Mario vs. Donkey Kong: Minis March Again

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Development Text[edit]

Build Date[edit]

USA Europe Japan
05/07/09 4:13 PM 08/03/09 7:57:06 AM 08/18/09 7:32:06 AM

\root\data\menu\timestamp contains a MM/DD/YY build date. The USA Revision 1 version only has a header difference to the USA version.

(Source: Original TCRF research)

ARM9 Binary[edit]

NAN(
INFINITY
Could not allocate %d bytes from heap -- out of main Memory!
Could not create main heap--don't let it end this way!!
trying to save to out of bounds slot
found something not a tile nor an actor in GetActorTileInfo
trying to load out of bounds world
ID for nathan's ID is off in ACTORS in DesignerMain.c
ID for nathan's ID is off in TILES in DesignerMain.c
didn't find a guy for the menu... is he included in the world?
wrong Actor Tile
Found wrong case z21
Wrong elev var: 
Found wrong elevator variation
Found Wrong 2x2 pipe var
Found Wrong 1x2 pipe var
Found Wrong 2x1 pipe var
Found Wrong SPLIT pipe horizontal var
Found Wrong SPLIT pipe vertical var
Found wrong type in GetGameIndex
found wrong pipe corner
wrong piece in pipe exit flags
Trying to place to many of something
wrong pipe
No such thing as a moving platform
Found multiple uniqu itmes
unimplemented autocomplete feature
Trying to Autocomplete 8x8 grid, should be the 16x16
trying to autocomplete a range that is too big.  Right edge... 
Unimplemented Limited Placeable Case
Found wrong case in rotate pipe thing
pipeRot prob
pipeRot prob 2
where's the SPLIT pipe?
found nobody, but should have someone
no channel set when setting up our elevator extras
shouldn't be getting this guy
line end prob
get line is whacked out
got wrong value or more than 2 exits???
found wrong piece when trying to set up delete line
LoadEditorBin
Toad
Peach
N4ntmv3m2d4PageE
N4ntmv3m2d4PaneE
N4ntmv3m2d7PictureE
N4ntmv3m2d6WindowE
N4ntmv3m2d7TextBoxE
N4ntmv3m2d16ResourceAccessorE
N4ntmv3m2d19ArcResourceAccessorE
N4ntmv3m2d6detail11TexelPickerE
N4ntmv3m2d6detail17DirectTexelPickerE
N4ntmv3m2d6detail21Palette256TexelPickerE
N4ntmv3m2d9UIElementE
N4ntmv3m2d8UIStaticE
N4ntmv3m2d7UIPanelE
N4ntmv3m2d9ObjButtonE
N4ntmv3m2d12ScrollButtonE
N4ntmv3m2d15ScrollIndicatorE
N4ntmv3m2d14ManualTocPanelE
N4ntmv3m2d6detail10ItemsPanelE
N4ntmv3m2d12ManualButtonE
N4ntmv3m2d15PageHeaderPanelE
(Source: Original TCRF research)

ARM9 Overlay 0[edit]

Boss
INTRO
Platinum: %s
Reset Save Data
Sure?  YES   NO
Total %d sec
MSLoadStringTable
MSGetString
MSGetStringBufferLength
MSGetMenuAssetData
MSSendMessage
MSSetStartTransitionCallback
MSSetMessageHandler
MSSetTransitionMemoryInitCallback
MSSetTransitionObjectInitCallback
MSGoPreviousLayer
MSSetCurrent
MSGetCurrentLayerID
MSResetHistory
MSUpdate
MSRender
MSSetObjectState
MSGetObjectState
MSLoadNextAsset
MSGetLayerName
MSGetObjectCount
MSGetObjectPosition
MSSetObjectPosition
MSSetSliderPosition
MSGetSliderInfo
MSLayerIsTransitioning
MSCheckLayerCompatibility
MSCheckObjectCompatibility

An identical set of strings exists in Mario vs. Donkey Kong 2: March of the Minis.

map6
map7
map8
map9
map1
map2
map3
map4
map5
map10
map11
map12
map13
map14
mapid
map15
map16
map17
map18
map19
map20
region
ownerid
private
recordid
map_name
my_rating
tblMapInfo
high_score
tblApproval
offensiveid
player_name
num_ratings
stat_fileid
author_name
min_ratings
map_recordid
tblPlayerInfo
tblRegionInfo
approval_flag
nintendo_name
tblNintendoMap
average_rating
tblOffensiveMap
allowed_regions
mapid.create_time
approval_recordid
stat_fileid.downloads
mvsdk25ds
data%d.lvl
%s = %d
%s desc
(%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0)
(%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0) and (%s >= %d)
(%s & %d = %d) and (%s != %d) and (%s = %d) and (POWER(2, %s - 1) & %d != 0)
recordid = %d
dummy
1-SP
SPECIAL
DONKEY KONG
2-SP
SPECIAL
DONKEY KONG
3-SP
SPECIAL
DONKEY KONG
4-SP
SPECIAL
DONKEY KONG
4-SP
SPECIAL
DONKEY KONG
R-11
R-12
R-10
DK+
DK
(Source: Original TCRF research)

ARM9 Overlay 2[edit]

Trying to use too many split pipes!
Got wrong guy in scrollATMenu
Placing too many actors/tiles in menu
Using more guys in a menu than we intended
trying to undo when we can't (probably a limited placable check)
trying to REDO when we can't
Major error, deleting 2 channels simultaneously
Found wrong dangler
found a tied guy, but he has zero or more than one ties
GetActorProb
Grabbing not main piece in mover
LoadEditorBin
Toad
Peach
Got wrong value for level to load
Ran out of actors
didn't find OBJ actor
Found zero copyFrom
Found bad Loc for anti erase minimap
This is the Info screen.
Empty
download
User Done
User Unfin
too many components in dialog
Old save code
found null string pointer
Wrong id in Multi Save Exit
Found unimplimented case in DialogBoxCallback.
Unimplemented in DialogBoxCallback nextDialog
Wrong EdButtonMode
couldn't find guy for channel fix
Lost Elevator extras on save
Problem Saving the Game
Slot is out of bounds in GetFinishedStatus
wrong case second Maybe actor
Screwed up in Danger Flags on export
found wrong case in Maybe Actor
should have found a tied end
didn't find SPLIT half piece on export
didn't find pipe that we should have on export
couldn't find track for path plat
Found data not 4-byte alligned
Ran out of channels
ran out of Anti Grids
Trying to delete a non existant water bucket
Should have found water bucket
(Source: Original TCRF research)

ARM7 Binary[edit]

sdio_samplehcd

Found at the end of the file.