This is a sub-page of Development:Super Mario World 2: Yoshi's Island.
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Changed Entities#
GABN2#
GABN2 is the entity name of the Mace Guy. It originally used the graphics below.
PANDA#
PANDA is the entity name of the Goomba. However, it seems that it was originally more panda-like earlier in development.
Likely graphics for these entities, seen below, appear in the art files, as well as in object char file 43-A.
A to G#
ABIS0#
This entity's name is short for Abyss 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Abyss".
AIRPM#
This entity's name is short for Airplane Master. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Airplane Master".
日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for an airplane enemy that would have a flight range of three screens and spawned BOMBF and BOMBM entities. It also spawned three AIRPS entities.
The image below, taken from a file in the Gigaleak NEWS tape art file backups, may represent graphics for this entity.
AIRPS#
This entity's name is short for Airplane Slaver. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Airplane Slaver".
日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM.
ARIH1#
This entity's name is short for Stretch 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Stretch (Coming & Going)".
ATSCR#
This entity's name is short for Auto Scroll. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Auto Scroll". It has no graphics associated with it.
AWANA#
This entity's name is short for Hole-Digging Chain Chomp A. 日本_Ver0\sfc\back_up\ys_enmy6.asm.BAK0 identifies it as "Hole-Digging Chain Chomp".
AWANB#
This entity's name is short for Hole-Digging Chain Chomp B. 日本_Ver0\sfc\back_up\ys_enmy6.asm.BAK0 identifies it as "Hole-Digging Chain Chomp".
AWANC#
This entity's name is short for Hole-Digging Chain Chomp C. 日本_Ver0\sfc\back_up\ys_enmy6.asm.BAK0 identifies it as "Hole-Digging Chain Chomp".
BALL0#
This entity's name is short for Ball 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Ball 0 for Zoom Pack'n 2".
BEEM0#
This entity's name is short for Beam 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Baby Magic Beam".
BETO1#
This entity's name is short for Sticky 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Muddy Buddy 1". As its label suggests, it's a variant of Muddy Buddy that uses the same graphics but has different behaviour.
BG_00#
This entity's name is short for Background 00. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Background Objects".
BG3D3#
This entity's name is short for Background 3 Pipe 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK17 identifies it as "BG3 Pipe Ghost III".
BGKM0#
This entity's name is short for Background Cloud 0. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Background Cloud (Small) for Big Koopa".
BGKM1#
This entity's name is short for Background Cloud 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK17 identifies it as "Background Clouds for Big Bowser (Medium)".
BGKM2#
This entity's name is short for Background Cloud 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK17 identifies it as "Background Clouds for Big Bowser (Big)".
BIRD0#
This entity's name is short for Bird 0.
BIRD1#
This entity's name is short for Bird 1.
BKMKT#
This entity's name is short for Boss Sluggy Ball (Boss Kemekuji Tama). 日本_Ver0\sfc\back_up\ys_ench.asm.BAK9 identifies it as "Boss Sluggy Ball".
BOMBF#
This entity's name is short for Bomb Fly. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Bomb Fly".
日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM.
BOMBM#
This entity's name is short for Bomb Master. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Bomb Fly Master".
日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM. Some unused levels indicate this could be placed independently of AIRPM/AIRPS.
BS0SB#
This entity's name is short for Boss 0 Sub. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK8 identifies it as "Turtle Boss".
BSLM4#
This entity's name is short for Block Slime 4. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Block Slime". SLIME is the entity name of Salvo the Slime. It has no graphics associated with it.
It first shows up in 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK3, where it shares its movement code with BSLM6, BSLM8, and SLIME, suggesting it had already been made redundant by this point.
BSLM6#
This entity's name is short for Block Slime 6. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Block Slime". SLIME is the entity name of Salvo the Slime. It has no graphics associated with it.
It first shows up in 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK3, where it shares its movement code with BSLM4, BSLM8, and SLIME, suggesting it had already been made redundant by this point.
