Talk:Super Mario 64 DS

I have some screenshots for test level one, and I'll make a video sometime here too. Test level two is really boring, so just a screenshot will sum it up nicely. --Krutomisi 16:21, 2 June 2010 (EDT)

Test levels 1 and 2 are swapped around, compared to their internal IDs.

Also, test map 2's internal name is 'Onimasu Test Map' (Onimasu -> Tox Box), just so you know...

If you guys can find a better formatting that keeps the pictures aligned with text, go ahead.

Should I link a quick n' dirty BMD viewer of mine, if people want to view hyuhyu.bmd themselves? --Mega-Mario 09:49, 3 December 2010 (EST)

Use the

template to help with that. As for the cap blocks, it's possible they were just created specifically for the test level, like the labeled terrain tiles, for example. --Aoi 11:22, 3 December 2010 (EST)

Thanks ;) Also should I talk about object 0 (the PLAYER object)? Technically, it is unused, but I don't think it was meant to be used... --Mega-Mario 18:44, 3 December 2010 (EST)
 * Debug modes weren't meant to be used either and we list them, so as long as it's interesting, feel free to do so. -- [[Image:Sanky-sig.gif|link=User:Sanky]] Sanky ~ talk 18:46, 3 December 2010 (EST)
 * Is this really an unused object? I'd imagine the player character would be an instance of it. ⬡Rena 18:44, 16 December 2010 (EST)

It has been a while since I've played SM64DS... what makes Hyuyhu different from Fwoosh (the blowing cloud enemy from Tall Tall Mountain)? Is the object ID the only thing different, or do they look different as well? --Peardian 10:01, 18 December 2010 (EST)
 * Well then. :P --Peardian 18:23, 19 December 2010 (EST)

It is just that there is no object with ID 0x0146 (that ID is just out of bounds). That was an error in the objects list, and due to me not being able to identify it properly (the 3D model I could view is quite distorted due to the lack of support for animation files) or test it, I just thought it was unused. And well, I was wrong. Sorry for the inconvenience. --Mega-Mario 06:19, 20 December 2010 (EST)

Unused objects
I'm not sure we're supposed to be categorizing unused enemies with unused objects, but I'd want to know what everyone else thinks, first. Any opinions, anyone? --Aoi 19:24, 7 December 2010 (EST)

Technically, enemies are objects, so I'd say they fall under the same category. Feel free to prove me wrong tho --Mega-Mario 11:48, 8 December 2010 (EST)


 * Yes, they are technically objects, but for better reading, they should be separate. It is more pleasing for the readers that way. -- [[image:Dd-sig.png]] ~ Darkdata 12:05, 8 December 2010 (EST)

Hmm... I thought you would've waited for more than one vote, though. :) I probably should ask whether or not the unused models/objects/enemies from Super Mario 64 still exist in 64 DS' files, while I'm at it.  (I only have the physical cart. -_- ) --Aoi 01:12, 10 December 2010 (EST)

Also, object ID 0x141 is named FIRERING. I don't remember seeing a fire ring anywhere in the game, so I'm wondering if this is an unused object or just a misnamed one (or my memory being faulty :P ). I however didn't get a chance to test the object or view its 3D model yet. --Mega-Mario 06:28, 10 December 2010 (EST)


 * I don't recall any, either, offhand, but that's mainly because I haven't actually played through the game in quite a while. Maybe, if I can get around to it, I'll try to look around.  :) --Aoi 16:15, 11 December 2010 (EST)

Figured we should also talk about that red Koopa and his (useless) shell. Aside from that, I don't think unused enemies of SM64 are in SM64DS... as an example, there is no small Ice Bully in SM64DS. Only the big Ice Bully in Snowman Land, and Chief Chilly, are present. --Mega-Mario 18:26, 15 December 2010 (EST)

Red Koopa? Actually, what I'd thought is that some of the unused model files/textures might still be present, even if they're not used (though it wouldn't surprise me if, for the sake of  space on a DS cart, they had a setup that would scan through the program for anything and everything that wasn't actually linked to anything, and delete it.) --Aoi 18:22, 16 December 2010 (EST)

