Version differences: Difference between revisions

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(mario_actions_automatic + cutscene)
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| game/mario.c ||  
| game/mario.c ||  
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c || style="background-color: #9F9" | In the U version, when Mario gets air knockback or bonks in the air, Mario will say "Doh!" if his action arg is 0 and he's travelling faster than 28 units per second forwards or backwards, and "Uh!" otherwise. In the J version, he will always say "Uh!"
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| game/mario_actions_airborne.c ||
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| game/mario_actions_airborne.c ||
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| game/mario_actions_airborne.c ||
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| game/mario_actions_airborne.c ||
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c || style="background-color: #9F9" | When Mario gets stuck in the ground, SOUND_MARIO_OOOF will play in the J version and SOUND_MARIO_OOOF2 will play in the U version.
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c || style="background-color: #9F9" | The place where the wind sound for horizontal wind plays was moved from check_horizontal_wind to Mario's general update function in the U version. Sometimes, action functions return before they reach the check_horizontal_wind call, so there are some times that the wind sound doesn't play when Mario is in horizontal wind.
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| game/mario_actions_airborne.c ||
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c ||  
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| game/mario_actions_stationary.c || style="background-color: #FFFF90" | On the U version, when Mario is waking up and his action timer is greater than 0, func_803205E8 is called three times, with SOUND_MARIO_SNORING1, SOUND_MARIO_SNORING2, and SOUND_MARIO_SNORING3. On the J version, it's only called twice; the SOUND_MARIO_SNORING3 call doesn't exist.
| game/mario_actions_stationary.c || style="background-color: #FFFF90" | On the U version, when Mario is waking up and his action timer is greater than 0, func_803205E8 is called three times, with SOUND_MARIO_SNORING1, SOUND_MARIO_SNORING2, and SOUND_MARIO_SNORING3. On the J version, it's only called twice; the SOUND_MARIO_SNORING3 call doesn't exist.
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| game/mario_step.c ||  
| game/mario_step.c || The place where the wind sound for vertical wind plays was moved from apply_vertical_wind to Mario's general update function in the U version. In apply_vertical_wind, Mario is only affected by vertical wind if his Y position is between -4500 and 500; this is where the sound is played in J. This means that when Mario is outside of this range, the wind sound will not play and Mario's velocity will not change because of the wind, yet wind particles will show and Mario will enter the wind action.
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| game/mario_step.c ||
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| game/object_helpers.c || style="background-color: #F99" | In the U version of Geo18_8029D924, when the "run" parameter is set to TRUE, sp34 is set to D_8032CFA0 casted to an object pointer. If the object is not fully opaque, it checks to see if the object is [[Bowser]] and is fully transparent. If it is, Bowser's animation state is set to 2. It will also check to see if the GFX node's unk18 property is not set to 10, and if the object has active flag UNK7 set; if both of these are true, gDPSetAlphaCompare is called. On the J version, the opacity/Bowser check is removed, and gDPSetAlphaCompare will be called if the node's unk18 is 10 and gDebugInfo[DEBUG_PAGE_ENEMYINFO][3] is set to TRUE.
| game/object_helpers.c || style="background-color: #F99" | In the U version of Geo18_8029D924, when the "run" parameter is set to TRUE, sp34 is set to D_8032CFA0 casted to an object pointer. If the object is not fully opaque, it checks to see if the object is [[Bowser]] and is fully transparent. If it is, Bowser's animation state is set to 2. It will also check to see if the GFX node's unk18 property is not set to 10, and if the object has active flag UNK7 set; if both of these are true, gDPSetAlphaCompare is called. On the J version, the opacity/Bowser check is removed, and gDPSetAlphaCompare will be called if the node's unk18 is 10 and gDebugInfo[DEBUG_PAGE_ENEMYINFO][3] is set to TRUE.

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