Code History of Minus World and its Return to Mario All-Stars - Talkin' Code Episode 5

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  • เผยแพร่เมื่อ 31 พ.ค. 2024
  • Six game code investigation of Minus World including the fix in Lost Levels/All Night Nippon as well as how to access it in All-Stars with a Game Genie.
    If you would like to support this channel, here is a link to the Displaced Gamers Patreon page - / displacedgamers
    Twitter: / displacedgamers
    Facebook: / displacedgamers
    Instagram: / displacedgamers
    Music by:
    / @wolfandraven
    0:00 Intro
    0:42 Super Mario Bros. Timeline
    2:43 What we will examine
    3:07 Famicom Disk System Version
    3:49 VS. Super Mario Bros.
    4:51 Lost Levels (SMB2j)
    6:23 All Night Nippon
    7:52 Super Mario All-Stars
    10:37 Game Genie Time
    11:26 The Return of Minus World!
    11:56 More fun with SNES Game Genie
    14:18 How to make your own codes
    15:05 Outro
    #MARIO #SNES #minusworld
  • เกม

ความคิดเห็น • 248

  • @DisplacedGamers
    @DisplacedGamers  ปีที่แล้ว +50

    Here is the link to the SNES Game Genie encoder: games.technoplaza.net/ggencoder/js/
    Explore!

    • @johnfitch5358
      @johnfitch5358 ปีที่แล้ว +4

      You should pin this comment 📌

    • @DisplacedGamers
      @DisplacedGamers  ปีที่แล้ว +3

      @@johnfitch5358 Thanks, John.

    • @RedYoshiGD
      @RedYoshiGD ปีที่แล้ว

      What Adress should I use

    • @gordontaylor2815
      @gordontaylor2815 ปีที่แล้ว +1

      You can also learn some things about Game Genie codes just by putting them into the encoder and seeing what values they're equivalent to:
      * A fairly well known and flashy "corrupter" code for SMB is IKAAAE. This is equivalent to setting the value at address 0080 to 4D (with no compare, meaning the Game Genie doesn't care about whatever value was in there before).
      * The code PIGPOG is known for causing totally random enemies and objects to appear in SMB while leaving the stage graphics intact. This is equivalent to setting the value at address 1C41 to 51 (again with no compare value).
      I think a whole series could be made of walking through why these Game Genie codes have the effects they do. :)

    • @williamdrum9899
      @williamdrum9899 ปีที่แล้ว

      A bit of a broad topic, but I'm curious how sound drivers/engines are designed for retro game consoles. Having an awesome chiptune doesn't do a whole lot if you don't tell the hardware how to play it, or you don't have enough cartridge space to store it all.

  • @jeromeellsworth1320
    @jeromeellsworth1320 ปีที่แล้ว +218

    I love that in All Stars they fixed the 1-line bug by adding more code twice. "I fixed my broken bicycle by adding a car to it." Thanks for exposing a fun little detail that I would have no chance of ever learning otherwise

    • @ShiroCh_ID
      @ShiroCh_ID ปีที่แล้ว +11

      so code bloat was already a thing in 90's huh

    • @frostech3149
      @frostech3149 ปีที่แล้ว +7

      @@ShiroCh_ID code bloat existed since the beginning, it's just the necessity to clean it up (usually for performance reasons) which has become more lax across time

    • @ClassicTVMan1981X
      @ClassicTVMan1981X 10 หลายเดือนก่อน +1

      @@frostech3149 Yes, I wish I knew how to simplify repeated code. Some of this code simplification was only possible with the 65C02 and 65816's extra available opcodes.

    • @ClassicTVMan1981X
      @ClassicTVMan1981X 5 หลายเดือนก่อน +1

      I still think the fix they did for both Super Mario Bros. 2 (FDS) and All Night Nippon Super Mario Bros., which involved simply removing the instruction for incrementing the warp zone control value under "WarpZoneObject," is more economic and, if the player attempted the wall-walk glitch past the normal 1-2 goal pipe to the warp zone pipes before the correct value in $06D6 is loaded, these three pipes would merely take the player to the same area the normal goal pipe would have done anyway.

  • @RabbitEarsCh
    @RabbitEarsCh ปีที่แล้ว +80

    This is wonderful. In Japan, people really took a lot of research into Minus World by doing the cart swap trick to load random garbage memory to get other "Minus Worlds", and it brings me great joy that there's this whole undiscovered frontier sitting here in All Stars.