BSLM8#
This entity's name is short for Block Slime 8. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Block Slime". SLIME is the entity name of Salvo the Slime. It has no graphics associated with it.
It first shows up in 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK3, where it shares its movement code with BSLM4, BSLM6, and SLIME, suggesting it had already been made redundant by this point.
BTBLK#
This entity's name is short for Bitmap Block. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Bitmap Block".
BUGFT#
This entity's name is short for Buggy Foot. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "4WD Foot".
BUGGY#
This entity's name is short for Buggy. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "4WD Buggy".
It's functional in the ys_romX_0.bin proto, where it drives up walls to drop down from the ceiling in an attempt to crush Yoshi, not unlike Morton in Super Mario World. It features particle and sound effects and takes 3 hits to kill by bopping it on the head.
Two levels in the bgdt/back_up folder have BUGGY placed in them: w1-4-02a and samp5-11.
Combined with the fact that this entity had an overworld map icon, as other bosses once did, it seems likely that BUGGY was the original boss of World 1-4.
BUGSB#
This entity's name is short for Buggy Sub. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "4WD Sub".
CGIT0#
This entity's name is short for Change Item 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Car Yoshi".
CGIT1#
This entity's name is short for Change Item 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Mole Tank".
CGIT2#
This entity's name is short for Change Item 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Helicopter Yoshi".
CGIT3#
This entity's name is short for Change Item 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Small Yoshi".
CGIT4#
This entity's name is short for Change Item 4. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Train Yoshi".
CGIT5#
This entity's name is short for Change Item 5. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Umbrella Mushroom Yoshi".
CGIT6#
This entity's name is short for Change Item 6. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Submarine Yoshi".
CGIT7#
This entity's name is short for Change Item 7. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Skier".
CGITM#
This entity's name is short for Change Item. It's linked to CGIT1 to CGIT7, which are each linked to graphics but no code. Instead, CGIT1 to CGIT7 use CGITM's code. CGITM first shows up in 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0, where it shares its code with KINO0 to KINO4 (unused mushroom entities described elsewhere on the page) and SUIKA (the entity for the watermelon). This suggests that these entities once had separate behaviour, but were later amalgamated.
CHG04#
This entity's name is short for Change 04. It was both a Train Yoshi and Mushroom Yoshi transformation item at different points. Files like 日本_Ver0\sfc\back_up\ys_enmy.asm.BAK4 identify it as a transformation item, but give no further details.
CHG06#
This entity's name is short for Change 06. 日本_Ver0\doc\enmy.doc identifies it as "Submarine Transformation Cloud".
CHG07#
This entity's name is short for Change 07. 日本_Ver0\doc\enmy.doc identifies it as "Bomb Transformation Cloud".
CHG08#
This entity's name is short for Change 08. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG09#
This entity's name is short for Change 09. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0A#
This entity's name is short for Change 0A. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0B#
This entity's name is short for Change 0B. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0C#
This entity's name is short for Change 0C. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0D#
This entity's name is short for Change 0D. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0E#
This entity's name is short for Change 0E. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHG0F#
This entity's name is short for Change 0F. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Transformation Item".
CHKH1#
This entity's name is short for Underworld Shy Guy 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Underworld Shy Guy (Coming & Going)".
CHKH0 is the used version of the Lantern Ghost.
CHKH2#
This entity's name is short for Underworld Shy Guy 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK7 identifies it as "Underworld Shy Guy (Not Coming & Going)".
CHKH0 is the used version of the Lantern Ghost.
COIN0#
This entity's name is short for Coin 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "10 coins". The ID (086) associated with it is leftover in the final, but all code was removed.
COLUM#
This entity's name is short for Column. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Column Texture".
DAI03#
This entity's name is short for Artillery 03. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Artillery 3".
DAI00, DAI 02, and DAI02 are the names of the used entities Biting Bullet Bill Blaster, Bouncing Bullet Bill Blaster, and Bullet Bill Blaster, respectively.
DAI04#
This entity's name is short for Artillery 04. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Artillery 4".
