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Difference between revisions of "Dr. Mario (Game Boy)"

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m (This is used, but it's tricky to pull off due to requiring a few combos (at least 4 or 5) in a row to hear it.)
m
 
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{{bob
 
{{bob
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|bobscreen=Dr._Mario_(Game_Boy)-title.png
 
|title=Dr. Mario
 
|title=Dr. Mario
 
|developer=Nintendo R&D1
 
|developer=Nintendo R&D1
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|europe={{Date|1991|April|30|nocat=true}}
 
|europe={{Date|1991|April|30|nocat=true}}
 
|code=y
 
|code=y
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|revision=y
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|datacrystal=Dr. Mario (Game Boy)
 
}}
 
}}
  
{{WIP}}
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'''''Dr. Mario''''' is Nintendo's own little action puzzle game, where Mario throws pills into a jar to get rid of viruses.
Nintendo's own little action puzzle game, where Mario throws pills into a jar to rid of viruses.
 
  
__TOC__
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== Sub-Pages ==
 
+
{{namespaces}}
== Unused demo ==
+
==Unused Code==
 
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===Unused Demo===
At the beginning of the game if you wait long enough a demo will start. It turns out though there is a second unused demo, where the demo recorder is doing much worse than the standard one. (Someone please take a video)
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Present within the ROM is a second gameplay demo meant for when the player idles at the title screen, though the demo recorder in this case does much worse than the standard one.
  
 
  <nowiki>
 
  <nowiki>
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04 - pill falling
 
04 - pill falling
 
05 - game end
 
05 - game end
06 - 2 player outcome screen (draw/win/lose))
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06 - 2 player outcome screen (draw/win/lose)
 
07 - cutscene 1
 
07 - cutscene 1
 
08/09 - unknown
 
08/09 - unknown
 
0A - pill dispensing
 
0A - pill dispensing
 
0F - miss
 
0F - miss
10 - clear
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10 - clear</nowiki>
</nowiki>
 
 
 
== Unused code ==
 
  
 +
===Fill Top===
 
There is code that was supposed to fill the top part of the game board. It was "fixed" with a jr instruction.
 
There is code that was supposed to fill the top part of the game board. It was "fixed" with a jr instruction.
  
== Unused level configurations ==
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===Unused Level Configurations===
 
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For the virus placement algorithm, there are two tables filled with values that, when added together, do not surpass {{hex|0x66}}.
For the virus placement algorithm, there are two tables filled with values that, when added together, do not surpass 0x66.
 
  
 
The index to these tables is the level selected. The base addresses are:
 
The index to these tables is the level selected. The base addresses are:
 
(Code that reads from these tables is at 0:3076)
 
  
 
  <nowiki>
 
  <nowiki>
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t2 = 0:313A</nowiki>
 
t2 = 0:313A</nowiki>
  
These tables are side-by-side in ROM. Each table is 31 (0x1F) (in Rev A. In original there are 25) entries. In code (located at 0:101C) the max level limit is 30 (0x1E).
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And the code that reads from these tables is at {{hex|0:3076}}.
 
 
Maybe they had planned a special 31st level.
 
 
 
When they reach level 30, it will cycle on 30 forever.
 
 
 
Because there is only 20 selectable levels, it's a good guess that the developers didn't intend players to reach far past the 20th level. The further a player gets past level 20, the more chance they have of encountering the loop/stuck bug. This doesn't allow them to continue.
 
  
You can access this entry by changing the level selected byte (0xFFC3).
+
These tables are side-by-side in the ROM, and each table is 31 ({{hex|0x1F}}) entries, though only in Rev 1 (see below as to why). In code (located at {{hex|0:101C}}), the max level limit is 30 ({{hex|0x1E}}).
  
== Version differences ==
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Because there are only 20 selectable levels, it's a good guess that the developers probably didn't intend players to get too far past Level 20 (not helped by a bug related to the viruses that can softlock the game; see [[Bugs:Dr. Mario (Game Boy)|the Bugs page]] for more).
  
In Rev A Nintendo added 6 more levels. Originally there is 24 levels (and loops on level 24), with an unused 25th.
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You can access this entry by changing the level selected byte ({{hex|0xFFC3}}).
  
There is a repeated "2 player GAME" and "(c) Nintendo 1990" tile map removed from Rev A, present in the original probably by accident.
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==Revisional Differences==
 +
Rev 1 added six more levels, with the game looping Level 30 repeatedly. The original release had 24 levels (and looped Level 24 repeatedly), with an unused 25th.
  
This is an exhaustive list of major changes. Everything else is minor offset calculations and header updates.
+
Rev 1 also removed a duplicate "2 player GAME" and "(c) Nintendo 1990" tile map.
  
 +
The other changes made with Rev 1 consist of minor offset calculations and header updates.
 
{{Mario series}}
 
{{Mario series}}

Latest revision as of 14:00, 6 June 2024

Title Screen

Dr. Mario

Developer: Nintendo R&D1
Publisher: Nintendo
Platform: Game Boy
Released in JP: July 27, 1990
Released in US: December 1, 1990
Released in EU: April 30, 1991


CodeIcon.png This game has unused code.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

Dr. Mario is Nintendo's own little action puzzle game, where Mario throws pills into a jar to get rid of viruses.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs

Unused Code

Unused Demo

Present within the ROM is a second gameplay demo meant for when the player idles at the title screen, though the demo recorder in this case does much worse than the standard one.

FFA9 "program number"

00/01 - player select
02 - demo 1
03 - demo 2 (unused)
04 - pill falling
05 - game end
06 - 2 player outcome screen (draw/win/lose)
07 - cutscene 1
08/09 - unknown
0A - pill dispensing
0F - miss
10 - clear

Fill Top

There is code that was supposed to fill the top part of the game board. It was "fixed" with a jr instruction.

Unused Level Configurations

For the virus placement algorithm, there are two tables filled with values that, when added together, do not surpass 0x66.

The index to these tables is the level selected. The base addresses are:

t1 = 0:311B
t2 = 0:313A

And the code that reads from these tables is at 0:3076.

These tables are side-by-side in the ROM, and each table is 31 (0x1F) entries, though only in Rev 1 (see below as to why). In code (located at 0:101C), the max level limit is 30 (0x1E).

Because there are only 20 selectable levels, it's a good guess that the developers probably didn't intend players to get too far past Level 20 (not helped by a bug related to the viruses that can softlock the game; see the Bugs page for more).

You can access this entry by changing the level selected byte (0xFFC3).

Revisional Differences

Rev 1 added six more levels, with the game looping Level 30 repeatedly. The original release had 24 levels (and looped Level 24 repeatedly), with an unused 25th.

Rev 1 also removed a duplicate "2 player GAME" and "(c) Nintendo 1990" tile map.

The other changes made with Rev 1 consist of minor offset calculations and header updates.