For some reason this comment got me thinking...it's only a matter of time before AI can listen to all recorded music and weigh it's analysis against Billboard chart positions in order to write and produce the perfect popsong
@@SlickBlackCadillac That is what the Pop industry would want until they release it and can no longer top it and their empire crumbles. So maybe it becomes their super secret ultra weapon Maybe there's a pop music cold war between labels and their AI generated "best pop song ever" nukes
NES folks never *typed* in Assembly Language .. they *wrote* the ASM instructions on paper, converted it *manually* into machine code, *which* is what gets written on to the ROM Its not a typo, its a human error similar to how one gets a BODMAS/PEMDAS calculation wrong just because of incorrect signs.
Considering these games were written only in Assembly at the time, I can believe it. Assembly is easy to get lost in, no matter how many comments are written.
As a programmer, this is just an amazing analysis, based only on reverse engineering of assembly code. I'm not easily impressed but this is truly impressive.
@@monolyth421 It is still reverse engineering. Firstly, the assembly code came from taking a cartridge, dumping its contents, analyzing the binary to find the data that forms the code, then disassembling the code data to get assembly code. Then there's the most important part of reverse engineering: understanding what the code actually does, then turning it into an idea. Just because something is relatively easily transformed into the form it was created in, doesn't make the action of finding out what it does anything other than reverse engineering. It's not like the assembly code was all they used to create the game anyway. They certainly have tools to help them work, and they probably left comments that would never make it into the product, which we will likely never see.
@@leohuangchunwang Converting the contents of the ROM to assembly code is the same process as reading them, and only as complex as converting them to hexadecimal.
If you slow down at 0.25 at 11:36, you can hear how the power up sound is a fast tune and it's pretty similar to the full 1up. A longer 1up exist too in smb1, but basically the full theme this time is the slow down high pitch of the power up sound.
Close, but not quite. The Koopalings' wand sounds just the same as the poof sound. Some others have suggested the sound when Mario loses his powerup suits, but that sound is just the poof sound in the English release, or the Kuribo's shoe sound in the Japanese release.
Kinda makes me think of the 1000 coin glitch in Super Mario 64 JPN. They thought of the problem and tried to fix it, but they wrote to the life counter instead of the coin counter. oops
yeah so if you collect the 4 coins in the castle foyer over and over again, you can get to 999, and then any more will: - J version: set your life counter to -25 (=999-1024) every frame until you enter a level; losing a life with negative lives doesn't cause a Game Over, so you can go all the way to -128, and then the next death rolls over to +127, at which point the 100-life cap applies - other versions: sometimes the coin sound doesn't play
I don't know a lot about programming, so some stuff didn't make sense to me either ... I still think it's explained really well for a clueless person like me :)
Shigeru Miyamoto is notorious for "upending the tea table" - or, more specifically, suggesting radically different ideas that completely break the design of the existing, implemented program. Wouldn't be surprised if at least some of this was the fault of him making last-minute design changes...
I always thought the extended 1-up sound was an easter egg that had a low chance of playing. It does not sound very glitched as it sounds kind of nice.
Personally, I’d be happy someone not only took the time to explain very well the code behind the glitch but also that almost 100,000 people were willing to watch a 15 minute video on it.
@@scrabblehandforaname perhaps it's because I think it sounds pretty cool. I understand that it's still a glitch, plus I have a strange taste in music/sounds.
Great video! Especially that last part where you sounded pissed at the STY operation code vs STA. That was gold. Then the 10 second version was gold as well. Keep up the great work!
@@kargaroc386 Yeah. There are multiple ways to spell each letter and you'll never be able to know unless you actually heard someone else say it correctly.
The usage of STY instead of STA reminds me of the Red Orb glitch in Getsu Fuuma Den. That one was caused by developers forgetting to change label assigned to a branch instruction after copy-pasting Blue Orb's code for the Red Orb. The Blue Orb was originally intended to be used in side scrolling stages to kill enemies and destroy projectiles, while Red Orb was used in mazes to kill the enemy you were fighting with. Both game modes use memory differently. Part of the projectile memory in side scrolling stages overlap the maze's layout memory area. If you use the Red Orb while not fighting an enemy, the code will incorrectly branch to the Blue Orb's Code, and once the Blue Orb's code gets to the part where it should clear all projectiles, it actually erases part of the maze creating a hole in it.
Somewhat on topic, but in the original Super Mario Bros. when you get a 1-up you can hear the beginning of the power up sound and then it gets instantly cut off by the normal 1-up sound.