    • @childofcascadia
      @childofcascadia ปีที่แล้ว +3

      Yeah, I love experimenting with game code to find stuff like minus world or all the weirdness in the original pokemon games.
      That bullet bill poking mario in the butt on the flagpole was completely unexpected and actually made me laugh. I really want to know what in the code of that minus world caused it.

    • @win_ini
      @win_ini 8 หลายเดือนก่อน +1

      ​@@childofcascadiaprobably a bug with the flagpole underwater that was never caught (recall there are no underwater levels with flagpoles in them in the main game).

    • @Hijiri_MIRACHION
      @Hijiri_MIRACHION 16 วันที่ผ่านมา

      ​@@win_ini The original game never did that (see the FDS Minus World which has underwater flagpoles) so it must've been introduced during the porting process. Either that or it's one of the Game Genie codes.

  • @mpusztai
    @mpusztai ปีที่แล้ว +184

    I wish more people explored topics like this with such passion. Your dedication really shines through. Amazing work, my friend. Simply amazing.

    • @chimp9465
      @chimp9465 ปีที่แล้ว +7

      There is what seems like an infinite amount of content online, so as such there are far far more people who explore topics like this with passion then you would think. Check out Bismuth7, Gamehut, and Coding Secrets, lol

    • @chimp9465
      @chimp9465 ปีที่แล้ว +4

      That is a nice compliment though, I get that's the intention. Boundary Break is pretty good too.

    • @LavaCreeperPeople
      @LavaCreeperPeople ปีที่แล้ว

      yes

    • @LavaCreeperPeople
      @LavaCreeperPeople ปีที่แล้ว

      @@chimp9465 yes

    • @MrShanester117
      @MrShanester117 ปีที่แล้ว

      Obsequious

  • @bbbbbbbb4503
    @bbbbbbbb4503 ปีที่แล้ว +40

    I remember when I was younger, VS SMB was a game at this one arcade
    , and I noticed how they remove the minus world glitch by already having broken the blocks. every weekend, my dad would take me to the arcade, and I would try my hand at the game. then when I went home, I would brainstorm strategies for getting further into the game for a better high score, only to return next week and find somebody had already used my strategy to get that high score. it was surreal.

  • @ShdwHg
    @ShdwHg ปีที่แล้ว +95

    A little disappointed this didn't cover _SMB Deluxe_ for the Game Boy Color as well - IIRC the Minus World bug is fixed there, and it would've been interesting to see where it took you if that check was removed (or if it just crashes, as _All-Stars_ does). I suppose it wouldn't be 6502 ASM that would need to be parsed anymore, though, which might complicate matters.

    • @DisplacedGamers
      @DisplacedGamers  ปีที่แล้ว +87

      Ahh man. I am not discounting looking at Deluxe at some point, but reversing six games for this episode including manipulating All-Stars took some time. The similar code (and even the same RAM values) helped speed things up.

    • @LinkEX
      @LinkEX ปีที่แล้ว +19

      @@DisplacedGamers You were definitely thorough with all the variations you showcased here.
      And if SMB Deluxe has different code altogether, I can see why you didn't include it.
      I'll look forward to your take on it sometime in the future.
      Since it also has a 'port' of Lost Levels, a Challenge Mode, two Versus Modes, and additional features that unlock while playing any of these, there should be plenty to talk about.

    • @angeldude101
      @angeldude101 ปีที่แล้ว +13

      There's also the GBA NES Classic Series port, which in general seems pretty close to the original just with a different screen size, though I have no idea how it handles Minus World.

    • @ShdwHg
      @ShdwHg ปีที่แล้ว +14

      @@angeldude101 That one, I presume, is just the NES ROM running in an emulator, and would behave identically to that version. I only have _Zelda 2_ out of that line, though, so I can't say for certain.

    • @raspberry1440kb
      @raspberry1440kb ปีที่แล้ว +6

      in terms of code similarity Deluxe is pretty much a completely different game

  • @Had0k3n2X
    @Had0k3n2X ปีที่แล้ว +7

    Im so Happy that you said Lost Levels takes levels from VS and not the other way around!

    • @MrCheeze
      @MrCheeze ปีที่แล้ว +5

      It's definitely an interesting point. Chronologically it's definitely true, even though people usually speak as though it wasn't. I wonder which of the two games the levels were actually designed for originally, though - Created for VS and used again for SMB2j, or created for SMB2j and included in a different game while development was still in progress?

