Version differences: Difference between revisions

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| 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 || 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.
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| game/behaviors/boo.c.inc || boo_stop() is only called in ActionBooGivingStar4 on the U version.
| game/behaviors/boo.c.inc || boo_stop() is called in ActionBooGivingStar4 only on the U version.
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| 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/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.
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| 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 || 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.
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| game/behaviors/bowser.c.inc || In the US version, the BitDW demo will always start with Bowser's action set to 14. In the J version, it has a 1/10 chance it'll start with action 3 like in normal gameplay.
| 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.
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| game/behaviors/bowser.c.inc || func_u_802B4AF4() is only declared in the U version.
| game/behaviors/bowser.c.inc || func_u_802B4AF4() is only declared in the U version.
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| game/behaviors/bowser.c.inc || In ActionBowser13, func_u_802B4AF4 is called only in the U version if "o->oSubAction == 1" and "o->oBehParams2ndByte == 2 && o->oUnknownUnkF4_S32 & 0x10000".
| 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".
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| 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.c.inc || In ActionBowser2, func_u_802B4AF4 is called only in the U version if Bowser's subaction is 2.
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| 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 || When you collect a Bowser key, the cutscene that plays will show a star instead of a key in the J version.
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| game/behaviors/celebration_star.c.inc ||  
| 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)
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| 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 || 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)
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| 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/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.
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| game/behaviors/king_bobomb.c.inc ||  
| 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 [https://t.co/rSZBnhKCAT this glitch.]
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| game/behaviors/king_bobomb.c.inc ||  
| 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
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| game/behaviors/mips.c.inc ||  
| 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.
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| game/behaviors/mips.c.inc ||  
| game/behaviors/mips.c.inc || In the J version, MIPS' gravity is 2.5. In the U version, it's 15.
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| game/behaviors/mips.c.inc ||  
| game/behaviors/moneybag.c.inc || When turning invisible, moneybags make a sound (namely, 0x30762081) in U but not in J.
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| game/behaviors/mips.c.inc ||  
| 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.
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| game/behaviors/moneybag.c.inc ||  
| game/behaviors/piranha_plant.c.inc || In ActionPiranhaPlant20, the piranha plant's size is set back to normal only on the U version.
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| game/behaviors/moneybag.c.inc ||  
| game/behaviors/piranha_plant.c.inc || In ActionPiranhaPlant21, o->oDamageOrCoinValue is set to 0 only on the U version.
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| game/behaviors/mr_i.c.inc ||  
| game/behaviors/piranha_plant.c.inc || In ActionPiranhaPlant23, o->oDamageOrCoinValue is set to 3 only on the U version.
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| game/behaviors/piranha_plant.c.inc ||  
| 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.
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| game/behaviors/piranha_plant.c.inc ||  
| game/behaviors/piranha_plant.c.inc || In ActionPiranhaPlant25, func_u_802BE0B8 is called only on the U version.
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| game/behaviors/piranha_plant.c.inc ||  
| game/behaviors/piranha_plant.c.inc || In ActionPiranhaPlant26, func_u_802BE0B8 is called only on the U version.
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| game/behaviors/piranha_plant.c.inc ||  
| 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.
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| game/behaviors/piranha_plant.c.inc ||  
| 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)
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| game/behaviors/piranha_plant.c.inc ||  
| 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.
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| game/behaviors/racing_penguin.c.inc ||  
| 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.
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| game/behaviors/racing_penguin.c.inc ||  
| 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.
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| game/behaviors/red_coin.c.inc ||  
| 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.
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| game/behaviors/red_coin.c.inc ||  
| 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)
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| game/behaviors/sparkle_spawn_star.c.inc ||
| 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.
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| game/behaviors/tox_box.c.inc ||
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| game/behaviors/tuxie.c.inc ||
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| game/behaviors/tuxie.c.inc ||  
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| game/behaviors/water_ring.c.inc ||
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| game/camera.c ||  
| game/camera.c ||  

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