RGME continues to be one of my favorite channels. You just have this way of distilling highly technical details down into information that is easy to digest. Thank you for doing what you do!
the @11:50 mushroom beginning sound that was cut off due to limitation was indeed played! seems like the “power up and 1up” sounds are linked. therefore! the programmers just copied or cut only the sound for each activation. that said, remember the beginning sound of the 1up in the OG SUPER MARIO BROS??? youre welcome ;)
The extended 1-up jingle is actually pretty musical. I think this is one of the only time when something not meant to sound right in musical knowledge actually does!
"There's a priority queue for sound effects. But really it's half priority queue half hard coded nonsense. Half of the sound effects conflicts with one another. There was code to prevent it but the wrong instruction was used so the conflict persists."
When I first watched one of your other vids, the extended 1ip jingle ticked my brain from several decades ago when I heard it but could never reproduce it. No idea why I would spin my tail at the same time as grabbing an extra life, maybe I was attempting to playfully swat away the mushroom.
@@TheUA-camGame NES games were in fact programmed in Assembly using hexadecimals. To a modern-day programmer this looks like nightmare, but that was how things were done back then. Programming games for home computers in the 1980s was somewhat easier with BASIC and other high-level languages (although BASIC isn't very high-level in modern standards), but you still had to revert to using Assembly here and there if you wanted to optimize the code as much as possible, because optimization was absolutely everything back then, every byte was fought for and every CPU cycle was taken advantage of.
@@elimalinsky7069 Ah, I didn't want to assume, but that's crazy, haha. I can imagine it. Just thankful we've got higher-level stuff to use now (even if it's BASIC; I'd take that over ASM.) I will say it's fun to look at and understand though.
@@TheUA-camGame I think Assembly is indeed good to learn just to understand how computers work, how the CPU executes instructions and how memory is managed. With the compiler doing all those things for you in a high-level language you rarely get the chance to experience how a computer operates on the metal side of things.
I love your channel. Explaining all the old tips and tricks to squeeze every ounce out of old hardware blows my mind pretty much every time. You also do a great job of visualizing data :D I like how this one boils down to an _actual_ bug.
I thought this too when I first heard it, but it's not. Then I thought maybe it only played in the Japanese release, since the powering down animation/sound is different, but it doesn't use this sound either. The English release uses the poof sound for losing a powerup suit, and the Japanese release uses the Kuribo's shoe sound. Others have mentioned the Koopalings' wand shots also, but those use the poof sound as well.
Considering how video game systems from that era produced music, I'd expect a lot of unusual things. After all, the sound chip isn't typically designed to play notes - most of the time it's designed to do an integer division of reference frequency. So you get things like 15 khz / 24, or 64khz / 129 - some of these correspond to proper notes, many do not.
The Devs: *Assign bit 6 for the 1-up -sound* 1-up -sound: ”I’m way more important than that!” 😡 The Devs: ”OK! We’ll make you the most important sound effect. 😱” 1-up -sound: ”Better!” The result:
This is fascinating, but I’m really bad at following the info. My own issue, nothing to do with the vid! But it gave me the same emotion as when you look down for 2 seconds in math class, then look back up and the board is just utterly covered in math
FoamingStuff Ye 2 seconds ago Start brushing up on your missing info! This channel has been really inspiring me to google tons of extra info to really, TRULY understand these things. I dunno where your knowledge holes are, but in my case even just brushing up on my binary/hexadecimal knowledge first (as that has been a thousand years ago I learned about this at school), really helped, because during these vids my brain kept trying to recall what on earth f.ex $2D translates to again, and how this somehow relevant, lol, and it was distracting in its own way. Took me 10 minutes and I was like AHH and OHH. (and later on many more hours passed getting even more in-depth understanding of things, but that's a different story) Kinda like trying to understand a foreign language that you sorta understand, your brain gets stuck at a single word trying to remember what the meaning of it was, and by the time your brain is done remembering, 3 more sentences have passed and you missed it all. That's also what happened in those math classes for me hope you don't mind the unsolicited advice but I could just really relate to your post
I can't imagine how much of effort it takes to investigate this, dig deeper, understand, and prepare all these beautiful animations and explanations. I have no words.
The unused sound effect you describe at 1:21 for the Note Block, was recycled from The Legend of Zelda (Wizzrobe) and Super Mario Bros. 2 (Birdo spitting eggs).