  • @facastello
    @facastello ปีที่แล้ว +36

    Wackiest game genie moments:
    12:25 flagpole defender: bowser
    13:01 flying fish lost above castle roof
    13:17 conjoined twin koopas
    13:28 piranha plants behind the ice mountains
    13:33 bullet bill bites mario's butt
    13:48 it insists upon itself
    14:12 sorry nothing

    • @LinkEX
      @LinkEX ปีที่แล้ว +6

      I wonder how that sprite bug with the Bullet Bill at 13:33 occurs.
      Debugging these levels and finding out how we got there might be a nightmare, though.

    • @CrappyBlue
      @CrappyBlue ปีที่แล้ว +7

      love me a good sorry nothing

  • @antshield
    @antshield ปีที่แล้ว +17

    This is like magic to me. I get childlike wonder seeing those extra levels in all-stars. Thank you so much for the awesome video.

  • @potomax
    @potomax ปีที่แล้ว +52

    Un related to this vid, but i recently found a rare windows 98 game with levels locked behind codes (it was a lottery game, you had to buy scratchers to get a code)
    Long story short, thanks to your videos I had a basic enough idea on how to play in the assembly code to patch the code checking mechanism and access most levels in the game!
    So a big thank you 😃

    • @katherinemlorelei
      @katherinemlorelei ปีที่แล้ว +10

      What game?

    • @Golinth
      @Golinth ปีที่แล้ว

      Give us the game!

    • @potomax
      @potomax ปีที่แล้ว +4

      @@Golinth ​ Sorry for the Delay ! The game is called Mozaic, it's a french-canadian game from 2001. Here's a bit of gameplay : ​ th-cam.com/video/9Rbu_-RaXm8/w-d-xo.html
      I'm not sure if I can put an archive link here, but I'm uploading the patche game as we speak

  • @MrCheeze
    @MrCheeze ปีที่แล้ว +24

    Heh, I actually recently encountered that bounds check SMB1 has to make sure it never loads a world other than the 8 valid ones. I was confused why it existed, especially when SMB2u and SMB3 don't have it. But now it makes sense, they wanted to be absolutely sure that even if their minus world bugfixes didn't work, they still had a failsafe to keep you out of invalid levels.

  • @partlyawesome
    @partlyawesome ปีที่แล้ว +3

    I just want to say I've binged the entire library of this youtube channel. You deserve so much more popularity than you have!

  • @notalostnumber8660
    @notalostnumber8660 ปีที่แล้ว +5

    Kosmic needs to do a video with the AllStars Glitch Worlds now, thr foundation is right here!

    • @brighthades5968
      @brighthades5968 ปีที่แล้ว +1

      Right? Bring back the glitched worlds series!

  • @MonochromeWench
    @MonochromeWench ปีที่แล้ว +2

    The All Stars fix looks like someone treating the symptoms but not the actual cause . They realized values were invalid but didn't figure out why

  • @SynaMax
    @SynaMax ปีที่แล้ว +7

    This is a fantastic follow up video to your first Minus World episode!

  • @ArtemioUrbina
    @ArtemioUrbina ปีที่แล้ว +5

    You've sharpened your already great skills at making these.
    This was awesome, thank you

  • @danielrencewicz313
    @danielrencewicz313 ปีที่แล้ว

    I just started watching your videos a couple of months ago and I find them fascinating. As a programmer I too love to dissect things and find out what makes them work. Thanks for the videos and keep cranking them out.

  • @kri249
    @kri249 ปีที่แล้ว +1

    This was a great video to demonstrate how complicated and interwoven a games code can be. Where one tweak doesn't always result in one change. And that it can cascade into other areas too. That's also not even taking the levels design into account either.
    The most fascinating part was the water ripple effect in the castle which makes me wonder if that's a mode 7 layer that can do that effect on any background layer. It definitely gives me ideas.
    Great video as always Chris, thanks mate.

  • @halonothing1
    @halonothing1 ปีที่แล้ว

    Phew. I was gonna ask for a link to the previous episode on minus worlds. But lucky for me, it's right smack dab in the middle of the "home" section of your page. Now that's good service from a channel! Answered my question before I even asked it.

  • @magnum3.14
    @magnum3.14 ปีที่แล้ว +9

    I would have liked to see (or read) something about the 50hz version.
    Any good resources on that?

    • @DisplacedGamers
      @DisplacedGamers  ปีที่แล้ว +6

      twitter.com/MarioBrothBlog/status/1329515061476532224 is where I first saw it not long ago. I haven't been in the 50Hz code, myself.

  • @vansajexora
    @vansajexora ปีที่แล้ว

    The only sub where I actually get giddy when I see a new episode. I was smiling ear to ear this whole episode. Thanks a million!

  • @thesundrinker
    @thesundrinker ปีที่แล้ว

    Really love these videos. Hope the mighty algorithm pushes these forward more! Amazing work and knowledge in these, thank you.

