WIP:Super Mario 64 DS
- 1 Oddities
- 2 Map Select
- 3 Removed Sounds
- 4 Unused Entrances
- 5 Crash Debugger
- 6 Unused Graphics
- 7 Unused Objects
- 8 Unused Object Parameters
- 9 Unused Text
- 10 Revisional Differences
File Select Top Screen
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.
Castle Ground Floor Front Door Preview
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.
Big Boo Battle Chunk
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
|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.|
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|
|USA Kiosk Demo||Europe||China||Korea|
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.
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.
There are more.
Note: extraneous parts of filenames have been removed. For example, NCS_SE_ before all sounds in sequence archives.
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.
[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.
[remove todo][add filenames]
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
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.
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.
[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]
[note that it is spawned by JRB Rock Pillar, but isn't placed in the level as an object]
Unused Object Parameters
- If Parameter 1 of the flamethrower is set to anything other than 0xFFFF, the fire it produces will be blue.
Early Japanese Text
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|
|A space was removed.|
カギは ひかる うさぎが ぬすんだようだ。 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 ぬすんだようだ。 てがかりは のこりの [\r]FE070100000208ひきの うさぎだ!!
The unused Italian text file in the Chinese version has less empty pieces of text than the equivalent file used in the European version.
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.