"If you have watched any retro game mechanics explained videos..." As a matter of fact, this is my first. I feel like I've watched a season finale out of order or something.
I think what's keeping these videos back is the slow pacing and monotony. And the channel as a whole the amount of weird random videos between tech ones
This was all well made but the visual representations were top-notch. Clean graphics, smooth animations, all well done. People don't realize that making something so simple-yet-elegant can be just as hard as any graphic-heavy scene.
And also lets not forget: in the Fortress & Airship levels, the power up sound effects are at a different pitch when a certain part of the particular song plays... I always though that was weird. :/
"the reason can be explained in less than 10 seconds but i'm going to make the video 15 minutes long because that's what the algorithm pushes" there, fixed it for you :)
I really enjoyed your video, thank you very much! I'll also have a go at dumbing this down: This is a glitched 1Up sound. When the tail wagging and 1Up sounds play at the same time, their playing times stack up weirdly. The 1Up sound has priority, so it now has to play some notes before its actual melody. The notes that come before the 1Up sound (picture a series of midi files) are the last ones from the regular mushroom sound. That's where the extra notes come from.
You have to admire the coding confidence. "I just implemented a bug fix for that weird sound bug." "Want to try testing it even literally a single time?" "No. :)"
This video makes me want to learn Japanese to travel back in time, to yell at some programmers, to implement a system where it's all bytewise, and use "is the new sound effects higher in number than the other one" instead, so they wouldn't get into this mess
or even better use one byte as you just said but split it into 4 bits per channel so the highest 4 bits are 1st channel sound effects 1-8 and the lowest 4 are 2nd channel effects 1-11 it'll save a mere byte of ram
Ironically, although it seems like a glitch, caused by an oversight, this new 1Up theme, still sounds similiar, to the longer version of the 1Up fanfare in the first Super Mario Bros. game, that never get used. The one, that Famicomer made a video about. So in hindsight, it could also serve, as an unintended callback to that neat, little detail as well.
The explanation was supposed to be 10 seconds long but the corruption gave it the length parameter of a RGME video
Or gamexplain when a new trailer from nintendo gets released
14:32
Why has this not been given a heart?
OMG NOW I GET IT, if I didn't already subscribe due to another series I would have for this.
That's integer underflow for you.
I love how a one (1) bit error created a jazzy microtonal lick which fits just enough to be mistaken as a genuine extension of the 1up chime.
lmao
It's jazz, where wrong notes are good for some reason
Wait, so if a computer created it, does that make it public domain?
@@HmmmmmLemmeThinkNo technically the programmers created it, just not on purpose.
"So, I wrote a fix for that sound bug we found."
"Cool. Wanna test if it works, just to be sure?"
"... Nah."
Pal version making:
“Bug fix didn’t work! Should we fix it?”
“..No.”
yeah i think ill just leave this potential bug fixing code here unused.
Henry stickmin reference hehe
@@kitty.x3"I think we should just throw it in the cart... Just to be safe?"
"N a h ."
@@michaelbowers3042no make it a feature
It ends up sounding surprisingly nice for a "corrupted" sound effect. I could see a QA tester running into this and thinking it's an easter egg
It was long believed to be an Easter egg or secret until someone figured out it was a bug.
For some reason this comment got me thinking...it's only a matter of time before AI can listen to all recorded music and weigh it's analysis against Billboard chart positions in order to write and produce the perfect popsong
SlickBlackCadillac And then that song will either be terrible or almost identical to another popular song.
Has absolutely NO ONE EVEN REMEMBERED THAT This corrupted sound is His INTRO!? Btw that is some nice tunes RGME.
@@SlickBlackCadillac That is what the Pop industry would want until they release it and can no longer top it and their empire crumbles. So maybe it becomes their super secret ultra weapon
Maybe there's a pop music cold war between labels and their AI generated "best pop song ever" nukes
These graphics, explaination, animations and sound are absolutely outstanding. Keep this up mate
Kurtzgesagt level
@@The_NSeven But technical.
Also, any idea where I can download these sounds?
@@deoxal7947 No, only the sprites lol
@@The_NSeven Not sure what you mean by that.
@@deoxal7947 I don't know where you download the sounds, only the sprites (from SMB3)
15 minutes long, no ads. I respect that.
lil emerald The videos that deserve the ads the most never put them in :/
@@clubbasher32 honestly thats true
Honestly this whole video is an ad for Super Mario Bros 3 and that's perfectly ok
@@mikeax24 true but it's mostly taking about the noice programing
I got 2 ads right at the start?
