User talk:WikiPro1981X
Re: All Night Nippon[edit]
howdy! i'm sure this is not something you were expecting, but i had to delete the revisions for the comment you left on Talk:All Night Nippon: Super Mario Bros. it doesn't have anything to do with the comment itself, but rather with the fact that it linked to a decompilation, which is legally fraught and a situation we want to avoid on the wiki. don't worry, you won't get any warning for this, i just wanted to let you know. i have copied your original comment (minus the links) under here, in case you want to repost it. take care! — eviemaybe
(talk) 01:41, March 9, 2026 (UTC)
I pored over the code for this game, and the Buzzy Beetle in the hard worlds (A thru D) doesn't show up properly. Instead, it's a San (Goomba) but behaves like a Buzzy Beetle when stomped!
In the specific portions of the code provided in the two links I gave, for ANN the hard world mode check (Worlds A-D) for the Buzzy Beetle was placed after that of the primary hard mode (World 8-4 finished) check.
Instead, we need to move the hard world check to right before that. I also created two new labels with which the hard world check will properly branch to.
BuzzyBeetleMutate:
cmp #Goomba ;if below $37, check for goomba
bne StrID ;value ($3f or more always fails)
ldy HardWorldFlag ;FIX check if we're playing Worlds A thru D
bne GetBB ;FIX if so, branch to load buzzy beetle object instead
ldy PrimaryHardMode ;otherwise check if primary hard mode flag is set
beq StrID ;and if so, change goomba to buzzy beetle
GetBB: lda #BuzzyBeetle ;if hard world flag set, branch here to change goomba to buzzy beetle
StrID: sta Enemy_ID,x ;store enemy object number into buffer
Also fix this here:
HandleGroupEnemies:
ldy #$00 ;load value for green koopa troopa
sec
sbc #$37 ;subtract $37 from second byte read
pha ;save result in stack for now
cmp #$04 ;was byte in $3b-$3e range?
bcs SnglID ;if so, branch
pha ;save another copy to stack
ldy #Goomba ;load value for goomba enemy
lda HardWorldFlag ;FIX if hard world flag (world A-D) set,
bne DoBuzzyB ;FIX branch to load buzzy beetle object
lda PrimaryHardMode ;if primary hard mode flag not set,
beq PullID ;branch, otherwise change to value
DoBuzzyB: ldy #BuzzyBeetle ;for buzzy beetle
Please review these changes.