DAI00, DAI 02, and DAI02 are the names of the used entities Biting Bullet Bill Blaster, Bouncing Bullet Bill Blaster, and Bullet Bill Blaster, respectively.
DEBU1#
This entity's name is short for Fat 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Fat Shy Guy".
DEBU0 is the used version of the Fat Guy.
DEBU2#
This entity's name is short for Fat 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Fat Shy Guy".
DEBU0 is the used version of the Fat Guy.
DEBU3#
This entity's name is short for Fat 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Fat Shy Guy".
DEBU0 is the used version of the Fat Guy.
DOOR0#
This entity's name is short for Door 0. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 identifies it as "Door 1".
DOTPT#
This entity's name is short for Dot Pattern. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Dot Pattern".
DWBLS#
This entity's name is short for Down Block Set. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Falling Block Set".
EGG04#
This entity's name is short for Egg 04. 日本_Ver0\doc\enmy.doc identifies it as "Egg".
In the ys_romX_0 proto, this is an egg with blue spots.
EGG05#
This entity's name is short for Egg 05. 日本_Ver0\doc\enmy.doc identifies it as "Egg".
EGG06#
This entity's name is short for Egg 06. 日本_Ver0\doc\enmy.doc identifies it as "Egg".
EGG07#
This entity's name is short for Egg 07.
ETBG0#
This entity's name is short for Eat Background 0. 日本_Ver0\sfc\back_up\ys_enmy_old.asm identifies it as "Edible Background".
It's used in the ys_romX_0 and ys_rom_0_D prototypes.
FLWH1#
This entity's name is short for Flower Shy Guy 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK15 identifies it as "Bouquet Shy Guy (Coming & Going)".
FLWH0 is the used version of the Mufti Guy.
FLYL1#
This entity's name is short for Fly Loop 1. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Fly Loop".
FLYL2#
This entity's name is short for Fly Loop 2. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Fly Loop".
FLYL3#
This entity's name is short for Fly Loop 3. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Fly Loop".
FLYLP#
This entity's name is short for Fly Loop. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Fly Loop".
GLFSN#
This entity's name is short for Goal Balloon. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Goal Balloon". Related to the scrapped Goal Pump object, as its map data was leftover from the final.
GOAL0#
This entity's name is short for Goal 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Goal", while 日本_Ver0\doc\enmy.doc describes it as an "Egg-Emitting Bellows".
GOAL2#
This entity's name is short for Goal 2. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 2".
It's a goal with Red Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL3#
This entity's name is short for Goal 3. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 3".
It's a goal with Yellow Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL4#
This entity's name is short for Goal 4. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 4".
It's a goal with Blue Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL5#
This entity's name is short for Goal 5. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 5".
It's a goal with Purple Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL6#
This entity's name is short for Goal 6. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 6".
It's a goal with Brown Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL7#
This entity's name is short for Goal 7. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 7".
It's a goal with White Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOAL8#
This entity's name is short for Goal 8. 日本_Ver0\doc\enmy.doc identifies it as "Goal Type 8".
It's a goal with Black Yoshi, used in the ys_romX_0 and ys_rom_0_D prototypes.
GOALT#
This entity's name is short for Goal Ball. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Goal Ball".
GON02#
This entity's name is short for Ghost Cloth 02. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Mushroom)".
GON03#
This entity's name is short for Ghost Cloth 03. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Watermelon)".
GON04#
This entity's name is short for Ghost Cloth 04. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Change Item: Car)".
GON05#
This entity's name is short for Ghost Cloth 05. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Change Item: Mole)".
GON06#
This entity's name is short for Ghost Cloth 06. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Change Item: Helicopter)".
GON07#
This entity's name is short for Ghost Cloth 07. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Change Item: Train)".
GON08#
This entity's name is short for Ghost Cloth 08. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Change Item: Skier)".
GON09#
This entity's name is short for Ghost Cloth 09. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bandit & Egg)".
GON10#
This entity's name is short for Ghost Cloth 10. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Ghost * 4)".