"The reason this happens can be explained in less than 10 seconds..."
> video is 15 minutes long
This is going to be really good...
I was thinking the same thing!
It's because of the sound byte corruption silly! It pulls in the length from the wrong video.
It can be explained in less than 10 seconds, but cannot be understood in less than 10 minutes...
And could be fixed even faster than it is explained.
You could fix this by using the least significant bit to denote a byte code
All you fools don’t realize that it does have an explanation *in less than 10 seconds* at the end of the video.
So, one second explanation: Someone typed a "Y" instead of an "A"?
Nice. Makes me feel better.
Someone was just ONE bit off from typing the correct instruction code.
And the y and a is so far away from keyboard
NES folks never *typed* in Assembly Language .. they *wrote* the ASM instructions on paper, converted it *manually* into machine code, *which* is what gets written on to the ROM
Its not a typo, its a human error similar to how one gets a BODMAS/PEMDAS calculation wrong just because of incorrect signs.
In QWERTZ they are right next to eachother.
Mykes*
knowing where the little intro jingle comes from makes it way cooler
mind=blown
my name jeff
Hi Jeff, how are you? How's the weather where your at? What's your hobbies and interests?
oi james yeah theres a lot of things happening rn
Where?
That 10 second explanation might as well have been "There's a bug in the code" haha
"The 1up sound can conflict with other sounds if it's timed just right, because it's programmed weird and is bugged."
Rena Kunisaki yours wins, and is close to 10 actual seconds
Is it really an explanation if it just tells people what they already figure?
@@RonWolfHowl yes, if its correct
Ghnvnkjg
I can't believe that the glitch is 1 bit away from being fixed, I don't even know what to say
This is probably how most bugs are and no one notices because after 100's of hours of staring at code, it just blends together and you lose the logic.
@@HandsomeLongshanks 100s*
@@JorgetePanete oh wait, since I'm bored, here's this. en.m.wiktionary.org/wiki/100%27s
I'm not wrong.
Considering these games were written only in Assembly at the time, I can believe it. Assembly is easy to get lost in, no matter how many comments are written.
@@JorgetePanete indeed I read this as "[...] because after one-hundreds of hours of staring [...]"
11:30 You took the time to write the sheet music for the effects. That's freaking insane attention to detail.
With the very rarely seen half flat as well. Someone knows their musical notation...
TIL there's a "half-flat"
Indeed. Though not in a usual 12-tone scale: en.wikipedia.org/wiki/Quarter_tone
really? Isn't it as easy as simply putting some notes into a midi editor?
@Cory Trevorson woah there pardner
It's a one-byte patch to fix this. That's wild.
one bit actually
STA is 8D (10001101) and STY is 8C (10001100)
Where are random cosmic ray bit flips when you need them?
They're all going towards speedrunner's copies of SM64 to give $1000 upwarp bounties...
Staudinka im cosmic pink is that ok
Staudinka or do i need to be cosmic ray bit flips
As a programmer, this is just an amazing analysis, based only on reverse engineering of assembly code. I'm not easily impressed but this is truly impressive.
It's not reverse engineering, the assembly code is already the straight engineering
@@monolyth421 It is still reverse engineering.
Firstly, the assembly code came from taking a cartridge, dumping its contents, analyzing the binary to find the data that forms the code, then disassembling the code data to get assembly code.
Then there's the most important part of reverse engineering: understanding what the code actually does, then turning it into an idea.
Just because something is relatively easily transformed into the form it was created in, doesn't make the action of finding out what it does anything other than reverse engineering.
It's not like the assembly code was all they used to create the game anyway. They certainly have tools to help them work, and they probably left comments that would never make it into the product, which we will likely never see.
@@leohuangchunwang Converting the contents of the ROM to assembly code is the same process as reading them, and only as complex as converting them to hexadecimal.
@@danpowell806 Yep, and is still reverse engineering.
"That's not making a sandwich! All you're doing is putting ingredients between two slices of bread!"
A similar assembly typo makes it possible to transform enemies into koopas in smb1
KOSMIC 🤠🤠🤠
Ok I know I’m four years late but do you have a video on it? Or know of a good video that explains it?
If you slow down at 0.25 at 11:36, you can hear how the power up sound is a fast tune and it's pretty similar to the full 1up. A longer 1up exist too in smb1, but basically the full theme this time is the slow down high pitch of the power up sound.
If you slow it down it sounds like the level complete sound
The "unused" sound effect is from a Koopa-ling's wand!