  • @djhaloeight
    @djhaloeight ปีที่แล้ว +3

    Excellent video. Love the talkin’ code series!

  • @williamist
    @williamist ปีที่แล้ว

    woah, i just watched all of the episodes in this series. good to see another! love your channel, it's amazing :D

  • @andriypredmyrskyy7791
    @andriypredmyrskyy7791 ปีที่แล้ว +2

    Love your channel.
    You and retro game mechanics explained are great 😃

  • @benhemphill1390
    @benhemphill1390 ปีที่แล้ว +1

    Neat channel you have, wish this was around back in the day when I took an assembly class. However, I am really enjoying the refreshers packaged in such a fun and unique way! The TNMT video was particularly good, as was Battle Toads. You picked some great games to analyze, and are doing such a good job with the code and explanations.

  • @toaker
    @toaker ปีที่แล้ว +3

    What about Mario Deluxe on GBC? I believe the minus world bug was fixed in that version as well.

  • @ClassicTVMan1981X
    @ClassicTVMan1981X ปีที่แล้ว +5

    Thank you for doing this follow-up to the last Minus World video!
    I wonder if it might be possible to incorporate the new warp zone "override bad value" code from SMAS (that you discover at 9:30) into the original NES SMB, to bypass the Minus World? However, there is one instruction here exclusive to the 65816: DEC A (decrement accumulator), which tells us if we are above ground or not. On the original 6502, after the LDA instruction denoting area type, this can be done by instead inserting either: (1) an SEC (set carry) instruction, and then an SBC (subtract with carry) with an immediate value of #$01 to identify if we're on above ground or not; or (2) changing the DEC A to an LSR A (logical shift right, which again changes $02 into $01, but via division instead of subtraction).
    Also, on All Night Nippon Super Mario Bros., there is a new bug that can be exploited if you do the Minus World trick and go down the far right pipe (the one that normally takes you to World 2), but try to go down that pipe and trigger the "WELCOME TO WARP ZONE" message at the same time. If successful, you'll be back at World 1-1 but the current World number is still 1-2 and the timer hasn't been reset yet, so hurry along to the goal flag to get to the real World 1-3. Please try to look into this in a later episode.

    • @ClassicTVMan1981X
      @ClassicTVMan1981X ปีที่แล้ว

      UPDATE: Instead of INC A, you can use LSR A (which also changes the current value in A at RAM variable $074E from $02 to $01, but by division instead of subtraction) and it will do the same thing.

  • @GeneralBolas
    @GeneralBolas ปีที่แล้ว +1

    Here's an interesting thing you might want to do a code walk through: the level compression/decompression scheme for Solar Jetman.
    I pick that game because it's levels are absolutely *gigantic*, probably among the largest for any NES game. And while I can take a few guesses as to how they fit 13+ gargantuan levels into 256KB of ROM, it'd be interesting to see how they actually did it.
    Even better, it'd be great if you showed us how you figured out how it accomplished decompression.

  • @wolfexer8250
    @wolfexer8250 ปีที่แล้ว +1

    This series is actually making we want to learn coding. Love the way you explain this stuff!

  • @Alexs23743
    @Alexs23743 10 หลายเดือนก่อน +1

    13:34: "Careful. This is a family game!" -Banjo in Banjo-Tooie

  • @MrJohnlennon007
    @MrJohnlennon007 ปีที่แล้ว +1

    Those new levels look amazing, I wonder what the other combinations looks like. Nice video!

  • @DJHaze36
    @DJHaze36 ปีที่แล้ว

    How weird I discovered your channel and previous video on minus world today and then you upload a follow up today. Ha. Been watching loads of your other videos today too. Really great. 👍🏼

  • @roberte2945
    @roberte2945 ปีที่แล้ว

    Love in-depth nerdy stuff. You have a new subscriber.

  • @RetroPlayer4000
    @RetroPlayer4000 10 หลายเดือนก่อน

    You mentioned baseballs in the shinobi bonus stage that wasnt utilized. According to a 2000 interview they stated that all the weapons were not agreed yet and they put a baseball in as a object to test programming and would change it after they approved the weapon it would become

  • @opalpersonal
    @opalpersonal ปีที่แล้ว

    i always love these videos so much!!! i feel like i've actually learned something about old game coding...

  • @JJ_TheGreat
    @JJ_TheGreat 4 หลายเดือนก่อน

    15:39 Yes, thank you! I was always wondering how Nintendo approached this!

  • @QkiJose
    @QkiJose ปีที่แล้ว

    Incredible work as always!

