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differences.txt
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differences.txt
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J $0080EA | U $0080EA | SS $0080EA | E0 $0080EA | E1 $0080EA
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $0080EE | U $0080EF | SS $0080EF | E0 $0080EF | E1 $0080EF
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $0080F2 | U $0080F4 | SS $0080F4 | E0 $0080F4 | E1 $0080F4
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $0080FC | U $0080FF | SS $0080FF | E0 $0080FF | E1 $0080FF
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008100 | U $008104 | SS $008104 | E0 $008104 | E1 $008104
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008104 | U $008109 | SS $008109 | E0 $008109 | E1 $008109
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $00810A | U $008110 | SS $008110 | E0 $008110 | E1 $008110
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $00810E | U $008115 | SS $008115 | E0 $008115 | E1 $008115
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008112 | U $00811A | SS $00811A | E0 $00811A | E1 $00811A
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008141 | U $00814A | SS $00814A | E0 $00814A | E1 $00814A
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008145 | U $00814F | SS $00814F | E0 $00814F | E1 $00814F
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008149 | U $008154 | SS $008154 | E0 $008154 | E1 $008154
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $00814F | U $00815B | SS $00815B | E0 $00815B | E1 $00815B
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008153 | U $008160 | SS $008160 | E0 $008160 | E1 $008160
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $008157 | U $008165 | SS $008165 | E0 $008165 | E1 $008165
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $0084B9 | U $0084C8 | SS $0084C8 | E0 $0084C8 | E1 $0084C8
J: Absence of routine.
U, SS, E0, E1: Wrapper routine.
Wrapper to call $008567 from outside banks.
Used by U, SS, E0, E1 to update enemy names in credits when Special World is completed.
Used by E1 to zero out L1 and L2 tilemaps before level load.
J +0 | U +8 | SS +8 | E0 +8 | E1 +8
J $0084DA | U $0084F1 | SS $0084F1 | E0 $0084F1 | E1 $0084F1
J: Pointers to 4*7 castle cutscene message stripe images.
U, SS, E0, E1: Pointers to 8*7 castle cutscene message stripe images.
Text is stored differently in English versus Japanese, requiring twice as many lines.
J +0 | U +56 | SS +56 | E0 +56 | E1 +56
J $008A0E | U $008A79 | SS $008A79 | E0 $008A79 | E1 $008A79
J, U, SS, E0: SETINI register is set to #$00.
E1: SETINI register is set to #$04.
When SETINI is set to #$04, the display is 239 lines (overscan).
J +0 | U +0 | SS +0 | E0 +0 | E1 +2
J $008D1F | U $008D8A | SS $008D8A | E0 $008D8A | E1 $008D8C
J, U, SS: In game timer fractional part initialized to #$28 frames.
E0, E1: In game timer fractional part initialized to #$22 frames.
Slower framerate requires in game timer to be re-adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $008DC2 | U $008E2D | SS $008E2D | E0 $008E2D | E1 $008E2F
J, U, SS: In game timer counts down every #$28 frames.
E0, E1: In game timer counts down every #$22 frames.
Slower framerate requires in game timer to be re-adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0091FA | U $009265 | SS $009265 | E0 $009265 | E1 $009267
J, U, SS, E0: Window HDMA table is #$01BE +1 bytes long.
E1: Window HDMA table is #$01DE +1 bytes long
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009211 | U $00927C | SS $00927C | E0 $00927C | E1 $00927E
J, U, SS, E0: Window HDMA table set up in two groups of #$F0 bytes.
E1: Window HDMA table set up in two groups of #$F8 bytes.
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009223 | U $00928E | SS $00928E | E0 $00928E | E1 $009290
J, U, SS, E0: Window HDMA table is #$01BE +1 bytes long.
E1: Window HDMA table is #$01DE +1 bytes long
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009230 | U $00929B | SS $00929B | E0 $00929B | E1 $00929D
J, U, SS, E0: Window HDMA table is #$01C0 bytes long.
E1: Window HDMA table is #$01E0 bytes long
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0093DF | U $00944A | SS $00944A | E0 $00944A | E1 $00944C
J, U, SS, E0: $70
E1: $78
The Y position of the spotlight on the title screen.