GONTA#
This entity's name is short for Ghost Cloth: Bumpty. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cloth Ghost (Bumpty)".
H to O#
HANGY#
This entity's name is short for Merman. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK7 identifies it as "Merman".
HARI2#
This entity's name is short for Porcupo 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK3 identifies it as "Porcupo 2".
HARIO is the used version of Harry Hedgehog, and no HARI1 exists (or at least no trace of it).
HBLK1#
This entity's name is short for Question Mark Block 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "? Block 1".
HBLK2, 3, 4, and 7 are Egg Blocks, while HBLK6 is an Expansion Block. Based on a comment in 日本_Ver0\doc\ys_enmy.doc, HBLK5 was once a Coin Block, but it's unused and crashes in the final game.
HEART#
This entity's name is short for Heart. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 identifies it as "Heart".
HEIH1#
This entity's name is short for Shy Guy 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Shy Guy (Coming & Going)".
HEIH0 is the used version of the Shy Guy.
HEIH2#
This entity's name is short for Shy Guy 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK7 identifies it as "Shy Guy (Not Coming & Going)".
HEIH0 is the used version of the Shy Guy.
HEIH3#
This entity's name is short for Shy Guy 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Shy Guy: Red".
HEIH0 is the used version of the Shy Guy.
HEIH4#
This entity's name is short for Shy Guy 4. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Shy Guy: Blue".
HEIH0 is the used version of the Shy Guy.
HEIH5#
This entity's name is short for Shy Guy 5. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Shy Guy: Child".
HEIH0 is the used version of the Shy Guy.
IWTES#
This entity's name is probably short for Iwawaki Test. Toshio Iwawaki was one of the programmers of the game. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0.
JAM00#
This entity's name is short for Jam 00. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Jam 00".
JAM01#
This entity's name is short for Jam 01. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Jam 01".
JBLK1#
This entity's name is short for Jump Block 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Jump Block".
JBLK0, JBLKL, and JBKL2 are the spring ball and two types of large spring ball, respectively.
JBLK2#
This entity's name is short for Jump Block 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Jump Block 1".
JBLK0, JBLKL, and JBKL2 are the spring ball and two types of large spring ball, respectively.
KACHI#
This entity's name is short for Tap-Tap. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK3 identifies it as "Tap-Tap".
KATI0 is the used version of Tap-Tap.
KANI1#
This entity's name is short for Crab 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Crab 1".
Functionally, it appears to be no different than KANI0 (Clawdaddy).
KERO0#
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This entity's name is short Keronpa. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Keronpa".
Its code is contained in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK0. It would have searched for the player.
This enemy was later simplified into an entity used for text character polygon debugging ("moji polygon デバッグ用") whose code can be seen in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK2.
Next, in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK12, it became an entity described as "スキーデバッグ用" (for ski debugging), which changed the player form into Skier Yoshi.
Finally, it was condensed into a single RTL instruction, rendering it functionless, in 日本_Ver0\sfc\ys_enmy3.asm.
An entity named Keronpa also went unused in A Link to the Past. Poor thing couldn't catch a break.
The text character polygon debugging version is present in the ys_romX_0.bin proto.
KIL03#
This entity's name is short for Killer 03. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Bullet Bill 03".
KIL04#
This entity's name is short for Killer 04. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Bullet Bill 04".
KINO0#
This entity's name is short for Mushroom 0. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Mushroom 1".
KINO1#
This entity's name is short for Mushroom 1. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Mushroom 1".
KINO2#
This entity's name is short for Mushroom 2. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Mushroom 1".
KINO3#
This entity's name is short for Mushroom 3. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Mushroom 1".
KINO4#
This entity's name is short for Mushroom 4. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK1 identifies it as "Mushroom 1".
KUMO0#
This entity's name is short for Cloud 0. 日本_Ver0\sfc\ys_enmy2.asm identifies it as "Bomb Cloud".
KUMO1#
This entity's name is short for Cloud 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "? Cloud".