  • @thedutchgoonie2989
    @thedutchgoonie2989 ปีที่แล้ว +1

    WOW DUDE! thank you so much for this video! you finally solved a 32 year old riddle 😆👍 in 1990 my best friend and i discovered the minus world by accident. we thought it was a secret in mario bros. and tried to solve this. we played the whole weekend, left the nes on all night etc. and then on sunday.. we came into a underwater version of koopa's castle and after that we saw a strange land level! than the game lockes up and it's over. we were completely hyper and exited by what we saw. til this very day, nobody believes us and were never able to reproduce this. now i know why! my friend had a dutch 1987 version of mario bros.game. so no combo card. on the dutch 1990's version mario / duck, which i have, this strange minus world version can not be found! amazing isn't? 😜

  • @cactoidpinata
    @cactoidpinata ปีที่แล้ว

    Another awesome video. Thanks for sharing this! It looks like it took a ton of tedious work.

  • @slot9
    @slot9 ปีที่แล้ว

    Excellent breakdown! So interest!

  • @dionelr
    @dionelr ปีที่แล้ว +1

    Oh wow. Great findings. I remember seeing the Arcade Mario cabinet in high school, it seemed odd to me and I never played it.

  • @Sinn0100
    @Sinn0100 10 หลายเดือนก่อน

    Do you want to hear crazy? Do you remember the NES World Cup Championship cartridges? It had Super Mario Brothers on it, Rad Racer, and I forgot the third game. At any rate, one of my very good friends owned a Play N' Trade. This was back in like 2008 and business was booming.
    My friend that owned the store bought a copy of the World Championship (Gold) for his store and he let some of us play it (I did!). Guess what works on the World Championship carts? If you guessed minus world you would be correct. I actually was the very first person that any of us knows that actually tried it and it absolutely worked. I won a free game getting the trick to work.

  • @michaeldecker4260
    @michaeldecker4260 ปีที่แล้ว

    I love these videos. Thanks very much

  • @neonswift
    @neonswift ปีที่แล้ว

    Excellent video. Love this stuff.

  • @nepdisc3722
    @nepdisc3722 ปีที่แล้ว +3

    "My favorite shows are breaking bad and better call saul, what do you usually watch?"
    "well..."

  • @childofcascadia
    @childofcascadia ปีที่แล้ว

    Ooo. Really interested in looking at how/why code changes in various smb ports make different levels! Please make that ep!

  • @TonyToon
    @TonyToon ปีที่แล้ว +1

    At the least, you used to be able to use software release date as a cue as to when the code was completed. Nowadays, it feels like nobody bothers finishing a game before releasing it.

  • @brendiesel386
    @brendiesel386 ปีที่แล้ว

    this is sooo awesome
    love this series

  • @LavaCreeperPeople
    @LavaCreeperPeople ปีที่แล้ว +1

    this is really cool bro

  • @Dinnye01
    @Dinnye01 ปีที่แล้ว

    Never was I so fast in noticing that a new vid is up :) this is gonna be a noice friday.

  • @JM.Bengtsson
    @JM.Bengtsson ปีที่แล้ว

    Great episode

  • @Vextrove
    @Vextrove ปีที่แล้ว

    Awesome vid!

  • @awesomedata8973
    @awesomedata8973 ปีที่แล้ว +4

    This was great, as always! -- I'm interested in the differences between VS Super Mario Bros. and the original, as you mentioned there were physics "tweaks", etc.
    Mario's physics have always been a thing of mystery to me. -- Also, more Zelda and Megaman plz! :D

    • @reboxtherapy
      @reboxtherapy ปีที่แล้ว

      The arcades used Vs. Super Mario Bros. The look and feel are exactly the same. It is just more difficult.

  • @Scoth3
    @Scoth3 ปีที่แล้ว

    I may have missed it if you mentioned it, but is there any recognizable levels between the original and All-Stars? I'm curious if there are any invalid worlds that mostly or entirely match up between versions (especially the original minus world, technically world 36-1). I noticed when messing around with the SMB3 credit skip in 7-1 that a lot of the junk that scrolls past during the pipe glitch is identical even if the glitch itself doesn't work, so I wonder if that caries over to other games.

  • @kron520
    @kron520 ปีที่แล้ว +8

    One of our local arcades had a timed, stand-alone SMB cabinet, but I'm 99% sure it wasn't "VS. Super Mario Bros." and definitely wasn't "Playchoice".

    • @MysticMike
      @MysticMike ปีที่แล้ว

      Funny enough I remember in an arcade a stand along smb game that's now play choice but DID have the new type of lvls meaning vs. Version. It could very well mean both versions were a thing.

    • @tsvtsvtsv
      @tsvtsvtsv ปีที่แล้ว +1

      if it was an arcade release of the game it was probably either a repackaged playchoice rom or a repackaged nes rom. i'm pretty sure i've encountered the first case in the wild but i suck(ed) at controlling platform games with a joystick and i was low on cash so i didn't get far enough to see any differences

    • @mikewallace3030
      @mikewallace3030 ปีที่แล้ว

      There was a stand-alone SMB cabinet at one of my arcades too. It was labeled with a basic “Super Mario Bros” and not “VS” nor “Playchoice 10.” I didn’t play it much because my cousin already had an NES and I got one soon after discovering the arcade cabinet. I only managed to get through 1-3 in the arcade, and from what I remember, it was the same as the NES version.

    • @Gameboygenius
      @Gameboygenius ปีที่แล้ว

      No idea if that's what you saw, but kevtris (the mastermind behind Analogue's lineup of Nt Mini, Super Nt, Pocket etc) made a video about a bootleg version implemented in large part using discrete logic chips. Look for "Vs. SMB Bootleg Arcade Board Reverse Engineering Adventure".

  • @tuxedotsukinomoon3680
    @tuxedotsukinomoon3680 ปีที่แล้ว

    The glitched water level you show, H-1, is exactly the same minus world you get in Vs. Super Mario Bros.!

  • @MarcosValverde_mcs
    @MarcosValverde_mcs ปีที่แล้ว

    Wow! This is a fantastic video! Please, do a live exploring the 255 minus worlds and the Game Genie codes to go to them.

    • @gordontaylor2815
      @gordontaylor2815 ปีที่แล้ว +1

      He should start with the original SMB (which is easy enough given you can just modify the original "warp to world" codes to take you wherever you want) and then move on to the "counterpart" in All-Stars based on the technique in this video.

  • @Showsni
    @Showsni ปีที่แล้ว +2

    I'm a little disappointed none of the official releases corrected the scroll stop glitch, when your previous video showed how easy it would be to correct.

  • @bedwablackburn
    @bedwablackburn ปีที่แล้ว +1

    Oh baby, this is gonna be fun

  • @aaendi6661
    @aaendi6661 ปีที่แล้ว

    I never noticed the camera getting stuck while jumping off the elevator. Do all underground levels in SMB and SMB2:LL have the scroll-stop object, or just 1-2 in SMB?

  • @joethemanager1
    @joethemanager1 ปีที่แล้ว

    The exploration at the end is like the 256 worlds glitch that was popular in Japanese magazines. I recommend checking that one out.

  • @brendn
    @brendn ปีที่แล้ว +1

    This is incredible. 256 new levels with three Game Genie codes? 1993-me would never have believed it.

  • @thingsiplay
    @thingsiplay ปีที่แล้ว

    13:31 I didn't see this coming. Had a good laugh. :D Thanks making my life better.

  • @PedroManX
    @PedroManX 11 วันที่ผ่านมา

    Woah, amazing!!

  • @Mainyehc
    @Mainyehc ปีที่แล้ว

    There’s another combo release, along with Tetris and Nintendo World Cup. My NES with FourScore and four controllers came with that multi-cart.

  • @roastefied3309
    @roastefied3309 ปีที่แล้ว

    I remember a version of donkey Kong country that maybe 1 or 2 other people have played. I borrowed my friends damaged donkey Kong country game for a week. The game ran fine. As soon as you rolled you remained in that horizontal height. So you could roll in the air and keep floating at that height. If you jumped then roll after you had rolled in the air you would jump and be able to roll at a even higher height. The animal friends had a neon glitch look to them. I never played it through but not sure what else was rearranged. What I heard is that the game had water damage.

  • @nicwilson89
    @nicwilson89 ปีที่แล้ว

    I was about to ask if that was Wolf and Raven I could hear playing in the background but the end screen confirmed it, fuckyea :D

  • @HiTwoBah
    @HiTwoBah ปีที่แล้ว

    I've not been able to find a good explanation of how these levels get generated. when you go to a world after 8, how does the game pick the map, tile set, enemies, etc? are there any good videos for that?

  • @billbarman
    @billbarman ปีที่แล้ว +1

    Judging by this video, it seems the old code from 1985 was used as the base for the all-stars version with some fixes added as needed like what they did to prevent the minus world. If this is the case, what made them change the physics when Mario breaks a brick? Was that an intentional change? He seems to go upward and get caught on the brick above in All-stars while in the original he bounces down and keeps momentum.