A larger screen means it had to be moved down to stay centered on the screen.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00B02F | U $00B091 | SS $00B091 | E0 $00B096 | E1 $00B098
J: Address mode is direct page.
U, SS, E0, E1: Address mode is address.
No difference in execution.
J +0 | U +1 | SS +1 | E0 +1 | E1 +1
J $0096FA | U $009765 | SS $009765 | E0 $009765 | E1 $009767
J, U, SS: GAME OVER fades away when timer hits zero.
E0, E1: GAME OVER fades away when timer hits #$30.
Slower framerate requires this timer to be adjusted.
J +0 | U +0 | SS +0 | E0 +5 | E1 +5
J $009711 | U $00977C | SS $00977C | E0 $009781 | E1 $009783
J: Clear the hidden 1up collection flag table.
U, SS, E0, E1: Clear scratch RAM.
Questionable difference. After a game over, hidden 1ups will return on J version only.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0098E4 | U $00994F | SS $00994F | E0 $009954 | E1 $009956
J, U, SS, E0: X = #$C0, A = #$A0.
E1: X = #$D0, A = #$B0.
X = Y Position of floor in boss battles
A = Y Position of Mario in boss battles
Bigger screen means everything needs to be lower down.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0098FA | U $009965 | SS $009965 | E0 $00996A | E1 $00996C
J, U, SS, E0: Y = #$02C0.
E1: Y = #$0300.
VRAM offset for drawing the Morton & Roy ceiling.
Bigger screen means the ceiling is higher up relative
to the lava below.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009902 | U $00996D | SS $00996D | E0 $009972 | E1 $009974
J, U, SS, E0: Y = #$FB80.
E1: Y = #$FBC0.
VRAM offset for drawing the Reznor ceiling.
Bigger screen means the ceiling is higher up relative
to the lava below.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00990A | U $009975 | SS $009975 | E0 $00997A | E1 $00997C
J, U, SS, E0: Y = #$0320.
E1: Y = #$0360.
VRAM offset for drawing the Ludwig ceiling.
Bigger screen means the ceiling is higher up relative
to the lava below.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00991B | U $009986 | SS $009986 | E0 $00998B | E1 $00998D
J, U, SS, E0: Y = #$0080.
E1: Y = #$00C0.
This is an offset for the lava + ceiling position in boss fights.
Bigger screen means the lava needs to be lower down.
Notice this is +$40, so all the ceiling offsets above must
be +$40 as well to counter this.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0099D0 | U $009A3B | SS $009A3B | E0 $009A40 | E1 $009A42
J, U, SS, E0: X = #$D0.
E1: X = #$E0.
Offset for the floors in boss fights.
This actually controls the collision, since it writes to
the Map16 tiles.
Bigger screen means the floor is lower down.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009AAC | U $009B17 | SS $009B17 | E0 $009B1C | E1 $009B1E
J, U, E0, E1: Code for running game mode $09: delete save file mode.
SS: Mostly removed code.
Since the SS version doesn't have save files, there was no need for a delete save file mode.
SS game mode $09 just immediately updates the game mode to $08.
Some return instructions remain for routines called outside this game mode.
J +236 | U +236 | SS +0 | E0 +236 | E1 +236
J $009B10 | U $009B7B | SS ------- | E0 $009B80 | E1 $009B82
J: Y = #$0C.
U, E0, E1: X = #$00.
The location of the blinking cursor in game mode $09 is indexed differently in the J version.
J +0 | U +0 | SS -- | E0 +0 | E1 +0
J $009BB4 | U $009C1F | SS $009B33 | E0 $009C24 | E1 $009C26
J, U, SS: Input sequence for Mario's title screen movement.
E0, E1: Different input sequence for Mario's title screen movement.
Due to the different framerate and physics, the title screen input sequence had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009C42 | U $009CAD | SS $009BC1 | E0 $009CB2 | E1 $009CB4
J: Argument in Y to a routine call, write #$FF to RAM.
U: Clear HDMA enable mirror register.
SS: Absence of all 3 things.
The routine called here draws the files/zones to the screen when the player presses a button on the title screen.
The J version of the routine (covered below) requires Y to be set to a value for the cursor icon.
Because the stripe image is not terminated in the routine in the J version, it is done here.
