Super Mario All Stars+World (the all-in-one ROM) Bug (1.42)

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Deathlike2
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Super Mario All Stars+World (the all-in-one ROM) Bug (1.42)

Post by Deathlike2 »

Code: Select all

---------------------Internal ROM Info----------------------
       File: SUPER MARIO ALL-STARS & WORLD (U).SMC
       Name: ALL_STARS + WORLD      Company: Nintendo
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 64 Kb
       Type: Normal + Batt              ROM: 20 Mb
    Country: USA                      Video: NTSC
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x60D8              CRC32: F84305B1
--------------------------Database--------------------------
   Name: Super Mario All-Stars + Super Mario World
Country: USA                    Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Action                  Genre 2: Platform

I'm not sure exactly which part is the problem, but it could be either a savestate or srm read/write issue.

The bug:
I'm pretty sure it occurs in every one of the games... I'll just explain the one that is currently most prevalent.

At some point, when you reach a high level in the Lost Levels game (it's probably past level 4, but verified at level 7 and 8).. when you attempt to save, the current level is NOT saved, in fact, the slot says empty. Sometimes it works (mainly in the lower levels)... but there is also a problem.

Let's say you have saved at level 8-3 (saved in Slot 1 of Lost Levels ), in Slot 1 of Super Mario Bros 2 , the level has changed to level 3, regardless of what was there before .

There is just a damned saving problem in general with the All Stars ROMs (all variants, with good checksums) where it either doesn't save and/or it affects other saved game data .

I'm not sure how to explain it better. I can provide a savestate+srm file if needed.

Edited for clarity and emphasis
Last edited by Deathlike2 on Mon Jan 24, 2005 9:25 pm, edited 3 times in total.
adventure_of_link
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Post by adventure_of_link »

AFAIK in Super Mario 3, only the world, items, and lives are saved. So if you were on world 6-10 in SMB3, and pulled up the menu to save and Quit, you'd have to start back on 6-1 the next time you play.
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Post by Esturk »

adventure_of_link wrote:AFAIK in Super Mario 3, only the world, items, and lives are saved. So if you were on world 6-10 in SMB3, and pulled up the menu to save and Quit, you'd have to start back on 6-1 the next time you play.
That is confirmed to be true my friend.
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Post by Ichinisan »

The OP said nothing of SMB3
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Post by Esturk »

Well I have the regular Mario All Stars without World and there are no problems saving in any game. This seems quite strange to say the least.
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Post by Hexlord »

Is the "cheat" in SMB3 of this cart still enabled in ZSNES?

I haven't checked it out yet.
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Post by Ichinisan »

Hexlord wrote:Is the "cheat" in SMB3 of this cart still enabled in ZSNES?

I haven't checked it out yet.
On the Penny Arcade forums, many people reported experiencing "the cheat" on a real SNES. These were people who have never used an emulator :shock:
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Post by Hexlord »

Really? Wow, that's so f***ing cool XD

I can't test it though.. my copier gone whacked a few months back...
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Post by Tallgeese »

...So would someone mind describing this so-called 'cheat'? I assume you don't mean the Minus Worlds...
Deathlike2
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Post by Deathlike2 »

Did you read what I wrote?
At some point, when you reach a high level in the Lost Levels game
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Post by Bacon »

They are probably talking about the cheat where you push select, and you can scroll through power ups, like fire, leaf etc. I used to have a rom like that :wink:
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Post by Ichinisan »

Bacon wrote:They are probably talking about the cheat where you push select, and you can scroll through power ups, like fire, leaf etc. I used to have a rom like that :wink:
Bingo. I'm not sure if it still works, but it did in an older version of ZSNES. Nach, or someone else, said that it was a bug in the emulator which managed to enable a disabled debug routine. If that's the case, then I have no explanation for how these people reported finding it on a real SNES. Perhaps a flaw that causes a bit to be flipped, or a register to behave improperly? Anyway, some thought that it was supposed to be that way, and they were suprised to see that they can no longer do it on their SNES...so it's clearly not supposed to be enabled.
Deathlike2
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Post by Deathlike2 »

If I forgot to mention, this occurs in the current version of ZSNES (1.42) and previous version as well...
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Post by grinvader »

Enable Sram check & Save and tell us if that helps.
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Code: Select all

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Deathlike2
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Post by Deathlike2 »

Enable Sram check & Save and tell us if that helps.
Nope, not at all.
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Post by Deathlike2 »

Newest WIP doesn't fix it

I'll just explain steps to reproduce the bug:
1) Load ZSNES
2) Load Game
3) Select "Super Mario 2" game
4) Erase all data in Slot 1
5) Select "Lost Levels" game
6) Erase all data in Slot 1
7) Start playing in Slot 1
8) Select Mario as the player (I haven't tried Luigi, but I presume the bug will occur with him as well)
9) Save Game (and Continue)
10) Save State
11) Quit ZSNES
12) Load ZSNES
13) Load Game
14) Load SaveState
15) Save Game and Quit
16) Look at the Super Mario 2 data, it will say something other than NEW for Slot 1..
17) Sometimes Slot 1 of the Lost Levels data is NEW..

I believe there is a problem with the savestate/srm data when a savestate is loaded and being written to with this ROM..

This occurs whether or not SRM Check+Save is enabled.
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Post by Nach »

If you want to load SRAM from Save States, just check the box for it.
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Deathlike2
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Post by Deathlike2 »

If you want to load SRAM from Save States, just check the box for it.
Hm, that actually works....
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Post by Gil_Hamilton »

Ichinisan wrote:
Bacon wrote:They are probably talking about the cheat where you push select, and you can scroll through power ups, like fire, leaf etc. I used to have a rom like that :wink:
Bingo. I'm not sure if it still works, but it did in an older version of ZSNES. Nach, or someone else, said that it was a bug in the emulator which managed to enable a disabled debug routine. If that's the case, then I have no explanation for how these people reported finding it on a real SNES. Perhaps a flaw that causes a bit to be flipped, or a register to behave improperly? Anyway, some thought that it was supposed to be that way, and they were suprised to see that they can no longer do it on their SNES...so it's clearly not supposed to be enabled.
A quirk between diffrent revisions of the deck, maybe?
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