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All code that can be run with PI on Japanese

MrCheeze Jul 27th, 2016 (edited) 478 Never
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  1. All code that can be run by touching powerups with various PI's on Japanese.
  2. (For what powerups trigger what code, see here: https://dl.dropboxusercontent.com/u/183608682/PI2.xlsx )
  3.  
  4.  
  5. C56D:
  6. make mario big
  7.  
  8. C5F8:
  9. give mario fire
  10.  
  11. C59E:
  12. make mario invincible
  13.  
  14. C5A4:
  15. give mario cape
  16.  
  17. C60A:
  18. give mario 1-up
  19.  
  20. C57B:
  21. give points, play sound
  22.  
  23. 8D0D:
  24. no significant effect
  25.  
  26. A50D:
  27. crash the game
  28.  
  29. A971:
  30. crash the game if sprite touched is not feather
  31. respawn the feather just touched
  32. mess with bounce sprites a little
  33. change the screen exit of screen 1E ($19d6) to zero
  34. mess with extended sprites a little
  35. set sprite #7 to not interact with objects ($15e3)
  36. skip processing any sprites with a lower sprite number this frame
  37.  
  38. DA6E:
  39. teleport mario to the right
  40.  
  41. EAFA:
  42. set X speed of sprite in slot 7 to double+1. Note that many sprites reset their speed every frame or ignore this value entirely.
  43. ???maybe more effect under some circumstances???
  44.  
  45. 9D85:
  46. crash the game
  47.  
  48. C615:
  49. crash the game
  50.  
  51. A9C5:
  52. set eaten sprite to stunned, or dying if killed when jumped on
  53.  
  54. B422:
  55. no significant effect
  56.  
  57. B820:
  58. no significant effect
  59.  
  60. EC24:
  61. no significant effect
  62.  
  63. 8A03:
  64. crash the game
  65.  
  66. 9EB5:
  67. crash the game
  68.  
  69. F98D:
  70. no significant effect
  71.  
  72. A014:
  73. no significant effect
  74.  
  75. B903:
  76. no significant effect
  77.  
  78. 80A9:
  79. crash the game
  80.  
  81. BC04:
  82. crash the game
  83.  
  84. D8A9:
  85. no significant effect (very powerful on USA, though)
  86.  
  87. EA2D:
  88. reset some bits of sprite 3 Y speed
  89. copy touched sprite's Xpos high byte to sprite 3's disable contact timer
  90. copy touched sprite's Ypos high byte to sprite 3's stun timer (must be set to 2 or higher to spawn anything)
  91. attempt to spawn a sprite in slot #6f, with the following effects -
  92. corrupt sprite #1's graphics a bit (set YXPPCCCT to all zeros)
  93. set sprite #3's third tweaker byte to 0 (allow killing with cape/fire)
  94. set sprite #3 to interact with objects if disabled
  95. set sprite #1 to not in water
  96. mess up bounce sprites a bit
  97. set high byte of minor extended sprite #0 to zero
  98. set sprite #3's fourth tweaker byte to 0 (use default interaction, don't give powerup, change into shell when stunned, non-permanent, killable by star)
  99. if sprite 3 is goal tape, make it keep going higher (but don't move the bottom of the tape activation region)
  100. set 160f (misc sprite table for sprite #1) to 01
  101. the game considers the sprite in slot #6f to have its sprite number stored in 10d, therefore -
  102. set sprite #3's second tweaker byte (sprite clipping) to a value in the range 0-F depending on uninitialized ram
  103. set 197e to a value determined by uninitialized ram, which may change whether the 70th (0x46th) sprite in the level can (re)spawn
  104. if touched rather than tongued, set X register (sprite currently being processed) to 08. this allows for some sprites to have their code run multiple or zero times in a single frame, and it also makes some code intended for powerups get run on sprite #8 (typically moving it to the right a bit). ?maybe other stuff possible?
  105.  
  106. E8A9:
  107. crash the game
  108.  
  109. 95C6:
  110. whichever block was last hit by below by a sprite (or in some cases Mario) ($1868), act like such a block was hit again. confusingly, it will spawn in layer 2, but based on Mario's position in layer 1. (if outside layer 2's valid range, it may actually appear in layer 1 at a far away position. however corrupting non-map16 data does not appear to be possible.)
  111.  
  112. BD03:
  113. no significant effect
  114.  
  115. A914:
  116. hurt mario
  117.  
  118. 908D:
  119. no significant effect
  120.  
  121. C678:
  122. no significant effect
  123.  
  124. B553:
  125. crash the game
  126.  
  127. DA0E:
  128. if holding up (and not carrying item or on yoshi) when touching powerup, enable climbing on air and warp mario right by the value in 18B6 (which is typically 20)
  129.  
  130. A508:
  131. crash the game
  132.  
  133. C90D:
  134. no significant effect
  135.  
  136. AE03:
  137. crash the game
  138.  
  139. A503:
  140. crash the game
  141.  
  142. 9901:
  143. no significant effect
  144.  
  145. A91D:
  146. no significant effect
  147.  
  148. C6F4:
  149. crash the game
  150.  
  151. AD0A:
  152. crash the game
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