KURA0#
This entity's name is short for Jellyfish. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0. It may have been an early incarnation of the Preying Mantas, whose entity name is JFISH.
KURIB#
This entity's name is short for Goomba. 日本_Ver0\sfc\back_up\ys_enmy9.bk0 identifies it as "Goomba". While Goombas do exist in the game, they were merged into the PANDA entity, which was originally a different enemy.
LOPLF#
This entity's name is short for Loop Lift. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Loop Lift".
M_ATA#
This entity's name is short for Minigame: Hit. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Minigame: Hit Text".
M_ATK#
This entity's name is short for Minigame: Hit Effect. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Minigame: Hit Effect".
M_BAK#
This entity's name is short for Minigame: Bomb. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Bomb".
M_BBY#
This entity's name is short for Minigame: Baby. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Baby".
M_DR0#
This entity's name is short for Minigame: Bandit 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Bandit 1".
Code for it can still be found in 日本_Ver0\sfc\ys_mini1.asm.
M_DR1#
This entity's name is short for Minigame: Bandit 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Bandit 2".
Code for it can still be found in 日本_Ver0\sfc\ys_mini1.asm.
M_DR3#
This entity's name is short for Minigame: Bandit 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Bandit 4".
Code for it can still be found in 日本_Ver0\sfc\ys_mini1.asm.
M_EGG#
This entity's name is short for Minigame: Egg. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Egg".
Code for it can still be found in 本_Ver0\sfc\back_up\ys_mini2_final.asm.
M_ETR#
This entity's name is short for Minigame: Enemy Cart. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Enemy Cart".
Code for it can still be found in 本_Ver0\sfc\back_up\ys_mini2_final.asm.
M_HAZ#
This entity's name is short for Minigame: Miss. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Minigame: Miss Text".
M_HEI#
This entity's name is short for Minigame: Shy Guy. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Shy Guy".
M_HZK#
This entity's name is short for Minigame: Miss Effect. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Minigame: Miss Effect".
M_MIS#
This entity's name is short for Minigame: Missile. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Missile".
M_PTR#
This entity's name is short for Minigame: Player Cart. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Player Cart".
Code for it can still be found in 本_Ver0\sfc\back_up\ys_mini2_final.asm.
M_TH1#
This entity's name is short for Minigame: Artillery 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Minigame: Artillery".
M7LF0#
This entity's name is short for Mode 7 Lift 0. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0.
M7LF1#
This entity's name is short for Mode 7 Lift 1. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0.
MBLK0#
This entity's name is short for Move Block 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Move Block 0".
MGRAY#
This entity's name is short for Magic Ray. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Turtle Boss: Magic Ray".
MOJI0#
This entity's name is short for Text Characters 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Polygon Text Characters".
MSGST#
This entity's name is short for Message Set. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Message Display Set".
MUCHO#
This entity's name is short for Snifit. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Turtle Boss: Snifit".
MCHO2 is the normal, used version of Snifit.
NGATT#
This entity's name is short for Ngattotto. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK3 identifies it as "Ngattotto".
NGHOL#
This entity's name is short for Ngattotto Hole. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK3 identifies it as "Ngattotto".
NPOLY#
This entity's name is short for Nii Polygon. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Nii Polygon".
NRPLF#
This entity's name is short for Normal Rope Lift. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK13 identifies it as "Normal Rope Lift".
ORI00#
This entity's name is short for Cage 00. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Turtle Boss: Cage".
P to Z#
PIRA0#
This entity's name is short for Piranha 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Piranha".
PKPK4#
This entity's name is short for Cheep Cheep 4. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Cheep Cheep 5".
POKOP#
This entity's name is short for Pokopeko. 日本_Ver0\sfc\ys_enmy4 identifies it as "Pokopeko".
PPACK#
This entity's name is short for P Pack'n. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "P Pack'n".
PUCHA#
This entity's name is short for Milde: Atomic. ツール\tool\cos2\chip\ys_msub0.asm identifies it as "Atomic Milde".
There's also a used version of PUCHA.
