a sound (namely, 0x30762081) in U but not in J.
game/behaviors/mr_i.c.inc 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/piranha_plant.c.inc In ActionPiranhaPlant20, the piranha plant's size is set back to normal only on the U version.
game/behaviors/piranha_plant.c.inc In ActionPiranhaPlant21, o->oDamageOrCoinValue is set to 0 only on the U version.
game/behaviors/piranha_plant.c.inc In ActionPiranhaPlant23, o->oDamageOrCoinValue is set to 3 only on the U version.
game/behaviors/piranha_plant.c.inc 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 In ActionPiranhaPlant25, func_u_802BE0B8 is called only on the U version.
game/behaviors/piranha_plant.c.inc In ActionPiranhaPlant26, func_u_802BE0B8 is called only on the U version.
game/behaviors/racing_penguin.c.inc 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 On the U version, obj_spawn_star_at_y_offset is used to spawn the star instead of CreateStar. (todo: check if there are star height differences)
game/behaviors/red_coin.c.inc 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 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/tox_box.c.inc When slamming into the ground, the tox box plays sound 0x30460081 on the J version, and 0x30468081 on the U version.
game/behaviors/tuxie.c.inc 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 The baby penguin's crying sound plays relative to Mario in the U version, but relative to the penguin in the J version. (todo: see if this difference can be heard or noticed through handsfree teleport)
game/behaviors/water_ring.c.inc As you go through more water rings, the sound played when collecting secrets gets higher in pitch on the U version. It doesn't change on the J version.
game/camera.c When func_80286C9C is called while in BitDW (todo: clarify, is this the entire level including the boss fight or just the boss fight?), func_8028BB3C(a, 144) will be called on the J version. On the U version, func_8028BB3C(a, 144) will be called if the demo is not being run; if it is, and the camera's secondary focus is set on an object, that object will have the first byte of its rawData set to 2.
game/camera.c In func_8028B3DC, under some circumstances the sound that normally plays when you press C-Down will not play on J, but will on U. (todo: document camera)
game/camera.c In func_8028B7A4, under some circumstances the sound that normally plays when you press C-Down will not play on J, but will on U. (todo: document camera)
game/camera.c In CameraHMC00 in the U version, when a->unk10[1] > -102.f, a->unk10[1] and D_8033B328.unk0[1][1] will both be set to D_8033B328.unk0[3][1]. In the J version, these values are not set.
game/camera.c CutsceneIntroPeach0_2 will run func_8031FFB4(0, 60, 40) on the U version but not on the J version. (todo: check what this actually is)
game/camera.c CutsceneIntroPeach2_1 will run func_80320040(0, 60) on the U version but not on the J version (todo: check what this actually is)
game/camera.c On the U version, if the camera preset is set to CAMERA_PRESET_BOWSER_FIGHT, a->unk4 will be copied into D_8033B4B8.unkC and a->unk10 will be copied into D_8033B4B8.unk0. If the camera preset isn't set to CAMERA_PRESET_BOWSER_FIGHT, func_80290224 will be run instead. On the J version, the if statement doesn't exist, and only func_80290224 is run every time.
game/camera.c CutsceneIntroPeach0_4 is not declared in the J version. Its code consists of a single call to SetSound with sound 0x2428FF81. This is probably Peach's voice clip in the intro. (todo: confirm/deny this)
game/camera.c CutsceneIntroPeach2_3 is not declared in the J version. Its code consists of a single call to func_8028B338, which consists of a single call to SetSound with sound 0x701A8081. (todo: see what sound this is)
game/camera.c CutsceneIntroPeach2_3 is only called in the U version.
game/camera.c CutsceneIntroPeach0_4 is only called in the U version.
game/camera.c In BehBeginningLakituLoop in the U version, when the camera lakitu is in action 1 and its timer reaches 534 and 581, the sounds 0x04568081 and 0x045E8081 are played (respectively).
game/camera.c In BehBeginningLakituLoop in the U version, when the camera lakitu is in action 3 and its timer reaches 14, the sound 0x045F8081 is played.
game/file_select.c sSoundTextX is not declared in the J version.
game/file_select.c The sound clip that plays when you select a file in the file select has Mario saying "Okey Dokey!" in the U version.
game/file_select.c The "Select File" text has a different font and is in a slightly different position in the U version.
game/file_select.c In the U version, sSoundTextX is used to center the name of the current sound setting on the main file select. In the J version, it remains uncentered. (todo: confirm this)
game/file_select.c The "Check File" text in the score menu has a different font and is in a slightly different position in the U version.
game/file_select.c The "Return", "Copy", and "Erase" texts in the score menu are in a slightly different position in the U version.
game/file_select.c All the text in messages that appear when copying a file have a different font and are in a slightly different position in the U version.
game/file_select.c The "Return", "View Score", and "Erase" texts in the copy menu are in a slightly different position in the U version.
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/file_select.c
game/hud.c
game/hud.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.c
game/ingame_menu.h
game/interaction.c
game/interaction.c
game/interaction.c
game/interaction.c
game/interaction.c
game/level_select_menu.c
game/level_select_menu.c
game/level_select_menu.c
game/level_select_menu.c
game/level_select_menu.c
game/level_update.c
game/level_update.c
game/level_update.c
game/level_update.c
game/level_update.c
game/main.c
game/main.c
game/mario.c
game/mario.c
game/mario.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_airborne.c
game/mario_actions_automatic.c
game/mario_actions_automatic.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_cutscene.c
game/mario_actions_moving.c
game/mario_actions_moving.c
game/mario_actions_moving.c
game/mario_actions_object.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_actions_stationary.c
game/mario_step.c
game/mario_step.c
game/object_helpers.c
game/object_helpers.c
game/object_helpers.c
game/object_helpers.c
game/object_helpers.c
game/object_helpers.c
game/object_helpers2.h
game/object_list_processor.c
game/platform_displacement.c
game/platform_displacement.h
game/star_select.c
game/star_select.c
game/star_select.c