As for the STZ to $0D9F, who knows.
J +8 | U +3 | SS +0 | E0 +3 | E1 +3
J $009C6B | U $009CD1 | SS $009BE2 | E0 $009CD6 | E1 $009CD8
J, U, E0, E1: Code for running game mode $08: select file mode.
SS: Code for running game mode $08: select zone mode.
The SS version handles the entire game mode here, as it is quite simple.
There are a few tables added that help keep track of the seven zones and where to place the cursor and when to wrap.
The other versions mainly control entering/leaving game mode $09, erase file mode.
They instead call a more general routine to handle the drawing of file names and cursor.
J +0 | U +0 | SS +77 | E0 +0 | E1 +0
J $009C84 | U $009CEA | SS ------- | E0 $009CEF | E1 $009CF1
J: Y = #$0C.
U, E0, E1: X = #$00.
The location of the blinking cursor in game mode $09 is indexed differently in the J version.
J +0 | U +0 | SS -- | E0 +0 | E1 +0
J $009CD2 | U $009D38 | SS $009C96 | E0 $009D3D | E1 $009D3F
J: Draw a single stripe image.
U, E0, E1: Draw one of two stripe images.
SS: Draw one of two stripe images, but do less.
The J version only has one stripe image for file names.
The others use one of two depending on erase file mode.
SS version is set up to do so, but it can never draw the erase file names (they do exist in bank $05).
$05 holds info about drawing exit count, so SS skips that.
A then holds the index where the exit counter should go, so SS skips that too.
J +8 | U +4 | SS +0 | E0 +4 | E1 +4
J $009CF5 | U $009D57 | SS $009CB1 | E0 $009D5C | E1 $009D5E
J, U, E0, E1: Draw exit count on the file select text.
SS: Do nothing.
Since the SS version has no save data, all of this code was removed.
This section also computes the checksums for the save data to make sure it is valid.
J +161 | U +161 | SS +0 | E0 +161 | E1 +161
J $009D0A | U $009D6C | SS ------- | E0 $009D71 | E1 $009D73
U, E0, E1: If 96 or more exits, use different graphics.
J: Just write the exit count.
In U and E0 versions, getting 96 or more exits will display "*96".
The E1 version just displays "96", but this is because the "*96" graphics were actually edited.
J +0 | U +10 | SS -- | E0 +10 | E1 +10
J $009D2A | U $009D96 | SS ------- | E0 $009D9B | E1 $009D9D
U, E0, E1: Overwrite "EMPTY" with blank tiles.
J: Overwrite "hajimekara" with blank tiles.
This code runs during game mode $08: select file mode.
Since J version uses the same stripe image for file name and erase file name, it reads from a table.
J +10 | U +0 | SS -- | E0 +0 | E1 +0
J $009E12 | U $009E74 | SS $009D2D | E0 $009E79 | E1 $009E7B
J: A set of five VRAM addresses.
U, E0, E1: A set of five VRAM addresses.
SS: A set of five VRAM addresses.
These VRAM addresses determine the X,Y location of the blinking cursor in certain menus.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $009E7E | U $009EE0 | SS $009D99 | E0 $009EE5 | E1 $009EE7
J, U, E0, E1: Table of initial save data and code to copy it to the file.
SS: Multiple tables of initial save data and code to copy one of them to the file.
Starting anywhere other than zone 1 in the SS version will copy additional data to the save file.
This allows all of the levels up to that world to be cleared.
J +0 | U +0 | SS +389 | E0 +0 | E1 +0
J $00A039 | U $00A09B | SS $00A0D9 | E0 $00A0A0 | E1 $00A0A2
J, U, SS: Value set to #$B0.
E0, E1: Value set to #$90.
This controls the amount of time the intro text box is active before you can skip it.
Slower framerate requires this timer to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00A060 | U $00A0C2 | SS $00A100 | E0 $00A0C7 | E1 $00A0C9
J, U, E0, E1: If the player runs out of lives, prepare to show the continue/end screen.
SS: Skip the continue/end screen.
Upon a game over, the SS version will always return to the title screen.
J +5 | U +5 | SS +0 | E0 +5 | E1 +5
J $00A091 | U $00A0F3 | SS $00A12C | E0 $00A0F8 | E1 $00A0FA
J, U, E0, E1: Upon game over, show continue/end screen if there is save data.