PUKU0#
This entity's name is short for Cheep Cheep 0. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0.
PKPK0, 1, 2, and 3 are the used versions of Flopsy Fish.
PUKU1#
This entity's name is short for Cheep Cheep 1. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cheep Cheep 1".
PKPK0, 1, 2, and 3 are the used versions of Flopsy Fish.
PUKU2#
This entity's name is short for Cheep Cheep 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cheep Cheep 2".
PKPK0, 1, 2, and 3 are the used versions of Flopsy Fish.
PUKU3#
This entity's name is short for Cheep Cheep 3. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Cheep Cheep 3".
PKPK0, 1, 2, and 3 are the used versions of Flopsy Fish.
QKM15#
This entity's name is short for Question Cloud 15. 日本_Ver0\sfc\back_up\ys_enmy_old.asm identifies it as "Target-kun 15 (Bridge Built)".
QKM18#
This entity's name is short for Question Cloud 18. 日本_Ver0\sfc\back_up\ys_enmy_old.asm identifies it as "Target-kun 18 (Flower)".
QKM19#
This entity's name is short for Question Cloud 19. 日本_Ver0\sfc\back_up\ys_enmy_old.asm identifies it as "Target-kun 19 (Chain Chomp Roll Roll)".
QKM1A#
This entity's name is short for Question Cloud 1A. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
QKM1B#
This entity's name is short for Question Cloud 1B. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
QKM1C#
This entity's name is short for Question Cloud 1C. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
QKM1D#
This entity's name is short for Question Cloud 1D. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
QKM1E#
This entity's name is short for Question Cloud 1E. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
QKM1F#
This entity's name is short for Question Cloud 1F. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Question Mark Cloud".
RBLKR#
This entity's name is short for Rotating Block: Red. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK9 identifies it as "Rotating Floor (Block Switch: Red)".
Its existence implies that there was a third color of spiked platform, as RBLKG and RBLKY are the switch blocks for the green and red spiked platforms, respectively. Comments and the label for the latter indicate it was once yellow instead of red, so this must have been the switch block for the original red spiked platform.
RFLSR#
This entity's name is short for Rotating Floor: Small (Red). 日本_Ver0\chip\back_up\ys_msub0.asm.BAK9 identifies it as "Rotating Floor: Small (Red)".
Just like RBLKR, its existence implies that there was a third color of spiked platform, as RFLSG and RFLSY are the green and red spiked platform, respectively. Comments and the label for the latter indicate it was once yellow instead of red, so this must have been the original red spiked platform.
RUBBG#
This entity's name is short for Rubber BG. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Rubber Floor".
SMUCH#
This entity's name is short for Small Snifit. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK16 identifies it as "Mini Snifit for MILL2". MILL2 is the entity name of "Waterwheel Lift (Big, With Enemies, Stationary)".
SPANA#
This entity's name is short for Spanner. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "4WD Spanner".
SPRNG#
This entity's name is short for Spring. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 identifies it as "Spring". It has an unusual amount of code associated with it. It did, indeed, appear to function as a spring, though what else it did is currently unclear.
STARM#
This entity's name is short for Star Master. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Star Master".
TAKHG#
This entity's name is short for Stilt Shy Guy: Green. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK5 identifies it as "Stilt Shy Guy: Green".
TAKO0#
This entity's name is short for Octopus. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0.
TAMA0#
This entity's name is short for Ball 0. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK2 identifies it as "Turtle Boss: Ball".
TAPEN#
This entity's name is short for Tackle Penguin. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Ta-kun: First Version".
日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 contains code for this unused enemy. The creature had three versions whose behaviour slightly differed. Actions included walking, turning, searching for the player, tackling the player, and "free throw."
There were three versions of this entity. TPEN2 and TPEN3 are detailed below.
TATSU#
This entity's name is short for Whirlwind. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Whirlwind".
TBEYE#
This entity's name is short for Trans. Ghost Eye. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Trans. Ghost Eye".
TELER#
This entity's name is short for Teresa: Random. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Boo: Random Small Size".