Koppalings wands confirmed to have been an hoax all along, and thus not trurly existing???
It's also leftover from smb2
I think this sound effect was also used in Legend of Zelda, for the Wizzrobe's attack.
Close, but not quite. The Koopalings' wand sounds just the same as the poof sound. Some others have suggested the sound when Mario loses his powerup suits, but that sound is just the poof sound in the English release, or the Kuribo's shoe sound in the Japanese release.
It was used in mario maker as the magikoopa wand sound effect
"So we end up with a value of hex F Zero-"
*"SHOW ME YA MOVES"*
Underrated comment
Falcown *PAWNCH*
@@goompo Close, but you gotta draaaag it out. Like this:
Faaallcoowwwn POWUNCH!
@@volksdude1970 man, I *knew* I was doing something wrong! I gotta work on my POWUNCH technique.
Cory Trevorson he he
It's actually kind of insane how nicely the accidental glitch notes mix into the actual 1UP sound.
Kinda makes me think of the 1000 coin glitch in Super Mario 64 JPN. They thought of the problem and tried to fix it, but they wrote to the life counter instead of the coin counter. oops
yeah
so if you collect the 4 coins in the castle foyer over and over again, you can get to 999, and then any more will:
- J version: set your life counter to -25 (=999-1024) every frame until you enter a level; losing a life with negative lives doesn't cause a Game Over, so you can go all the way to -128, and then the next death rolls over to +127, at which point the 100-life cap applies
- other versions: sometimes the coin sound doesn't play
What causes the extended one up sound?
Well first, we have to talk about parallel universes...
I feel like theres a meme im missing here.
@@AshtonSnapp pannenkoek2012
queue up the File Select music.
I don't know a lot about programming, so some stuff didn't make sense to me either ... I still think it's explained really well for a clueless person like me :)
Storing up glitched 1-Up sounds for 10 hours
The 10s version would have made a good April Fools joke. Great video, as always!
So the bug exists because some dev late in development decided to throw out a well planned system for a hack.
And then typo'd the implementation and QA said ship it!
The story of so many bugs
Easier than changing the 1up sound to correspond to the rightmost bit and having to change every reference to it in the code.
Shigeru Miyamoto is notorious for "upending the tea table" - or, more specifically, suggesting radically different ideas that completely break the design of the existing, implemented program. Wouldn't be surprised if at least some of this was the fault of him making last-minute design changes...
I thought that was game development in a nutshell.
11:30 thank you for writing this out on a musical score, very helpful
10/16 ?!?
@@doublex85 Irregular meter is fun, isn't it?
Love the microtonal accuracy too!
Haha I never learned how to read music
Loved it at 0.25
I always thought the extended 1-up sound was an easter egg that had a low chance of playing. It does not sound very glitched as it sounds kind of nice.
I love how you matched the aesthetic of SMB3 with the editing! I love this type of stuff. good job!
You’re a mind-boggling astounding and incredibly talented video game investigator. This is just exceptional.
Some SMB3 programmer is watching this right now and facepalming
Personally, I’d be happy someone not only took the time to explain very well the code behind the glitch but also that almost 100,000 people were willing to watch a 15 minute video on it.
@@pretzelbomb6105, yeah, but he also just proved that he more or less wasted some of his time by making a single byte error.
I'm pretty sure it's not worth him losing sleep over.
@@scramblesthedeathdealer, yeah, but it's still probably embarassing.
@@scrabblehandforaname perhaps it's because I think it sounds pretty cool. I understand that it's still a glitch, plus I have a strange taste in music/sounds.
Great video! Especially that last part where you sounded pissed at the STY operation code vs STA. That was gold. Then the 10 second version was gold as well. Keep up the great work!
"There's an implementation X for purpose Y, except it's really half X, half hard-coded nonsense."
Story of my life.
First I laughed, but then somehow I came up with thought it's depressing actually 🤷♂️
@@vintprox Laugh then, friend. Laugh in the face of the despair that greets you in your mind. That's the only way to defeat it.
@@JellyMyst Instructions unclear, turned into Joker.
English spelling in a nutshell.
@@kargaroc386 Yeah. There are multiple ways to spell each letter and you'll never be able to know unless you actually heard someone else say it correctly.
*looks at video: 15 minutes* HOW LONG IS THIS EXTENDED SOUND?
Like, 2 seconds.
