“Super Mario World (SNES)”的版本间的差异

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'''Sprite graphics index: F'''<br />
 
'''Sprite graphics index: F'''<br />
 
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.
 
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.
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===Vertical Dark BG Level=== <!--T:14-->
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'''Level mode: 0D'''<br />
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Same as 0C (horizontal dark BG level), but uses a vertical layout.
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===Duplicate Horizontal Layer 2 Level=== <!--T:15-->
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'''Level mode: 0F'''<br />
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Duplicate of level mode 01.
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==Unused Graphics and Objects== <!--T:16-->
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A '''gigantic''' number of unused graphics and objects can be found hidden in the ROM. Even more stuff from earlier builds of ''Super Mario World'' can be found in the [[SNES Test Program]] and [[SNES Burn-In Test Cart]].
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===Sprite-Based Objects=== <!--T:17-->
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====Classic Piranha Plant====
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[[File:SMWPiranhaPlant.PNG|32px|Piranha Plant with Cheep Cheep filling.]]<br />
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'''Sprite ID:''' {{hex|1A}}
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<!--T:18-->
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A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. Note that the upside-down variation of this ''is'' used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stem of this has been moved.
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<!--T:126-->
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An unused, yellow upward facing Piranha Plant variant was shown in a prerelease screenshot however.
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<!--T:19-->
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There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.
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====Floating Platform==== <!--T:20-->
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[[File:SMWBigPlatform.PNG|A big ol' floating platform.]]<br />
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'''Sprite ID:''' {{hex|5E}}
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<!--T:21-->
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This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.

2021年2月22日 (一) 14:41的版本

特色条目

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Super Mario World

游戏名称: Super Mario World
别名: Super Mario Bros. 4: Super Mario World (JP)
开发商: Nintendo
发行商: Nintendo
游戏平台: SNES
发行于日本: November 21,1990
发行于美国: August 13,1991
发行于欧洲: April 11,1992


AreasIcon.png 本游戏有未使用的区域.
CodeIcon.png 本游戏有未使用的代码.
EnemyIcon.png 本游戏有未使用的敌人.
ObjectIcon.png 本游戏有未使用的对象.
GraphicsIcon.png 本游戏有未使用的图型.
ItemsIcon.png 本游戏有未使用的道具.
SoundIcon.png 本游戏有未使用的音效.
DebugIcon.png 本游戏有隐藏的调试功能.
RegionIcon.png 本游戏有区域差别.


Super Mario World is the first Mario game on the Super NES, rushed and hacked together in time for release.

Despite that, it's considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels. Also, Yoshi.

Hmmm...
待办:
Document the discoveries posted here.

Sub-Pages

Unused Levels
Early levels that still linger in the ROM.
Version Differences
Those dolphins had it coming.

模板:Namespaces

Unused Sound

文件:SMW-unused sound.ogg

An unused sound that would be repurposed in Yoshi's Island for when the player hits Expansion Blocks, unlocks levels, and jumps on Fat Guys. Used in the ys_romX_0 build for when the player stomps on Georgette Jellies.

Unused Level Modes

Layer 1 horizontal into Layer 2 vertical

Sprite ID: EC

When this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. It only functions in levels with the layout mode set to 05 or 06.

Translucent Levels

It looks like the whole level got a vanish cap

Level modes: 1E and 1F
The game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). Both modes are fully functional. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development.

Early screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode.

Unused Background and Sprite Graphics Indexes

Object graphics indexes: A, E
Graphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. As a result, all tileset-specific objects are scrambled, making the index mostly unusable.

Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. series.

Sprite graphics index: F
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.


Vertical Dark BG Level

Level mode: 0D
Same as 0C (horizontal dark BG level), but uses a vertical layout.

Duplicate Horizontal Layer 2 Level

Level mode: 0F
Duplicate of level mode 01.

Unused Graphics and Objects

A gigantic number of unused graphics and objects can be found hidden in the ROM. Even more stuff from earlier builds of Super Mario World can be found in the SNES Test Program and SNES Burn-In Test Cart.

Sprite-Based Objects

Classic Piranha Plant

Piranha Plant with Cheep Cheep filling.
Sprite ID: 1A

A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. Note that the upside-down variation of this is used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stem of this has been moved.

An unused, yellow upward facing Piranha Plant variant was shown in a prerelease screenshot however.

There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.

Floating Platform

A big ol' floating platform.
Sprite ID: 5E

This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.