    • @ClassicTVMan1981X
      @ClassicTVMan1981X ปีที่แล้ว

      That is what I wish to know, too. It is true the code for the original 1985 SMB1 was used as the starting point for all he has covered here, and that I wish to know more as to what was changed specifically for Super Mario All-Stars.
      For example, the bounce rate for when Mario/Luigi jumps on an enemy is not the same:
      * The original rate was $FC, and applied to both SMB1 and VsSMB. This meant Mario/Luigi could "fall off" and stop bouncing (or "turtle tipping") on a Koopa or Buzzy Beetle against a staircase, and have to restart.
      * For SMB2 (FDS, hereafter called The Lost Levels) and All Night Nippon SMB, although the normal bounce rate for jumping on an enemy is $FA, there is also a check for if Mario/Luigi had jumped on any of the Koopa Paratroopas (the ones with the wings); the bounce rate for them is set as $F8. In both cases, Mario/Luigi can continuously bounce on Koopas or Buzzy Beetles on staircases without falling off.
      * In Super Mario All-Stars, for both SMB1 and The Lost Levels, the bounce rate (including for Koopa Paratroopas) is $FB. Although it lacks the extended check for the Koopa Paratroopas that was present in both the original FDS TLL and ANNSMB, Mario/Luigi can still continuously jump on Koopas and Buzzy Beetles against staircases for points and 1-UPs without falling off.

  • @OtakuUnitedStudio
    @OtakuUnitedStudio ปีที่แล้ว +1

    You use some of the 80's-est music I've ever heard. I'd love it if you could include the track titles you use.

  • @Kawa-oneechan
    @Kawa-oneechan ปีที่แล้ว

    I've seen those bright green blocks before, when I was ripping tile data out of idle boredom.

  • @TheGag96
    @TheGag96 ปีที่แล้ว

    I actually acquired a SNES GG recently, but I only have SMAS+SMW. Would you happen to have any equivalent codes for that version?

  • @rdpvader
    @rdpvader ปีที่แล้ว

    Awesome video

  • @LethalBubbles
    @LethalBubbles ปีที่แล้ว

    the rippling hills look so cool

  • @philipmurphy2
    @philipmurphy2 ปีที่แล้ว

    There is so many versions of Super Mario Bros that is for sure.

  • @Chubby_Bub
    @Chubby_Bub ปีที่แล้ว

    Thanks for these investigations, I find them very interesting. You do well at explaining even for someone who is not a code expert. If you ever do another video on this topic, I'm curious about how the “garbage” world data in the ROM works that produces the worlds you end up in, like the differences between cartridge and FDS minus world.

    • @Titanic4
      @Titanic4 ปีที่แล้ว

      This is greatly explained in the following video: th-cam.com/video/B8o_VpY9scs/w-d-xo.html

  • @bootmii98
    @bootmii98 ปีที่แล้ว

    What are the four areas like on the PC10 and 50Hz versions? Are they identical to the 1985 original?

  • @paulstevens1493
    @paulstevens1493 ปีที่แล้ว

    Love this

  • @possible-realities
    @possible-realities ปีที่แล้ว

    Nice rundown of the evolution of the minus world logic. I also liked that you showed so many worlds at the end.
    How did you find the worlds that you showed, pure trial and error?
    Also, would a given world such as world T be different in say the original SMB?
    And do you have any idea why the FDS port's minus world is different, even though the code in 1-4 is the same, as you showed?

  • @davevc420
    @davevc420 ปีที่แล้ว

    It's so cool the amount of time people have taken analyzing these old games.

  • @kinkytheslinky
    @kinkytheslinky ปีที่แล้ว

    wolf and raven music? hell yeah

  • @ohnoitschris
    @ohnoitschris ปีที่แล้ว

    Those hidden worlds look genuinely fun

  • @groom_of_the_stool
    @groom_of_the_stool ปีที่แล้ว

    You: -explains code-
    Me: Ah yes, interesting.

  • @MANGOM1LK
    @MANGOM1LK ปีที่แล้ว +1

    very curious how the first scroll stop fix looks in SMAS - you'd expect them to fix something like that with how polished it is!

  • @gizaha
    @gizaha ปีที่แล้ว +1

    Perfect video! You said that pal version of smb has tweaked hitboxes for the 50hz code. Does pal mario all stars include this patch (compared to us smas), or just runs slower using us code? Second, in all stars, lost levers has bugfix compared to smas smb?