@@builderbosc thank you, builder bosc
@@mrpedrobraga Welcome :)
@@builderbosc 5 minutes, actually
@@otesunki oh ty
The usage of STY instead of STA reminds me of the Red Orb glitch in Getsu Fuuma Den. That one was caused by developers forgetting to change label assigned to a branch instruction after copy-pasting Blue Orb's code for the Red Orb. The Blue Orb was originally intended to be used in side scrolling stages to kill enemies and destroy projectiles, while Red Orb was used in mazes to kill the enemy you were fighting with. Both game modes use memory differently. Part of the projectile memory in side scrolling stages overlap the maze's layout memory area. If you use the Red Orb while not fighting an enemy, the code will incorrectly branch to the Blue Orb's Code, and once the Blue Orb's code gets to the part where it should clear all projectiles, it actually erases part of the maze creating a hole in it.
Somewhat on topic, but in the original Super Mario Bros. when you get a 1-up you can hear the beginning of the power up sound and then it gets instantly cut off by the normal 1-up sound.
I noticed that too!
Really?
02 Wtf I never noticed this :0 brb gonna emulate
Thanks now I’m check that out. 🤪
Yes, exactly. The Game Boy Color remake (Super Mario Bros. DX) fixed that.
I love the fact that your intro is rhe exact same glitched 1-up sound from SMB3
it took eleven years, but someone finally made a better explanation video
up
You didn’t even explain it
I really like the extended 1-up sound! It should be an official sound for 3-ups or something
super mario wonder 2 after nintendo sees this video
@@ct24-ho4pm This was 5 yr ago
RGME continues to be one of my favorite channels. You just have this way of distilling highly technical details down into information that is easy to digest. Thank you for doing what you do!
Bounced on an endless stream of Goombas for hours trying to reproduce this effect.
Big money salvia
Did you make it?
I love how you get angry towards the end of the video :D
It's probably the farthest we've heard him raise his voice on this channel.
not to mention that great, semi-pissed off TL;DR
@@TheTomatoWatcher Alec
hey Scott I see your on your second account I see you
I saw this right at that moment.
the @11:50 mushroom beginning sound that was cut off due to limitation was indeed played! seems like the “power up and 1up” sounds are linked. therefore! the programmers just copied or cut only the sound for each activation.
that said, remember the beginning sound of the 1up in the OG SUPER MARIO BROS??? youre welcome ;)
0:59 - the Frog Suit hopping sound is also the original Small Mario jump sound from SMB 1.
The extended 1-up jingle is actually pretty musical. I think this is one of the only time when something not meant to sound right in musical knowledge actually does!
As is the power-up grab/1-up sound in SMB 1 that occurs if you get the 1-up mushroom.
"There's a priority queue for sound effects. But really it's half priority queue half hard coded nonsense. Half of the sound effects conflicts with one another. There was code to prevent it but the wrong instruction was used so the conflict persists."
When I first watched one of your other vids, the extended 1ip jingle ticked my brain from several decades ago when I heard it but could never reproduce it. No idea why I would spin my tail at the same time as grabbing an extra life, maybe I was attempting to playfully swat away the mushroom.
who freaking knew that getting a 1-up was so complicated
I know right?!
imagine programming in assembly through hexadecimal
they probably had a way easier time than solely using hexadecimal to write the ASM, but still
@@TheUA-camGame NES games were in fact programmed in Assembly using hexadecimals. To a modern-day programmer this looks like nightmare, but that was how things were done back then. Programming games for home computers in the 1980s was somewhat easier with BASIC and other high-level languages (although BASIC isn't very high-level in modern standards), but you still had to revert to using Assembly here and there if you wanted to optimize the code as much as possible, because optimization was absolutely everything back then, every byte was fought for and every CPU cycle was taken advantage of.
@@elimalinsky7069
Ah, I didn't want to assume, but that's crazy, haha. I can imagine it. Just thankful we've got higher-level stuff to use now (even if it's BASIC; I'd take that over ASM.) I will say it's fun to look at and understand though.
@@TheUA-camGame I think Assembly is indeed good to learn just to understand how computers work, how the CPU executes instructions and how memory is managed. With the compiler doing all those things for you in a high-level language you rarely get the chance to experience how a computer operates on the metal side of things.
Is anyone gonna talk about how I just realized the intro sound of retro game mechanics is actually the extended version of the 1up?
No. Nobody but you will.
Therapist: Extended 1up sound isn’t real, it can’t hurt you.
