Version differences: Difference between revisions

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| 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.
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| game/behavior_actions.c || style="background-color: #9F9" | music_touch.c.inc is only included in the U version. This probably 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. (todo: check if this object is unused)
| 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.
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| 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)
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| 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.
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| game/behaviors/coin.c.inc || style="background-color: #FFFF90" | 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 neither check nor increment o->oUnk1B0; it'll play the sound whenever the coin has the flag set.
| 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.
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| 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 (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.
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| game/ingame_menu.h ||  
| game/ingame_menu.h ||  
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| game/interaction.c ||  
| game/interaction.c || style="background-color: #FFFF90" | func_80251F74 is called when Mario gets a star on the U version.
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| game/interaction.c ||  
| game/interaction.c || style="background-color: #9F9" | Mario says "Boing!" when he bounces on an enemy that causes him to twirl (e.g. [[Fly Guy|Fly Guys]]).
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| game/interaction.c ||  
| game/interaction.c || style="background-color: #9F9" | Mario can press either B or A to read a sign on the U version. On the J version, B must be pressed.
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| game/interaction.c ||  
| game/interaction.c || style="background-color: #9F9" | Mario must be facing within 14563 (0x38E3) angle units of a sign to talk to it on the J version. On the U version, the range is wider; he can be within 16384 (0x4000) angle units to talk to it.
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| game/interaction.c ||  
| game/level_select_menu.c || In the title screen, Mario says "Hello!", "Press Start to play!", and "Game over!" only on the U version.
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| game/level_select_menu.c ||  
| game/level_update.c || style="background-color: #9F9" | The credits text are different in the U version; voice actors were credited and some typos were fixed. Notably, "JYOHO KAIHATUBU" was translated into English as "EAD STAFF".
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| game/level_select_menu.c ||  
| game/level_update.c || style="background-color: #F99" | func_80320AE8 is called in the U version when Mario enters (or maybe exits?) Bob-omb Battlefield if func_80320E98 does not return 1033 and sTimerRunning is not 0.
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| game/level_select_menu.c ||  
| game/level_update.c || style="background-color: #FFFF90" | SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle warp with ID 31 in the J version and 31 or 32 in the U version.
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| game/level_select_menu.c ||  
| game/level_update.c || style="background-color: #FFFF90" | On the U version, SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle grounds warp with ID 7, 10, 20, or 30, and his destination area index is 1.
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| game/level_select_menu.c ||  
| game/level_update.c || style="background-color: #9F9" | The star sound is played when entering [[Tower of the Wing Cap]] in the U version. No sound is played on the J version.
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| game/level_update.c ||
| game/main.c || style="background-color: #9F9" | The U version of Mario 64 is able to detect PAL TVs and change its video output accordingly. The J version assumes any connected screen is NTSC, and is therefore not compatible with PAL TVs.
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| game/level_update.c ||
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| game/level_update.c ||
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| game/level_update.c ||
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| game/level_update.c ||
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| game/main.c ||  
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| game/main.c ||
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| game/mario.c ||
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| game/mario.c ||
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| game/mario.c ||
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| 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!"
| 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 || 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.
| 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 || 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.
| 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 in the J version.
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| game/mario_actions_airborne.c || style="background-color: #9F9" | In the U version, the sound Mario makes when he does a triple jump or zooms up when flying is randomized between "Yahoo!" (60% chance), "Waha!" (20% chance), and "Yippee!" (20% chance). On the J version, Mario says "Yahoo!" every time.
| game/mario_actions_airborne.c || style="background-color: #9F9" | In the U version, the sound Mario makes when he does a triple jump or zooms up when flying is randomized between "Yahoo!" (60% chance), "Waha!" (20% chance), and "Yippee!" (20% chance). On the J version, Mario says "Yahoo!" every time.
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| game/mario_actions_airborne.c || style="background-color: #9F9" | On the J version, if Mario begins flying from a triple jump but dives or ground pounds before he starts flying but ''after'' the camera has changed to the wing cap camera mode, the camera will not return to normal and the wing cap camera will remain. This was fixed on the U version. This is another case of the [https://www.youtube.com/watch?v=4pqQQxL6W8s wing cap camera glitch], except the "normal" wing cap camera glitch wasn't patched in the U version.
| game/mario_actions_airborne.c || style="background-color: #9F9" | On the J version, if Mario begins flying from a triple jump but dives or ground pounds before he starts flying but ''after'' the camera has changed to the wing cap camera mode, the camera will not return to normal and the wing cap camera will remain. This was fixed on the U version. This is another case of the [https://www.youtube.com/watch?v=4pqQQxL6W8s wing cap camera glitch], except the "normal" wing cap camera glitch wasn't patched in the U version.
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c || style="background-color: #FFFF90" | In the U version, when Mario lands after being thrown, his HP decrement counter is passed to set_mario_action instead of his action arg.
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| game/mario_actions_airborne.c ||  
| game/mario_actions_airborne.c ||  

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