    • @ClassicTVMan1981X
      @ClassicTVMan1981X ปีที่แล้ว

      Yes, most of the same changes for the second PAL SMB1 are present in the same region's version of SMAS. The PAL SMB1 is also the first home version of the game to have the fix for the end of the water levels that corrects a glitch above the goal pipe that causes Mario/Luigi to get stuck and have to wait for time to run out.

  • @grongy6122
    @grongy6122 ปีที่แล้ว +3

    You rule, dude.

  • @ladyabaxa
    @ladyabaxa ปีที่แล้ว +7

    To know if there are elements prioritized erroneously to be in the background you can check in VRAM. I've never used Mesen but it appears pretty robust. If it allows you to disable layers then it becomes trivial to hide the layer(s) you think are in front of out of sight elements.

  • @davidsburningdumpster8728
    @davidsburningdumpster8728 ปีที่แล้ว

    These'll never not be interesting! And they just keep getting better!

  • @scrubsandwich1050
    @scrubsandwich1050 ปีที่แล้ว

    Great video again! I loved the first one and this second one is amazing. One thing that I am curious about that I don't think I've found answers for is why SMB1 on the FDS has a different Minus World despite seeming to be a pretty clear cut port, (same thing with SMB1 on C64 though not being official) In this video you had stated that it addresses for level data a different area in code because everything was shifted to make room for FDS stuff but shouldn't that mean that where it addresses to should produce identical results? I'd love to see this question explore in maybe another video or maybe even a reply. Thanks!

  • @arciks11
    @arciks11 ปีที่แล้ว

    This makes me wonder. Does Dragon Warrior 4(NES) and Dragon Quest 5 (SFC) share the codebase and if it's in theory possible to backport a context sensitive button(Talks when facing an NPC, opens door when facing a door, opens treasure chest when standing on a... you get the idea) back into NES version.

  • @EebstertheGreat
    @EebstertheGreat ปีที่แล้ว

    What are the differences in the ROMs between the Famicom and FDS versions of SMB1? Are absolute addresses the only things that have been changed (to match the different memory map of the FDS)?

    • @ZipplyZane
      @ZipplyZane ปีที่แล้ว

      I haven't checked the ROM, but I note that the entire SMB rom would fit in the disk cache of the FDS. So it would make sense for it just to copy all of the data to the disk cache and then go.
      I guess they might have it copy over in chunks to make it go faster, but the system can't execute code and copy data from disk at the same time. So I suspect they would load the entire game at once.

    • @EebstertheGreat
      @EebstertheGreat ปีที่แล้ว

      @@ZipplyZane The whole game is definitely loaded into RAM, but the RAM resides in a different part of memory in the FDS than the PRG ROM in NROM. So at least the absolute addresses have to change.
      For instance, the first byte in page 1 in the FDS is at $6100, but the first byte in page 1 in NROM is at $8100. So any instruction to jump to the start of page 1 will have to be changed from a JMP #$6100 to a JMP #$8100.
      And of course, we know _something_ about the addressing is different, because the minus worlds are different. When you read past the valid level data into "world 36," you are reading different garbage on the FDS than you do on the Famicom. That suggests some blocks of memory are rearranged or something.

  • @Mody99906
    @Mody99906 ปีที่แล้ว

    NICE BRO MORE EPISODES

  • @somario360
    @somario360 ปีที่แล้ว

    What tools are being used that allow you to see the levels and code with comments like that?

    • @DisplacedGamers
      @DisplacedGamers  ปีที่แล้ว +4

      Mesen’s debugger translates the opcodes to assembly instructions, and I type comments and add labels as I figure things out.

  • @Lovuschka
    @Lovuschka ปีที่แล้ว +1

    Fun fact: Speedrunners beat "Super Mario All Stars + Super Mario World" much faster than "Super Mario All Stars".

  • @chrisv.4279
    @chrisv.4279 ปีที่แล้ว +1

    13:33
    Suppository Sal

  • @DaWhiteTyger
    @DaWhiteTyger 10 หลายเดือนก่อน

    wait wait wait wait... Hold up now... YOU PURPOSFULLY RECODED THE MINUS WORLDS?!?!? IN SMAS? (Mind broken) 🤯

  • @JJ_TheGreat
    @JJ_TheGreat 4 หลายเดือนก่อน

    5:56 If we were to access the area in memory using a Game Genie, what would the Minus World look like in Lost Levels?

  • @nyanpasu64
    @nyanpasu64 ปีที่แล้ว

    Why does the original minus world load an exit table index, increment it, and set it back to the correct value when you scroll the pipe names into view?

  • @dasheiligedonerhuhn
    @dasheiligedonerhuhn ปีที่แล้ว +1

    does minus World work in smbdx?