Extended 1up sound: 0:21
When you get Crown Crown Crown in Super Mario 3D Land
It Hurt My Ears Lol
0:35 That intro sound was extended 1up sound? 😮
I love your channel. Explaining all the old tips and tricks to squeeze every ounce out of old hardware blows my mind pretty much every time. You also do a great job of visualizing data :D I like how this one boils down to an _actual_ bug.
i LOVE how increasingly pissed you sound
2 second explanation : There was a Typo in the code.
That explanation applies to everything, including *Aliens: Colonial Marines.*
Also known as, an off-by-one error.
5:09 that is a nice table. I like that table.
The extended version of the power up sound sounds a check of a lot more satisfying then the cutoff version
I know this comment is old but...
Yes
@@tylerandari12 lol
@@rianthreeden :0
Never knew there was a microtonal note used in the extended 1UP sound. Cool!
Super interesting video. It's also cool to see the descriptions of the registers/memory locations underneath at 12:22!
1:20 That sound is not unused. It is used when Mario loses a suit. An example would be when he hits an enemy while wearing the frog suit.
Interesting
I was thinking the same thing, glad someone pointed it out.
I thought this too when I first heard it, but it's not. Then I thought maybe it only played in the Japanese release, since the powering down animation/sound is different, but it doesn't use this sound either. The English release uses the poof sound for losing a powerup suit, and the Japanese release uses the Kuribo's shoe sound. Others have mentioned the Koopalings' wand shots also, but those use the poof sound as well.
@@RGMechEx I think it’s when you transform into stone tanooki mario
This video has been a long time coming...
Yeah, I remember way back before it was discovered why it happened and people were speculating what caused it.
"The reason this happens can be explained in less than 10 seconds"
Proceeds to make a 15 minute video...
That's why I love this channel
14:32
Cybertronic It’s called extension, it’s to make money
Marlon Oswald *extension of video
Irony is that I didn't see an ad pop up here at all, some others would agree.
Seriously a half flat? I thought I'd never see one...
Never thought I'd see microtonal musical theory within a video game... (Even if by accident)
Considering how video game systems from that era produced music, I'd expect a lot of unusual things.
After all, the sound chip isn't typically designed to play notes - most of the time it's designed to do an integer division of reference frequency.
So you get things like 15 khz / 24, or 64khz / 129
- some of these correspond to proper notes, many do not.
@@ryanruff13 "Even if by accident" -- don't you mean by accidental?
I'll leave now.
It's super cool of RGME to notate that and the extended power-up chime, for sure. It makes me wonder just how much music education he's had.
Big Boss/Punished Snake There are actually a couple Kirby tracks that prominently use neutral thirds
I love how you still ended up explaining it in 10 seconds. I really enjoy your breakdowns. Thank you
Good lord I love this freakin channel so much
The Devs: *Assign bit 6 for the 1-up -sound*
1-up -sound: ”I’m way more important than that!” 😡
The Devs: ”OK! We’ll make you the most important sound effect. 😱”
1-up -sound: ”Better!”
The result:
It was pretty fascinating to watch Xkeeper's video about this all the way back in 2008, but seeing all the in-depth code to explain it is very nice!
I love your videos. Being a programmer finding these kinds of videos is a lot of fun.
This is fascinating, but I’m really bad at following the info. My own issue, nothing to do with the vid! But it gave me the same emotion as when you look down for 2 seconds in math class, then look back up and the board is just utterly covered in math
FoamingStuff Ye
2 seconds ago
Start brushing up on your missing info! This channel has been really inspiring me to google tons of extra info to really, TRULY understand these things. I dunno where your knowledge holes are, but in my case even just brushing up on my binary/hexadecimal knowledge first (as that has been a thousand years ago I learned about this at school), really helped, because during these vids my brain kept trying to recall what on earth f.ex $2D translates to again, and how this somehow relevant, lol, and it was distracting in its own way. Took me 10 minutes and I was like AHH and OHH. (and later on many more hours passed getting even more in-depth understanding of things, but that's a different story)
Kinda like trying to understand a foreign language that you sorta understand, your brain gets stuck at a single word trying to remember what the meaning of it was, and by the time your brain is done remembering, 3 more sentences have passed and you missed it all. That's also what happened in those math classes for me
hope you don't mind the unsolicited advice but I could just really relate to your post
I can't imagine how much of effort it takes to investigate this, dig deeper, understand, and prepare all these beautiful animations and explanations. I have no words.
The unused sound effect you describe at 1:21 for the Note Block, was recycled from The Legend of Zelda (Wizzrobe) and Super Mario Bros. 2 (Birdo spitting eggs).
