WIP:Super Mario 3D Land

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Hmmm...
To do:
  • ghost houses have floors that can't be seen, possibly with unique texture(s)?
  • rainbow note block spawner oddities with object name and hidden graphics can be seen when you spawn from it if the camera is facing straight down
  • It seems like some stages contain unused PreLoad bymls, or used PreLoad bymls that refer to resources that aren't required for the objects used in the level
  • Check if any ObjectData archives have "<C1 Name="Switch">" in their InitActor bymls that aren't used

Unused Objects

Air Blooper

Object Class Class listed in code Class has code Class used In object table Has ObjectData
GessoAir Gesso Yes Yes Yes Yes Yes

A Blooper for use outside of water. It doesn't produce any water bubbles and can float up quite higher than the regular blooper.

(Source: SunakazeKun)

Bush/Flower (Three Coins)

Objects Class Class listed in code Class has code Class used In object table Has ObjectData

FlowerBlueCoinx3
FlowerYellowCoinx3
GrassCoinx3
SnowCoveredGrassCoinx3

Grass Yes Yes Yes Yes Yes

These objects are bushes/flowers that give the player up to three coins: one for each time you walk through the object.

(Source: SunakazeKun)

Rolling Spike Bar (8M)

Elementary, my dear Cactus.
This needs some investigation. There's something there, we're just not sure how to access it yet.
Discuss ideas and findings on the talk page.
Specifically: Does this have code?
Object Class Class listed in code Class has code Class used In object table Has ObjectData
NeedleRoller8M NeedleRoller No Yes Yes Yes Yes

NeedleRoller8M was intended to be a longer (8M) version of the Rolling Spike Bar object (NeedleRoller). But placing it in a level seems spawn a regular NeedleRoller, using the NeedleRoller.szs model rather than the NeedleRoller8M.szs model (which is used by the 8M Swinging Spike Bar object). This is either because the code for it is incomplete, or there is no code for this object, so the NeedleRoller class just ignores the fact that the object name is different and functions as normal.


(Source: SunakazeKun)
(Source: Original TCRF research)

AnimationTest

Object Class Class listed in code Class has code Class used In object table Has ObjectData
AnimationTest AnimationTest No No? No Yes No

Self-explanatory.

(Source: Original TCRF research)

AoyagiEnemy

Object Class Class listed in code Class has code Class used In object table Has ObjectData
AoyagiEnemy AoyagiEnemy No No? No No Yes No

This would have been a test enemy by the lead programmer, Norihiro Aoyagi.

(Source: Original TCRF research)

World 4-4 Platform Variations

Objects Class Class listed in code Class has code Class used In object table Has ObjectData

FlashTeresaAppearFloorF
FlashTeresaAppearFloorH
FlashTeresaAppearFloorI
FlashTeresaAppearFloorJ
FlashTeresaAppearFloorK
FlashTeresaAppearFloorL
FlashTeresaAppearFloorM
FlashTeresaAppearFloorN
FlashTeresaAppearFloorO
FlashTeresaAppearFloorP
FlashTeresaAppearGoalStep

AppearStep Yes Yes Yes Yes No

The names of these objects suggest that they would have been further graphical variations of the "spawn when near" (AppearStep class) objects used in World 4-4 (FlashTeresaStage scenario 1) and Special 4-2 (FlashTeresaStage scenario 2). The used ones are:

FlashTeresaAppearFloorA
FlashTeresaAppearFloorB
FlashTeresaAppearFloorC
FlashTeresaAppearFloorD
FlashTeresaAppearFloorE
FlashTeresaAppearFloorG

The goal in the final level doesn't use a unique platform type - it just uses FlashTeresaAppearFloorA.

(Source: Original TCRF research)

AttackRevolvingPanel

Objects Class Class listed in code Class has code Class used In object table Has ObjectData

AoyagiAttackRevolvingPanel
AttackRevolvingPanel

AttackRevolvingPanel Yes Yes No? Yes No

This may have been a panel that revolved to attack Mario (like Flomps in Super Mario Galaxy 2) or a panel that rotated when attacked.

(Source: Original TCRF research)

BeatBlock

Objects Class Class listed in code Class has code Class used In object table Has ObjectData

BeatBlockBox
BeatBlockFanA
BeatBlockFanB
BeatBlockFanC

BeatBlock Yes Yes No? No No

In the final game, beat blocks are just objects using the FixMapParts (terrain) class that exist in levels as children of the BeatBlockHolder object, rather than objects using their own class. The "fan" objects may have been intended to be equivalents of the curved beat blocked objects used in-game.

(Source: Original TCRF research)

Unused Behaviour

Koopa shells can be used to collect Star Medals, but this is never really used. While there are levels with both objects in, you'd have to exert a lot of effort using fireballs or tailswipes to get the Koopa shell anywhere near a Star Medal.

(Source: Original TCRF research)

Unused Object Settings

Switchboard Rails

The BlockRail objects used for the Switchboard platforms have two unused values for its colour setting (argument 0).

Blue (1) Orange (3)
SM3DL-blue BlockRail example.png SM3DL-orange BlockRail example.png

Grey (0) and red (2) are used.

(Source: SunakazeKun)

Unused Light Data

Hmmm...
To do:
There may be more here

LightDataArea.szs

LightDataArea.szs in ObjectData contains data relating to area lighting. The file LightDataAreaE4D28ACB.byml contains lighting data labelled "[E3]クッパ" which translates as "[E3] Bowser". It might have been used for (part of) the Bowser battle shown in the E3 2011 trailer. The file can be read here. The file also exists in the E3 demo, but it doesn't include the "ConstantColor" lines and "Interpolate Frame" is set to "3" instead of "10".

LightDataMap.szs

LightDataArea.szs in ObjectData contains data relating to map lighting. The file LightDataMapD6FD7D6E.byml contains lighting data labelled as "デバッグテスト用" which translates as "debug test". The file can be read here. The file also exists in the E3 demo, but it doesn't include the "ConstantColor" lines.

Removed Menus

Hmmm...
To do:
Rewrite this to remove superfluous information

SoundDataBase.szs, which contains data on sounds used by objects and scenes, contains data for some removed menus. "Se" is short for "sound effect", "Sy" for "system" and "E3" refers to versions of the game shown or playable at E3 2011.

Name Translation Sounds (Actions) Notes
DebugPauseMenu - SeSyPauseOn
SeSyPauseOff
-
E3CourseSelect - SeSyCoin -
E3CourseSelectButton - SeSyPauseBtnOn (when "ButtonOn")
SeSyPauseBtnOff (when "ButtonOff")
SeSyDecideStageE3 (when "ButtonDecided")
-


(Source: SunakazeKun)