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Talk:Super Smash Bros.

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More Stuff

There's two other beta levels and a debug mode that I'm aware of. The levels I've farted around with before, but I haven't had the chance to try out the debug mode yet to mess around with it. -- Rick 23:40, 29 May 2010 (EDT)

Yea, I clearly remember there being 2 beta levels and some SFX. I was hesitant to put down a debug menu as I've never dicked around with that, but it was in the back of my mind... Anyway, I'll gather up what I can later. I plan to focus more on SSBM though. ~ Tanks
If I can hook up my N64 sometime, I'll try it out using my actual-factual Gameshark. I forget what special code I need to get it to work, though. -- Rick 00:28, 30 May 2010 (EDT)

Image Question

Mind if I ask why the images we're using are 320x240? Are we sure that's the proper resolution for SSB? ~ Tanks

All N64 games (with a few minor exceptions) use 320x240 as their native resolution... -- Prince Kassad 05:32, 1 June 2010 (EDT)

Unused Sound

Shouldn't there be a mentioning of sound clip 198? It's not used in-game, although it's in the sound test. Devann 22:12, 5 July 2011 (EDT)

List of menus and such

I thought that, since there's a lot of stuff here, I'd put my personal findings. Note that I'm using Project64 2.0, downloaded from Coolrom.com. I've captioned everything the best I can, and "????" means that I couldn't get any effect out of the screen. I've only tested up to 001F st far, and I plan to do up to 3003F tomorrow. I'll keep this Dropbox link here and update on this page when I update the file.

Most notably IMO are the blank spaces between windows. Is there actually anything there, or are they there because there was once something? Or maybe I'm just getting an "Empty Room Psyche" out of this. Code 006 is mentioned below, but I never got any result in it. Code 004 (System test) has no display for me and Code 005 is nothing for me. I'll probably test in the (Infinitely better) PJ64 1.6 later. --The Dragonn 29 23:44, 12 July 2013 (EDT)

Was Samus intended to be displayed without suit?

Okay, there is something that I know for a little time now, but, when a character gets an electric shocking or that kind of stuff (Hit by Pikachu's attack or Fox's blaster), a model with the texture of the skeleton of the character is displayed several short times, and can be observed if the game is paused at the right moment. With Samus, no model with that skeleton texture is displayed, but the model of a human female character with a blank texture is displayed instead. Does that mean that Samus was intended to be available suitless ?--Alexfou4 05:03, 4 January 2013 (EST)

No, I'm pretty sure it's just meant to be a play on the normal skeleton thing. Samus's body is like the skeleton for her power suit. That's all. --Peardian 08:07, 4 January 2013 (EST)
It is not said in Samus's description that she is a girl and so it is weird that it is only indicated by that in the game and not elsewhere... But, huh, you are probably right. Have a nice day! :3--Alexfou4 08:30, 4 January 2013 (EST)

CPU debug?

If you use the code 800A4AD0 0006, you can enter a weird debug menu, much like you would any of the other debug menus. This one has the graphics a bit screwy, and if you press C-left, you can get a bar at the bottom that might be the CPU usage, and if you press buttons, some squares light up. I can only get this to work on Project64, and it makes it hog 50% of my computer's CPU usage. Someone should look into this more and get more info. {EspyoT} 14:48, 29 March 2013 (EDT)

Attempted to try as much as I could with the controls, but the only actual effect I found was that the L and R commands on Digital (using Project64) moved the large rectangular columns, you guessed it, left and right at a VERY slow pace. The up and down commands don't seem to work unusually, and if you hold down Digital Left, the columns endlessly loop, and if you hold down Digital Right, they go off-screen and allow you to see the rest of the bugged text (in which only a green Pikachu font was decipherable). Pressing Z gave the purple line, with multiple button mappings being recognized through the yellow squares as you claimed. The D-Pad buttons are mapped as they are on the pad (ie up down left and right), which combined with the previously column shenanigans lead me to believe that it was a VERY early menu used to test button mapping and screen configuration (which I oddly don't remember being in the final product?), but in any case, I didn't notice it having any effect on the actual gameplay. --Crashandcortex 04:25, 28 May 2013 (EDT)

Silph Texture Change

In Saffron City, the Silph logo is spelled "Silf" in the Japanese version. Can be seen in this screenshot and this video. --GlitterBerri 05:39, 19 April 2013 (EDT)

