WIP:Super Mario 64 DS

From Hiccup
(Redirected from PN:Super Mario 64 DS)
To do:
  • grep for unused content mentions in code
  • stuff from Josh65536 (mibts) PM (and posts) on kuribo64
  • Text box font probably has unused characters, especially in the EUR version
  • the vs version of the "shiro" music and the normal version differ. what is the "shiro" music and does it differ in a odd way?
  • do all objects use their kcl file?
  • is the “esp” minigame background model (data\MG\esp_irie.bmd) an early version of Jolly Rodger Bay?
  • is the minigame snowman head model the same as the main game snowman head model?
  • text: ds download play failed, wait a moment (or whatever), clear and complete are used
  • Unused "Star Collect Animation" (5) - discovered by Josh65536
  • is the water bomb texture (featuring a reflection) used?
  • transfer to article: https://drive.google.com/file/d/0B_yBl-184usmVWFZYktyQWNFQmc/view?usp=sharing



File Select Top Screen[edit]

SM64DS-File Select top screen prerender.png

The graphic used for the top screen of the File Select depicts an earlier version of Peach's Castle. Differences include:

  • An early background with clouds that are similar to the clouds in the N64 version of the desert background.
  • Less fence to the right of the wooden bridge
  • Fewer trees to the left of the wooden bridge
  • There is a hole in a wall on the right of the castle. The hole was present in the castle grounds level of the E3 2004 multiplayer demo.
(Source: Original TCRF research)

Castle Ground Floor Front Door Preview[edit]

SM64DS-Castle Main Floor front door preview.png

The texture used behind the front door of the castle ground floor map as a preview depicts the starting area and the cannon area with no trees, part of an early or simplified castle grounds.

(Source: Original TCRF research)

Big Boo Battle Chunk[edit]

There's a weird grey chunk floating just outside the entrance to the Big Boo Battle room. It is made from three triangles and serves no purpose. There's no collision mapped where it's positioned.

It exists in every loading area except the one containg the room it is outside. Its polylist is called polylist-lambert1_1 (polylist-lambert1 in the r0 bone).



  • under the moat (?) lift object name


Type Filename Translation Identification Notes
Sequence SNOW2 Snow 2 Snow This filename suggests that there were once two versions of the snow theme, or that the theme was revised.
Sequence MINISNOW2 Minigame - Snow 2 Snowball Slalom Ditto.
Model e3_start_map_r00.bmd - VS Mode starting room This filename suggests that this model was created for the E3 2004 demos. It is unknown what the "r" stands for - there is no "r01" or similar.
Model etc obj_door0_star10* - 8-Star Door These filenames suggest that the 8-Star Door was once a 10-Star Door.
(Source: Original TCRF research)

Map Select[edit]


The game contains a map select screen that can be reenabled using the Action Replay codes below. It appears upon loading a save file, and allows access to every map in the game, plus the VS Mode starting screen and the minigame screen, though the former freezes soon after loading. The latter can also be loaded by touching touch screen. Like the Crash Debugger, the ROM's build date is displayed at the top of the screen. The names used on the screen are the same ones used in the Crash Debugger.

To use the map select, enter 2202xxxx 00000002 into your Action Replay, and use the table below to replace xxxx with the value that matches your version and load a file. The code will only work properly if you have an already-existent save file.

USA Japan USA Rev 1 Japan Rev 1
9E00 A07C A0B8 A0B4
USA Kiosk Demo Europe China Korea
A098 AED8 C208 9EB8

(Source: Skelux)

You can also load the map select by setting the offset 0x2AED8 (0x26ED8 in the ARM9 binary) to 0x02 in a European ROM patched by SM64DSe.

(European patched ROM offset: Alex Il Grande)

When a map/screen is selected, an otherwise unused sound will play:


Selecting a map that doesn't have a star select screen from the map select menu brings you to a plain screen with a wooden Bowser emblem. If said level is also a Bowser boss map then the "Bowser laugh" jingle will also play.

