Originally posted by VL-Tone
I didn't check any level in particular, I just looked through all the unknown stuff left after blanking the ROM of all known stuff. It's possible indeed that the Japanese version still has the missing function for the trampoline, but things are not at the same place in there.
I looked at the 1.1 "Shindou" edition a few days ago but the function is also missing there. An easy way to convert addresses between the versions is to compare the 0x0C calls in the behavior scripts. One interesting thing is that the RSP microcode used in the 1.1 version has been updated from 1.0, as well as the sound/music engine.
Originally posted by VL-Tone
Originally posted by RomanianGirl
I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring.
(THIS BEGINS AT HEX ADDRESS $265990 IN ROM):
" dSetSpring()
proc_dynlist(): No current object "
From what I concluded a while ago, this text belongs to the Mario face animation intro routines, which is a separate program in itself. But I may be wrong, it may be some unused debug console text for the main game. Messiaen might have more information about it.
There's some debug stuff we haven't found yet, some of it being console text that happens mainly in the title screen and which was probably printed in the workstations used to develop the game. A while ago I did some tests with PJ 1.4 and got some text to print (mostly on fatal errors). Judging by some ASCII strings in the checksum area, there seems to be some sort of music debugger also (just search for strings such as "SEQ", "CHANNEL", "TEMPO"). Those strings are substantially different in the 1.1 version, which suggests that the later version has different/additional debugs stuff.
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