Falls Menu

While messing around with code numbers on Project64, I found a provisionary menu that seems to be laid out in the same manner as the character Debug menu, presumably assigned to the results of a match. Using the code 800A4AD0 0005, you can access a small blue menu on a black background detailing "Finish" and "Dead". The listings of "Finish" immediately above the Deads represent a character, although whether by emulator fault or by unstable code, any characters past Luigi (the character layout is the same as the battle debug menu) cause a pop-up to appear which says "Failed to load word" and crashes the game. The Dead and other Finish commands presumably refer to KO's and SD's, and can be toggled from 0 all the way up to 65536. Exiting the menu with Start does nothing, but pressing A takes you straight to the character debug, where none of the changes on the fall menu appear to apply. --Crashandcortex 04:40, 28 May 2013 (EDT)

Nice! Now we need to document this menu and the CPU/Menu debug one. I'm looking forward to seeing this one in action! {EspyoT} 08:12, 28 May 2013 (EDT)

Hidden Message in "Unlock" Screen

In the Japanese version, I noticed that in the screen that appears after unlocking something, there is a hidden message (it is also in the main menu, but it is harder to see). I appreciate if someone can help me discover what this means: http://oi57.tinypic.com/3022ult.jpg

My try:

NINTENDO ALL-STAR! SMASH BROTHERS
PLAY UNTIL YOUR HAND HAVE BEEN A TOO MARSH ?AIN
ALLSTARS SMASH BROTHERS

TempleofDreams (talk) 13:58, 19 February 2014 (EST)

Are you able to dump the textures used in that screen? -Einstein95 (talk) 14:02, 19 February 2014 (EST)
Sorry, but I only got the exclamation point used in that screen with Rice video plugin. TempleofDreams (talk) 14:33, 19 February 2014 (EST)
I got two comparison images:

TempleofDreams (talk) 21:56, 20 February 2014 (EST)

Enable Hitboxes

https://www.youtube.com/watch?v=dOXa_l-3uJk

81167578 2400
810F2C04 2400
810F33BC 2400

He doesn't say, but it's the U.S. version. All characters appear as yellow boxes.--Gilgamesh (talk) 17:47, 8 April 2015 (EDT)

Dev. Text

Regarding the recent to-do: There's considerably more dev text in the ROM, but I didn't post it on because A: I didn't want to clutter the page with useless, inconsequential text strings, B: A lot of said strings are repeated over and over, so the ones I put on were the more interesting ones, and C: A few of the strings are isolated and thus ludicrously tedious to look for. Do you want me to paste all of the ones I can find anyway? Crashandcortex (talk) 02:16, 10 April 2014 (EDT)

You don't have to, and what you have done is a lot. Thank you for helping me with this page. Also, did you use a program called LemAsm to find these things? TempleofDreams (talk) 16:55, 10 April 2014 (EDT)

Strange sets of text

I apologize if this is immensely inconceivably minor, and I don't really know if it warrants being put on the page, so I decided to chime in here before slapping it there. While cruising through MadEdit, I happened to catch these interesting strings of characters grouped together:

A B C D E F G Q W R T U Y I O P S H J K L Z X V N M 1 2 3 4 5 6 7 8 9 0 SPACE OK DEL No  caption.

Yes, the letters do go in this order.

No idea what it may have been intended for. A planned initial entry screen maybe? There's also another similar collection of entries which just have numbers, a period, the no caption message, OK and a random letter B. Crashandcortex (talk) 10:59, 5 July 2014 (EDT)

Very interesting... The letters are clearly in the QWERTY arrangement, but I can't think of a good reason why A through G are pulled to the front like that. If it were just A-F, then I could see it being used as part of a developer tool, but the G means it might not be for entering hex. Either way, the words after the numbers makes it clear that this is some kind of text entry keyboard. The string "No caption." makes me think taking screenshots, but it could just be some kind of placeholder. --Peardian (talk) 15:27, 5 July 2014 (EDT)

Master Hand holding the secret characters in the intro?

In the game's intro, we can see Master Hand choosing two random characters, and he always carries in the first character. The secret characters never appear in this part of the intro, but it appears data for them is programmed, as proven in the "Continue?" screen for the single-player campaign. It would be interesting to get them to appear in the intro, just for the novelty of seeing how Master Hand carries them. — NES Boy (talk) 15:55, 11 July 2014 (EDT)

Pokemon Trainer intended to stop walking?