TELES#
This entity's name is short for Teresa: Small. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Boo: Small Size".
TETUO#
This entity's name can also be romanized as "tetsuo" and may be short for Train Otaku. It's only mentioned in 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0, where it isn't identified as anything more than "tetuo". It was an enemy.
TOBAK#
This entity's name is short for Trans. Ghost. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Trans. Ghost".
TOFUB#
This entity's name is short for Tofu Block. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Tofu Block".
TOFUG#
This entity's name is short for Tofu Generator. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Tofu Block Generator".
TOFUS#
This entity's name is short for Tofu Step. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Tofu Step".
TPEN2#
This entity's name is short for Tackle Penguin 2. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK0 identifies it as "Ta-kun: Second Version". It used the same graphics as TAPEN.
TPEN3#
This entity's name is short for Tackle Penguin 3. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 identifies it as "Tackle Penguin: Third Version". It probably used the same graphics as TAPEN, though no graphical assignment data remains for it.
UZUUZ#
This entity's name is short for Vortex Vortex. 日本_Ver0\sfc\back_up\ys_ench.asm.BAK0 identifies it as "Vortex: Disappear".
WATCH#
This entity's name is short for Watch. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK1 identifies it as "Watch-kun".
WATKM#
This entity's name is short for Watch Cloud. 日本_Ver0\chip\back_up\ys_msub0.asm.BAK1 identifies it as "Cloud Changed by Watch-kun".
WINPS#
This entity's name is short for Window Position. 日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 identifies it as "Spring Window Position".
YOSY0#
This entity's name is short for Yoshi 0. It's only mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0 to BAK7.
ZAKO0#
This entity's name is short for Small Fry 0. It's mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0 to BAK13. It was originally a Shy Guy, but it currently relates to Mini Yoshi, a Yoshi transformation that was later cut. HEIH0 is the used Shy Guy entity.
ZAKO1#
This entity's name is short for Small Fry 1. It's a Tweeter from Super Mario Bros. 2. While it's mentioned in 日本_Ver0\sfc\back_up\ys_play.asm.BAK0 to .BAK7, only .BAK0 has code for it, which mentions it flying around in a loop.
ZAKO2#
This entity's name is short for Small Fry 2. It's mentioned in many incarnations of the ys_play.asm file, beginning with 日本_Ver0\sfc\back_up\ys_play.asm.BAK0. It was once a Ninji from Super Mario Bros. 2, but its code was later changed to have something to do with Mole Tank Yoshi.
Extra Entities#
These entities are listed separately from the regular entities.
COLB2#
This entity's name is short for Colour Ball 2. 日本_Ver0\chip\back_up\ys_ench.asm.BAK1 identifies it as "Colour Ball".
COLBL#
This entity's name is short for Colour Ball. 日本_Ver0\chip\back_up\ys_ench.asm.BAK1 identifies it as "Colour Ball".
OBKBR#
This entity's name is short for Ghost Break. In the developer parlance of this game, "break" means "fragment". 日本_Ver0\chip\back_up\ys_ench.asm.BAK1 identifies it as "Cloth Ghost Break".
PIYO0#
This entity's name is short for "piyo piyo", which can mean either "cheep cheep" or "gently". 日本_Ver0\chip\back_up\ys_ench.asm.BAK1 identifies it as "piyo piyo".
SLIMS#
This entity's name is short for Slime Small. 日本_Ver0\chip\back_up\ys_ench.asm.BAK1 identifies it as "Small Slime".
TMKNX#
This entity's name is short for Time-kun Effect X. 日本_Ver0\chip\back_up\ys_ench.asm.BAK9 identifies it as "Time-kun (Effect)". Code related to it was commented out of files like 日本_Ver0\sfc\ys_exst.asm on November 24, 1994.
YKMAI#
This entity's name is short for Snow Mai Mai. 日本_Ver0\chip\back_up\ys_ench.asm.BAK0 identifies it as "Whirlwind Snow Mai Mai".