"If you have watched any retro game mechanics explained videos..." As a matter of fact, this is my first. I feel like I've watched a season finale out of order or something.
So this simple one-line gamegenie code can fix the tail+1up glitched sound:
SAXXYSKE
Test it can get back to us.
@@ZipplyZane I did... That's the code to fix the tail+1up glitch. No idea why i put an interrogation point.
How about one to restore the extra notes of the powerup sound?
@@renakunisaki YLOZLGTU
@@LuckyBacon Neat! How'd you figure this out?
I think what's keeping these videos back is the slow pacing and monotony. And the channel as a whole the amount of weird random videos between tech ones
The Extended 1-UP Sound should be the official sound playing for a 3-UP or maybe a 5-UP.
(If one ever exists)
This was all well made but the visual representations were top-notch. Clean graphics, smooth animations, all well done. People don't realize that making something so simple-yet-elegant can be just as hard as any graphic-heavy scene.
The quality of your channel just keeps improving! Really well done!
I’d explain it like this:
“There’s a glitch in the code that uses the wrong command so it extends the 1up with the power up ending.”
7 seconds.
This is the most mad I've ever heard you x3
And also lets not forget: in the Fortress & Airship levels, the power up sound effects are at a different pitch when a certain part of the particular song plays... I always though that was weird. :/
By the middle I can barely keep up with what is going on. Imagine figuring that out. Wow.
The glitched 1up sound sounds like some kind of _super_ 1up
That's a great video, i love long and complete explanations about minor things
I got lost way earlier than I'd like to admit
FelixEA computers are immensely complex
Your content is great, but I think this is the first time you've emoted in your videos at all.
I kinda like that he's not too emotive, though
Once in a while is fine, but too often would make it get old fast.
"the reason can be explained in less than 10 seconds but i'm going to make the video 15 minutes long because that's what the algorithm pushes"
there, fixed it for you :)
0:20 when you open a chest in legend of zelda
I really enjoyed your video, thank you very much! I'll also have a go at dumbing this down: This is a glitched 1Up sound. When the tail wagging and 1Up sounds play at the same time, their playing times stack up weirdly. The 1Up sound has priority, so it now has to play some notes before its actual melody. The notes that come before the 1Up sound (picture a series of midi files) are the last ones from the regular mushroom sound. That's where the extra notes come from.
0:45 i had fun remaking these in beepbox
yoooo, fellow beepboxer!!
I was coincidentally able to get the extended 1-up sound on the Nintendo Switch and I took video of it.
Do people lust your ass?
Probably
indubitably
presumptively
apparently.
indeed
Man, you give people MIDI rippers, and this is what you get :)
I'm pretty sure that unused sound is used by one of koopas kids (ship bosses).
You have to admire the coding confidence.
"I just implemented a bug fix for that weird sound bug."
"Want to try testing it even literally a single time?"
"No. :)"
This video makes me want to learn Japanese to travel back in time, to yell at some programmers, to implement a system where it's all bytewise, and use "is the new sound effects higher in number than the other one" instead, so they wouldn't get into this mess
Getting the time machine will probably be the easy part of that task
@@ShaunDreclin counterpoint: many people have learned Japanese. No one has made a time machine
or even better
use one byte as you just said
but split it into 4 bits per channel
so the highest 4 bits are 1st channel sound effects 1-8 and the lowest 4 are 2nd channel effects 1-11
it'll save a mere byte of ram
Ironically, although it seems like a glitch, caused by an oversight, this new 1Up theme, still sounds similiar, to the longer version of the 1Up fanfare in the first Super Mario Bros. game,
that never get used. The one, that Famicomer made a video about. So in hindsight, it could also serve, as an unintended callback to that neat, little detail as well.
RGME: wow they made a really nice glitch prevention system and WHAT
This is really well animated! Looks great and makes it much easier to understand the topic.
Please, make a 6502 nes dev tutorial series, you're an outstanding instructor!
God DAMN I love this channel. The explanation, the chill voice, the visuals. It's all so beautiful and it's all about things I'm passionate for!
I like the border to this video.
I want to hear the corrupted 1-up noise but the length goes all the way to the start of the power up noise
7:28 Genesis Sonic games stop all music and sfx throughout the duration of the extra life sound
This is incredible. I'm a computer science enthusiast, an amateur musician, and a retro gaming fanatic. This sort of stuff was made for me! Thank you.