SS: Skip the continue/end screen.
Upon a game over, the SS version will always return to the title screen.
J +34 | U +34 | SS +0 | E0 +34 | E1 +34
J $00A11E | U $00A180 | SS $00A197 | E0 $00A185 | E1 $00A187
J, U, SS, E0: Window HDMA table is #$01BE +1 bytes long.
E1: Window HDMA table is #$01DE +1 bytes long
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00A18C | U $00A1EE | SS $00A205 | E0 $00A1F3 | E1 $00A1F5
J, U, SS: Compare to #$40.
E0, E1: Compare to #$48.
Value of counter after touching the last 1up in the bonus game to disable the controls.
Slower framerate requires this timer to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00A193 | U $00A1F5 | SS $00A20C | E0 $00A1FA | E1 $00A1FC
J, U, SS: Compare to #$1C.
E0, E1: Compare to #$24.
Value of counter after touching the last 1up in the bonus game to make Mario show the peace sign.
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00A1F9 | U $00A25B | SS $00A272 | E0 $00A260 | E1 $00A262
J, U, E0, E1: Handle start + select out of a level.
SS: Code removed.
If a level has been beaten, pressing select while paused will exit the level.
The SS version removed this feature.
J +46 | U +46 | SS +0 | E0 +46 | E1 +46
J $00AEC3 | U $00AF25 | SS $00AF0E | E0 $00AF2A | E1 $00AF2C
J, U, SS: Compare to #$A0.
E0, E1: Compare to #$B0.
Value of counter after touching the goal tape to show "Course Clear!".
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00B02F | U $00B091 | SS $00B07A | E0 $00B096 | E1 $00B098
J: 17 bytes of freespace.
U: 15 bytes of freespace.
SS: 54 bytes of freespace.
E0: 29 bytes of freespace.
E1: 27 bytes of freespace.
Freespace buffer. No noticable difference.
J +2 | U +0 | SS +27 | E0 +14 | E1 +12
J $00B90D | U $00B96D | SS $00B97D | E0 $00B980 | E1 $00B980
J, E1: An extra XBA instruction.
U, SS, E0: No extra instruction.
Every pair of bytes in graphics data is swapped in the J and E1 versions, for an unknown reason.
Because of this, the E0 and E1 graphics data are completely different after being compressed, despite being nearly identical.
J +1 | U +0 | SS +0 | E0 +0 | E1 +1
J $00B9EE | U $00BA4D | SS $00BA5D | E0 $00BA60 | E1 $00BA61
J: 18 bytes of freespace.
U: 19 bytes of freespace.
SS: 3 bytes of freespace.
E0, E1: No freespace.
Freespace buffer. No noticable difference.
J +18 | U +19 | SS +3 | E0 +0 | E1 +0
J $00C3F3 | U $00C453 | SS $00C453 | E0 $00C453 | E1 $00C454
J, U, SS, E0: 13 bytes of freespace.
E1: 12 bytes of freespace.
Freespace buffer. No noticable difference.
J +1 | U +1 | SS +1 | E0 +1 | E1 +0
J $00C4CA | U $00C52A | SS $00C52A | E0 $00C52A | E1 $00C52A
J, U, SS: Compare to #$01.
E0, E1: Compare to #$08.
Value of counter after touching the last 1up in the bonus game to leave the level.
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C4EC | U $00C54C | SS $00C54C | E0 $00C54C | E1 $00C54C
J, U, SS: Compare to #$1E.
E0, E1: Compare to #$18.
Value of counter after hitting a P-switch that the "running out" sound should play.
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C512 | U $00C572 | SS $00C572 | E0 $00C572 | E1 $00C572
J, U, SS: Unreachable debug code.
E0, E1: Code removed.
This routine would have allowed you to press select + up to cycle through powerups.
No noticable difference.
J +19 | U +19 | SS +19 | E0 +0 | E1 +0
J $00C588 | U $00C5E8 | SS $00C5E8 | E0 $00C5D5 | E1 $00C5D5
J, U, SS: Input sequences for Mario's castle cutscene movement.
E0, E1: Different input sequences for Mario's castle cutscene movement.
