Results 1 to 18 of 18

Thread: Super Mario Bros. - Spiny Egg Intended Behavior

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Cherry (Level 1)
    Join Date
    Oct 2010
    Location
    Milwaukie (Oak Grove), Oregon
    Posts
    351
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default Super Mario Bros. - Spiny Egg Intended Behavior

    Has anyone here been aware that the Spiny Egg movement in the NES version of Super Mario Brothers is not as intended? The link below will tell.

    Link about this:
    https://tcrf.net/Talk:Super_Mario_Br...ontal_Movement

    What we got:
    Code:
    DifLoop:  lda PRDiffAdjustData,y
              sta $01,x
              iny
              iny
              iny
              iny
              dex
              bpl DifLoop
              ldx ObjectOffset
              jsr PlayerLakituDiff
              ldy Player_X_Speed
              cpy #$08
              bcs SetSpSpd
              tay
              lda PseudoRandomBitReg+1,x
              and #$03
              beq UsePosv
              tya
              eor #$ff
              tay
              iny
    UsePosv:  tya
    SetSpSpd: jsr SmallBBox
              ldy #$02
              sta Enemy_X_Speed,x
              cmp #$00
              bmi SpinyRte
              dey
    What should have been:

    Code:
    SetSpSpd: ldy #$02
              sta Enemy_X_Speed,x
              cmp #$00
              bmi SpinyRte
              dey
    SpinyRte: jsr SmallBBox
    Move the jsr instruction to below the dey instruction, and the movement will be as intended.

    This same fix can also be applied to these other SMB variations:
    Super Mario Bros. (FDS)
    Super Mario Bros. 2 (Japan) (FDS)
    All-Night Nippon Super Mario Bros. (FDS)
    Vs. Super Mario Bros.
    (Please note the offsets for the SetSpSpd instruction will be different for these versions than the NES cartridge version, which is at offset 0x4444 when using a hex editing program like Hexecute or Hex Workshop.)

    ~Ben
    Last edited by ColecoFan1981; 03-04-2015 at 01:49 PM.

  2. #2
    Strawberry (Level 2) JohnnyA's Avatar
    Join Date
    Dec 2004
    Posts
    578
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    I would be very interested to see a before and after video of the behavior, as it's hard for me to picture how the behavior would change from just the description. Neat nonetheless.

  3. #3
    ServBot (Level 11) Custom rank graphic
    Graham Mitchell's Avatar
    Join Date
    Feb 2004
    Location
    Los Angeles, CA
    Posts
    3,623
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post
    Xbox LIVE
    Psygnosis8
    PSN
    Psygnosis8
    Steam
    Psygnosis8

    Default

    Quote Originally Posted by JohnnyA View Post
    I would be very interested to see a before and after video of the behavior, as it's hard for me to picture how the behavior would change from just the description. Neat nonetheless.
    It sounds like they're supposed to bounce before turning into a spiny. Pretty interesting!

    The page also talks about an alternate ground theme music that Koji Kondo has alluded to in interviews. I'd like to hear that as well.

  4. #4
    Cherry (Level 1)
    Join Date
    Oct 2010
    Location
    Milwaukie (Oak Grove), Oregon
    Posts
    351
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    Here's an "after" video:
    https://www.youtube.com/watch?v=b-jwlt24NLo

    ~Ben

  5. #5
    Kirby (Level 13) Tanooki's Avatar
    Join Date
    Aug 2012
    Posts
    5,964
    Thanks Thanks Given 
    3
    Thanks Thanks Received 
    2
    Thanked in
    2 Posts

    Default

    I wondered what this was all about as code means nothing to me. That would have made the game quite a bit harder than probably even necessary so I can see why they left it out. I'm more surprised as downright ugly as the FDS SMB2 was they didn't include it in there.

  6. #6
    Insert Coin (Level 0)
    Join Date
    Oct 2014
    Posts
    68
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    Quote Originally Posted by Tanooki View Post
    I wondered what this was all about as code means nothing to me. That would have made the game quite a bit harder than probably even necessary so I can see why they left it out. I'm more surprised as downright ugly as the FDS SMB2 was they didn't include it in there.
    It's been awhile since I've played it but I have SMB2j on my wii and I'm pretty sure the spiney behavior is different in it

  7. #7
    ServBot (Level 11) Custom rank graphic
    Graham Mitchell's Avatar
    Join Date
    Feb 2004
    Location
    Los Angeles, CA
    Posts
    3,623
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    1
    Thanked in
    1 Post
    Xbox LIVE
    Psygnosis8
    PSN
    Psygnosis8
    Steam
    Psygnosis8

    Default

    Wow, looks like it would've been more challenging. I'd like to patch it into vs smb and try it.

  8. #8
    Cherry (Level 1)
    Join Date
    Oct 2010
    Location
    Milwaukie (Oak Grove), Oregon
    Posts
    351
    Thanks Thanks Given 
    1
    Thanks Thanks Received 
    1
    Thanked in
    1 Post

    Default

    On the side, here's a recently uncovered SMB glitch: you have to beat the game the first time around. When the secondary hard mode is activated, start a 2 player game.

    Go to World 5-2 (provided both Mario and Luigi have enough lives) and be Small on the vine and wait for the Hammer Brother to throw a Hammer at you while on the vine. When it is the next player's turn, the next player should be at 1-2, 2-2 or 4-2 and a vine will grow from the ground. In 1-2, this vine allows you to rack up infinite lives from a Buzzy Beetle.

    https://www.youtube.com/watch?v=RDEhCty45Sk

    ~Ben

Similar Threads

  1. Super Mario Bros. Toy - Two Ladders & Mario Luigi Figures
    By ZackyH in forum Buying and Selling
    Replies: 5
    Last Post: 10-31-2007, 02:06 AM
  2. FS: N64 Mario Kart 64, Mario Golf, Super Smash Bros $35
    By Perkar in forum Buying and Selling
    Replies: 2
    Last Post: 08-24-2006, 11:31 PM
  3. NEW Super Mario Bros. an evolution of classic 2D Mario
    By Jasoco in forum Classic Gaming
    Replies: 28
    Last Post: 05-19-2005, 03:25 PM
  4. FA: Mario Bros / Zelda Toy Chest, Super Mario 2 Inside Out
    By TisLord in forum Buying and Selling
    Replies: 2
    Last Post: 10-21-2004, 09:25 AM
  5. Everybody Rejoice ---- Super Mario Bros. Super Show! - Vol 1
    By www.consolegames.org in forum Classic Gaming
    Replies: 11
    Last Post: 06-28-2004, 04:28 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •