Unused Game Content ~ Super Mario All-Stars SNES Unused Instrument Test 60 F1
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Play Instrument test at Game Select menu; requires loading sample packs from each game.
00A3B860
00A3B5F1
I discovered an unused instrument test in Super Mario-All Stars, used for testing the samples. It exists in all other versions including Super Mario Collection, and Super Mario All-Stars + Super Mario World versions)
Despite the fact that Super Mario All-Stars is not included in this collection, the piano and other instruments are present and are also unused!
Because the game doesn't load all of the sound samples in a single sample pack into the SPC700 initially, all games need to be selected, then reset the game to reset the DSP registers.
There are invalid samples because they were either removed at different stages i development or moved to other addresses.
All games in the collection contain an instrument test with varying degrees of cut or changed sample pack definitions.
Here is what I found so far;
https://bsky.app/profile/nensondubois.bsky.social/post/3lfkqf3p6622q
"I also discovered an oddity with the game select menu in all versions of Super Mario All Stars / + World / Collection, the game select curser counter goes up to FF / 255 then resets back to 0.
RAM address 7E0218 keeps track of this value. There are only 4 / 5 games.
Weird way of selecting a game.
I know how the game select menu system works though writing a disassembly is too much time and effort.
There actually are three banks for SMW sound effects. The menu music is oddly stored in bank 3 out of 4; $2142 ($000062)
Set game select sound effect bank; (60,61,63)
00A453??
00A427??
Set game select sound effect selection modifier
00A451??
00A425??
(01 - Default; coin)
(Game select music modifier
00A3B5??
(00 - No BGM)
(01 - Intro screen BGM)
(02 - Game Select)
;if BGM is set to 00 then SPC700 echo buffer is disabled.
Notes;
Verified as used:
63, 08 springboard
60, 08 Spin stomp / High score reset cheat in Super Mario Bros. / Lost Levels.
Most sound effects are unused / not recycled
etc:
61, 01 Mario jumping is the only sound effect stored in this bank)
It is also used for one of the Princess is in another castle toad rescue animation event interlude sequences.
Bank 60 (01) SMW SE listing;
01 hit block
02 stomp
03 P Switch / item let go / toad event
04 small hit / pipe enter
05 goal tape; unused
06 NULL
07 Dry Bones skeleton crunch; unused
(it is only used in Super Mario Bros 3. for the Dry Bones enemy)
09 Feather cape "burrito" flying; unused? I recall this being used for one of the Toad rescues?
0A Big Mario grow (SMB2)
0B P switch stomp activate; unused
0C Tanookie transform
0D feather transform
0E swimming
0F transform hit
10 magic potion
13-1A Koopa shell multiplier
1B saw path; unused
1C Dragon coin; unused
1D time up warning jingle (doesn't actually speed up intro / menu music which would have been cool)
1E P balloon; unused
1F boss defeat outro transform; unused
20 Yoshi keyhole release; unused
21 Bowser earthquake; unused
23 skyfall 1-1 SMB2
24 NULL
25 Blargg; unused
26 SMW fireworks skyrocket small; unused
27 SMW fireworks explode small; unused
28 SMW fireworks skyrocket spectacle; unused
29 SMW fireworks explode spectacle; unused
2A Bowser peach mushroom; unused
2B SMB2 vegetable pickup
2C Hawkmouth Opens
2D Hawkmouth Closes
2E SMB3 door
2F Stopwatch
30 Climb
31 Throw
32 ??? Completely unused 1? May be for a Toad sequence?
33 ??? Completely unused 2? May be for a Toad sequence?
34 SMB2 hit enemy
35 ??? Completely unused 3?
36 ??? Completely unused 4?
37 Hammerbros throw
38 SMB3 Magic Wand
39 SMB3 Peach rescue door magic
3A SMB3 Bowser fire
3B Save prompt
3C SMB2 Character confirm
3D ??? Completely unused 5?
3E ??? Completely unused 6? Broken?
3F SMB3 Thwomp fall
40 Frog
41 P bar run
42 Course map move
43 Pause
44 Pause (echo; unused?)
45 Thunder
46 Goalpost
47 Coin effect; unused
48 NULL
49 Whistle jingle 1; unused
4A Broken 1 ???; missing sample pointer
4B Broken 2 ???; missing sample pointer
4C Whistle jingle 2; unused
4D Instrument corrupter???
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