Due to the different framerate and physics, the castle cutscene input sequences had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C776 | U $00C7D6 | SS $00C7D6 | E0 $00C7C3 | E1 $00C7C3
J, U, SS: A = #$D8.
E0, E1: A = #$D2.
This value is Mario's X speed when he rams into the side of Morton's castle in the cutscene.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C7B0 | U $00C810 | SS $00C810 | E0 $00C7FD | E1 $00C7FD
J, U, SS: Subtract #$0D.
E0, E1: Subtract #$0F.
This value is taken from Mario's Y speed when he grabs wings with Yoshi.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C7E8 | U $00C848 | SS $00C848 | E0 $00C835 | E1 $00C835
J, U, SS: Input sequences for Mario's No-Yoshi intro movement.
E0, E1: Different input sequences for Mario's No-Yoshi intro movement.
Due to the different framerate and physics, the No-Yoshi intro input sequences had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C8F4 | U $00C954 | SS $00C954 | E0 $00C941 | E1 $00C941
J, U, SS: Branch at #$00.
E0, E1: Branch at #$50.
The counter checked controls how long after pressing a switch palace switch the message box appears.
The counter is initialized at #$08, so this is effectively immediately for the E0 & E1 versions.
Slower framerate requires this value to be adjusted, but it seems it was adjusted too much.
J +0 | U +0 | SS +0 | E0 +5 | E1 +5
J $00C902 | U $00C962 | SS $00C962 | E0 $00C954 | E1 $00C954
J: Timer set to #$70
U, SS: Timer set to #$A0.
E0, E1: Timer set to #$6A.
This timer controls how long the switch palace message appears before exiting the level.
This value was increase for English releases to make it easier to read.
Slower framerate requires this timer to be adjusted for E0, E1 versions.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C916 | U $00C976 | SS $00C976 | E0 $00C968 | E1 $00C968
J, U, SS: Compare to #$28.
E0, E1: Compare to #$50.
Value of counter after hitting a goal tape that Mario makes the peace sign.
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C938 | U $00C998 | SS $00C998 | E0 $00C98A | E1 $00C98A
J, U, SS: Timer set to #$40.
E0, E1: Timer set to #$6E.
This timer controls how long Mario makes the peace sign before exiting the level.
Slower framerate requires this timer to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00C93D | U $00C99D | SS $00C99D | E0 $00C98F | E1 $00C98F
J, U, SS: Shift left instruction.
E0, E1: Load #$80 instruction.
The value of #$80 is used as a timer for fading out of black as Mario makes the peace sign.
The previously loaded value in J, U, SS versions was #$40, so an ASL makes #$80.
The E0 & E1 versions need to load #$80 though. No noticable difference.
J +0 | U +0 | SS +0 | E0 +1 | E1 +1
J $00CA45 | U $00CAA5 | SS $00CAA5 | E0 $00CA98 | E1 $00CA98
J, U, SS, E0: Window HDMA table is #$01C0 bytes long.
E1: Window HDMA table is #$01E0 bytes long
Overscan requires extra lines to be transferred. No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00CC08 | U $00CC68 | SS $00CC68 | E0 $00CC5B | E1 $00CC5B
J, U, SS: Unreachable debug code.
E0, E1: Code removed.
This routine would have allowed you to free-roam in a level after pressing L+A.
No noticable difference.
J +83 | U +83 | SS +83 | E0 +0 | E1 +0
J $00CFB4 | U $00D014 | SS $00D014 | E0 $00CFB4 | E1 $00CFB4
J, U, SS: Compare to #$2F.
E0, E1: Compare to #$3A.
This value determines the minimum speed Mario must be traveling for him to hold out his arms.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D131 | U $00D191 | SS $00D191 | E0 $00D131 | E1 $00D131
J, U, SS: Two bytes: -16, 16.
E0, E1: Two bytes: -14, 14.
These values determine the vertical speed of Mario when he is travelling up or down a vertical pipe.
Due to the different framerate and physics, this value had to be updated.
It seems that this change actually makes no difference, however.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D26D | U $00D2CD | SS $00D2CD | E0 $00D26D | E1 $00D26D
J, U, SS: Several tables dictating physics.
E0, E1: Several other tables dictating physics.
These six tables are what determine Mario's and other entity's acceleration and other phyiscs calculations.