Removed Sounds[edit]

To do:
There are more.

Note: extraneous parts of filenames have been removed. For example, NCS_SE_ before all sounds in sequence archives.

Sequence Archives[edit]


The first sound in the archive. Presumably was a menu sound as it was with other menu sounds.

No jingle plays on the VS Mode "one moment please" screen.

Unused Entrances[edit]


Crash Debugger[edit]

Screens similar to this exist Animal Crossing: Wild World and New Super Mario Bros..

[remove the following, and give the reason of "probably fits better in glossary page" in edit summary:]
It was used by the developers to debug crashes and other errors in the game, since it helps pinpoint exactly where an issue occurred in the code.

Here's an explanation of some of the info on it:

  • The BUILDTIME text file is printed on the top of the screen.
  • StageNo - Internal number and name of the stage.
  • PlayerID - The character that was being used at the time.
  • LayerNo - The currently selected star.
  • RoomNo - The current room. Rooms are used to load and unload areas of a map and are only used in a handful of maps.
  • LoopProc - Which part of the main loop was running at the time of the crash; corresponds to a specific virtual function on the problem actor.
  • ProfName - Identifies which actor caused the problem. The first number is the actor ID (in the above screenshot it is 3, which corresponds to STAGE). The second number is unknown.
  • file-id - Unknown, may be the last file ID that was read from the ROM's file system.

Unused Graphics[edit]

[remove todo][add filenames]

Goomba Low-Model[edit]


File:SM64DS-kuribo low model.png

data\enemy\kuribo\kuribo__low_model.bmd [change file category to model render]
An unused low-polygon model for a Goomba. Coins are the only things in the game that use low-model. A low-model was used for the Goomba in the E3 2004 demos.

Battle Fort Painting[edit]


File:SM64DS-BattleFort TopDown.png
Bird's eye view of the level

File:SM64DS-for vs cross.png

data/picture/for_vs_cross.bmd A painting for the Battle Fort level. In the final game, the only entrances to the Battle Fort are a hole in the Courtyard and through VS Mode (which uses a generic sky painting). The painting object can be set to display this graphic by setting the first byte of its first parameter to 11 (for a normal painting) or 51 (for a painting that doesn't wobble when entered).

It appears to depict an early design of the course that was more colorful and didn't have squares on each edge.

5-Star Door[edit]

File:SM64DS UnusedGraphics 5starDoorSymbol.png data\normal_obj\door\obj_door0_star5.bmd

A door that would only let you through if you had 5 stars. The fact that the door object doesn't have a parameter that uses this model and the fact that 5 is the logical progression after 1 and 3 (going up in twos) suggest this may have been an early version of the 8-Star Door.

Unused Objects[edit]

[removed actor values from headers][change actor/sprite values to hex and use hex template with "0x"][put filenames in italics][move red koopa to unused parameters section]

Rock Triangle[edit]

[note that it is spawned by JRB Rock Pillar, but isn't placed in the level as an object]

Unused Object Parameters[edit]

  • If Parameter 1 of the flamethrower is set to anything other than 0xFFFF, the fire it produces will be blue.
(Source: Original TCRF research)

Unused Text[edit]

Early Japanese Text[edit]

All versions of the game have text for languages they do not use and there are sometimes differences to the used text, as can be seen below.


Text ID USA text (unused) Japan text Notes
スター3まいの パワーが
A space was removed.
ター12まいの パワーが
カギは ひかる うさぎが
てがかりは のこりの
[\r]FE070100000208ひきの うさぎだ!!
カギは ひかるうさぎが
てがかりは のこりの
[\r]FE070100000208ひきの うさぎだ!!
(Source: Original TCRF research)


The unused Italian text file in the Chinese version has less empty pieces of text than the equivalent file used in the European version.

(Source: Original TCRF research)

Revisional Differences[edit]



To do:
maybe should go in regional differences. determine that when comparisons are finished

97,98,A0,FD,100,182 are changed. The credits were also changed.

(Source: Original TCRF research)