I was watching a video of corrupted Smash Bros., and I don't think the corruptions did this, but it looks like the Pokemon Trainer's leg's animations were intended to stop walking in front of the camera. What do you think? https://youtu.be/NJY64Iz7b1A?t=28m21s (It should link to 28:21 in.) --ComJay (talk) 07:40, 25 May 2015 (EDT)

Well, the animation is clearly there. And it goes unused. I say add it. {EspyoT} 16:04, 25 May 2015 (EDT)

Ice Terrain

I saw a thread in the 64 section of SmashBoards about hacking, and someone found slippery ice terrain that's mostly functional but relatively glitchy. There was no visual difference in the actual ground. Unfortunately, I just searched 1+ hours for that thread and couldn't find it. Does anyone else know about this and can confirm it? The preceding unsigned comment was added by Kimimaru (talk • contribs)

I managed to find it! Here's the topic: https://smashboards.com/threads/update-09-06-2015-pre-stage-editor-tests.403626/ Kimimaru (talk) 17:51, 8 October 2016 (EDT)
I've been looking into stage format, and think the "ice terrain" that Nokabure was referring is just an array overflow. A collision plane has a "FloorType" enum, which is used (among other things) to offset into a float32 "friction" array. If you overflow the array, the next set of data is either "0x00000000" or pointers ("0x80xxxxxx"), so you end up with zero or a very small negative friction. I don't see any intention for an ice terrain.
I should probably take a look at the file in the linked thread to make sure, though.--Tehz (talk) 12:26, 9 August 2017 (EDT)

Respawn Platform in Unused Stages

When a character is respawned, the game searches through an array of "spawn points" to find the "vs mode respawn" point. If it finds that point, it stores the index of the point onto the stack and exits. If it doesn't find the point, it just exits.

Then, the game does not check if the point was found, it just uses the "array offset" on the stack to find the (X,Y) for the respawn platform. If the prior routine found a "respawn point" and set up the stack correctly, there is no issue.

However, the two "unused stages" (Small/Kirby Beta 1, and New/Kirby Beta 2) don't have a "respawn point". So, the game is just reading random memory addresses based on the state of the stack. Normally, those reads don't have a correct TLB, leading to a TLB exception and causing the game to crash (like on console or accurate emulators.) Some emulators don't care so much about that, and will just give back (0,0) for the two illegal reads. --Tehz (talk) 12:56, 9 August 2017 (EDT)

All Players are Skeleton

Samus is the only one that has kept the appearance of the beta version of the game.

Samus vs Pikachu
Mario vs Pikachu
Link vs Pikachu
Samus vs Link
Samus skeleton character
Kakuto-Geemu Ryuoh

--Gilgamesh (talk) 05:54, 4 January 2018 (EST)

Are you saying that Samus' skeleton is different in that it looks like the characters from Kakuto-Geemu Ryuoh (Dragon King: The Fighting Game)? --Kimimaru (talk) 17:55, 4 January 2018 (EST)
Samus's "Skeleton" is intentionally this shape as an easter-egg to show that Samus is not a robot, she is a woman inside a suit. Devann (talk) 17:58, 4 January 2018 (EST)

Hidden poly and texture for Kirby?

Link to my tweet, link to a .png. --ComJay (talk) 12:17, 23 July 2018 (EDT)

Unheard Ending of Character Select Music

I believe to have found an unused part of the character select music. It can only be heard by dumping the MIDI straight from the game. The supplied audio file is a recreation of what it would likely sound like in-game using the song's MIDI file and the game's instruments. Recreation

Different item pickup sound

When playing as Fox, and I pick up an item, the sound is very different than what it usually sounded like when you were playing as a character other than Fox. Can you please inform us why? Morrigan Aensland-Hill (talk) 19:13, 25 May 2023 (UTC)

This might have something to do with the sound his reflector makes, and is most likely a bug, but that's just speculation on my part. Devann (talk) 19:29, 25 May 2023 (UTC)

A Prototype

You all do realize there's a prototype of this game that's been discovered for about, 6 years now right? It's right here in this video.

Granted, it's a extremely late build, probably even a PAL one, but a beta's a beta, right? Sansstorm (talk) 20:59, 27 March 2024 (UTC)