Due to the different framerate, these values had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D58B | U $00D5EB | SS $00D5EB | E0 $00D58B | E1 $00D58B
J, U, SS, E0: Three bytes: -1, -1, 2.
E1: Three bytes: -1, -1, 3.
These values determine how much to modify Mario's P-meter.
The index starts at zero, and is incremented for each if the player is holding run, and if Mario is on the ground.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D60D | U $00D66D | SS $00D66D | E0 $00D60D | E1 $00D60D
J, U, SS: Compare to #$70.
E0: Compare to #$40.
E1: Compare to #$68.
This value determines the maximum value for Mario's P-meter.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D6C3 | U $00D723 | SS $00D723 | E0 $00D6C3 | E1 $00D6C3
J, U, SS: Compare to #$23.
E0, E1: Compare to #$2C.
This value determines the minimum speed Mario must be traveling for him to flutter his legs when he jumps.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D745 | U $00D7A5 | SS $00D7A5 | E0 $00D745 | E1 $00D745
J, U, SS: Several tables of data.
E0, E1: Several other tables of data.
These four tables control Mario's Y speed when jumping in the air and while floating and flying with the cape.
To allow for more precision, the E0 and E1 versions include fractional bits for Y speed and position.
Due to the different framerate, these values had to be updated.
J +0 | U +0 | SS +0 | E0 +26 | E1 +26
J $00D826 | U $00D886 | SS $00D886 | E0 $00D840 | E1 $00D840
J, U, SS: Code regarding updating Mario's speed when jumping, floating, and flying.
E0, E1: Different code regarding updating Mario's speed when jumping, floating, and flying.
The code in the E0 and E1 versions make use of the new fractional bits for Y speed.
Due to the different framerate, this code had to be updated.
J +0 | U +0 | SS +0 | E0 +16 | E1 +16
J $00D8D0 | U $00D930 | SS $00D930 | E0 $00D8FA | E1 $00D8FA
J, U, SS: Code regarding updating Mario's speed when jumping, floating, and flying.
E0, E1: Different code regarding updating Mario's speed when jumping, floating, and flying.
The code in the E0 and E1 versions make use of the new fractional bits for Y speed.
Due to the different framerate, this code had to be updated.
J +0 | U +0 | SS +0 | E0 +10 | E1 +10
J $00D915 | U $00D975 | SS $00D975 | E0 $00D949 | E1 $00D949
J, U, SS: Compare to #$70.
E0: Compare to #$40.
E1: Compare to #$68.
This value determines the maximum value for Mario's P-meter.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00D91A | U $00D97A | SS $00D97A | E0 $00D949 | E1 $00D949
J, U, SS: Counter set to #$70.
E0: Counter set to #$40.
E1: Counter set to #$68.
This value determines the maximum value for Mario's P-meter.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00DBEF | U $00DC4F | SS $00DC4F | E0 $00DC23 | E1 $00DC23
J, U, SS: Code regarding updating Mario's horizontal position.
E0, E1: Different code regarding updating Mario's horizontal position.
The code in the E0 and E1 versions use the hardware registers to multiply by 2.5.
Due to the different framerate, this code had to be updated.
J +0 | U +0 | SS +0 | E0 +28 | E1 +28
J $00DC1C | U $00DC7C | SS $00DC7C | E0 $00DC6C | E1 $00DC6C
J, U, SS: A table of 112 animation rates.
E0: A different table of 112 animation indices.
E1: Another different table of 112 animation indices.
These values determine how quickly Mario's image animates in various states.
Due to the different framerate, these values had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00E285 | U $00E2E5 | SS $00E2E5 | E0 $00E2D5 | E1 $00E2D5
J, U, SS: Compare to #$1E.
E0, E1: Compare to #$18.
Value of counter after collecting a star that the "running out" sound should play.
Slower framerate requires this value to be adjusted.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00EA59 | U $00EAB9 | SS $00EAB9 | E0 $00EAA9 | E1 $00EAA9
J, U, SS: Two bytes: -34, 35.
E0, E1: Two bytes: -42, 43.
These values determine the minimum horizontal speed Mario needs to run up a wall triangle.
The negative value is one off to simplify calculations in the code.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00EEC6 | U $00EF26 | SS $00EF26 | E0 $00EF16 | E1 $00EF16
J, U, SS: Compare to #$28.
E0, E1: Compare to #$34.
Speed threshold to slow down Mario more when sliding.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00EFBB | U $00F01B | SS $00F01B | E0 $00F00B | E1 $00F00B
J, U, SS: Compare to #$08.
E0, E1: Compare to #$09.
This value determines the number of pixels into a wall triangle Mario must be to climb or bounce on it.
Due to the different framerate and physics, this value had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00F995 | U $00F9F5 | SS $00F9F5 | E0 $00F9E5 | E1 $00F9E5
J, U, SS: 27 bytes of freespace.
E0, E1: 77 bytes of freespace.
Freespace buffer. No noticable difference.
J +0 | U +0 | SS +0 | E0 +50 | E1 +50
J $00FA29 | U $00FA89 | SS $00FA89 | E0 $00FAAB | E1 $00FAAB
U, SS, E0, E1: Clear current sprite generator.
J: Don't clear current sprite generator.
Sprite generators are not turned off upon touching the goal tape in the J version.
J +0 | U +3 | SS +3 | E0 +3 | E1 +3
J $00FF30 | U $00FF93 | SS $00FF93 | E0 $00FFB5 | E1 $00FFB5
J: 144 bytes of freespace.
U, SS: 45 bytes of freespace.
E0, E1: 11 bytes of freespace.
Freespace buffer. No noticable difference.
J +133 | U +34 | SS +34 | E0 +0 | E1 +0
J $00FFD9 | U $00FFD9 | SS $00FFD9 | E0 $00FFD9 | E1 $00FFD9
J, SS: Region = #$00 = J.
U: Region = #$01 = U.
E0, E1: Region = #$02 = E.
Interal ROM header region. SS is incorrect.
No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00FFDB | U $00FFDB | SS $00FFDB | E0 $00FFDB | E1 $00FFDB
J, SS, U, E0: Revision = #$00.
E1: Revision = #$01.
Interal ROM header revision number.
No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00FFDC | U $00FFDC | SS $00FFDC | E0 $00FFDC | E1 $00FFDC
J, SS, U, E0: Revision = #$00.
E1: Revision = #$01.
Interal ROM header revision number.
No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $00FFE0 | U $00FFE0 | SS $00FFE0 | E0 $00FFE0 | E1 $00FFE0
J: $737F, $8C80.
U: $5F25, $A0DA.
SS: $FFFF, $0000.
E0: $F616, $09E9.
E1: $3AC9, $C536.
Interal ROM header checksum.
SS version is incorrect, should be $4B30, $B4CF.
No noticable difference.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $0191F5 | U $0191F5 | SS $0191F5 | E0 $0191F5 | E1 $0191F5
J, SS, U, E0: Display a water or lava splash if a sprite enters a liquid.
E1: Display a water or lava splash if a sprite enters a liquid.
Extra code added in the E1 version to prevent a splash if a sprite is offscreen vertically.
This was probably due to the splash wrapping around the screen due to the increased resolution.
J +0 | U +0 | SS +0 | E0 +0 | E1 +12
J $019F6B | U $019F6B | SS $019F6B | E0 $019F6B | E1 $019F77
J, SS, U: Four bytes: -46, 46, -52, 52
E0, E1: Four bytes: -55, 55, -62, 62
These values determine the speed of shells when kicked and spit out by Yoshi.
Due to the different framerate and physics, these values had to be updated.
J +0 | U +0 | SS +0 | E0 +0 | E1 +0
J $01A48C | U $01A48C | SS $01A48C | E0 $01A48C | E1 $01A498
J: Address mode is long indexed with X.
U, SS, E0, E1: Address mode is address indexed with X.
No difference in execution.
J +1 | U +0 | SS +0 | E0 +0 | E1 +0
J $01A65A | U $01A659 | SS $01A659 | E0 $01A659 | E1 $01A665
J: Address mode is long indexed with X.
U, SS, E0, E1: Address mode is address indexed with X.
No difference in execution.
J +1 | U +0 | SS +0 | E0 +0 | E1 +0
J $01AA5A | U $01AA58 | SS $01AA58 | E0 $01AA58 | E1 $01AA64