Well, the Red Koopa is still in. It can be placed using SM64DS Editor- it is the same object ID as green Koopas, but its parameter must be set to 0x0001. I guess the standalone Koopa shell object also supports this, however I didn't test it yet. However red Koopa shells are quite useless as they can't be picked up or rid :/ --Mega-Mario 18:03, 17 December 2010 (EST)


 * "The shell obtained from knocking a Red Koopa, cannot be ridden or picked up. All the player can do with it is knock it to send it into one direction, it then continues towards that direction until it crashes into a wall. This makes the red shell quite useless." I don't know if that's entirely useless, exactly - once you kick the shell, does it take out any enemies in its path? Might be useful if there were a cluster of enemies, somewhere... except I don't really remember any places where you could hit a lot of enemies in a long, straight line.  Plus, for all I know, there could have been issues with the way it only stops when it hits a wall - what happens if you kick it off a ledge? --Aoi 20:24, 19 December 2010 (EST)

The shell does kill enemies on its path when launched, yes. I haven't tried kicking it off a ledge, however. But well, in most current Mario games (not talking about SMB1 :P ), red Koopa shells can be picked up and they bounce when they meet walls, so yeah... perhaps that red shell is just unfinished... --Mega-Mario 10:30, 20 December 2010 (EST)


 * On Super Mario Wiki beta page, it say that when yoshi eats a red koopa (or shell), he can spit fire. Can someone confirm this? --Jimbo390 22:39, 22 December 2010 (EST)

Well I finally got time to test it myself and yoshi indeed spit fire when he eat the shell. i'll add it in the article Jimbo390 00:19, 28 December 2010 (EST)

Object 0
I think that Object 0 might be used in the mirror room as the reflection. --Oaa 09:06, 8 June 2011 (EDT)
 * I don't know anything about the technical details, but for that to be the case, wouldn't the object's controls have to be flipped (i.e. you press left, it goes right)? The one in the video mimics input exactly. Supper 13:31, 8 June 2011 (EDT)
 * Exactly. Also, there is no object in the mirror room that could be the clone. My guess is that the mirror's polygons have a particular collision behavior that mirrors the character... either that, or it's just something hardcoded. --Mega-Mario 19:16, 25 June 2011 (EDT)
 * Again, I'm pretty sure object 0 is just the player character, which the game automatically loads into each level. ⬡ 02:14, 15 June 2012 (EDT)
 * You're right. However the ability to use it as a 'standard' level object isn't used anywhere. --Mega-Mario 13:54, 15 June 2012 (EDT)
 * True, but that's more a side effect of the design. It's an object like any other, that just happens to be automatically added at runtime and have code to respond to the controller. ⬡ 06:53, 16 June 2012 (EDT)

Kiosk Demo
Does anybody tried the Kiosk Demo? There are Goombas with Wario/Mario/Luigi hats, you stomp them, they give you it and you'll transform in Wario, Mario or Luigi.--Verne94 10:18, 16 July 2011 (EDT)
 * ...Um, isn't that a mechanic in the final game, too? -WarioBarker 21:06, 16 July 2011 (EDT)

yeah, but for example in Wet-Dry World there is a goomba with a Wario hat that there isn't in the final game...--Verne94 03:46, 17 July 2011 (EDT)
 * To make it clear: there is a goomba with a Wario cap in Wet-Dry World. --Hiccup 07:49, 3 October 2012 (EDT)
 * Unless this goomba's in a different place or star --Hiccup 15:40, 29 October 2012 (EDT)
 * Which is extremely unlikely, since this demo was made after the final US release. --Hiccup (talk) 09:52, 22 December 2013 (EST)

Regional difference
The Korean version does NOT have the mini game menu at the title. The main menu also looks different. ~ExtremeSpyro

E3 map and wrecking crew minigame
In mario64dsROM.nds/FILESYSTEM/root/ARCHIVE/ar1.narc/root/data/entry there is a file called e3_start_map_r00.bmd it is the room with red curtains which appears when you choose a course in multiplayer or multiplayer practice mode, maybe it was used or was going to be used at e3?

And there are minigame files with the words "wrecking crew" in them but there is no wrecking crew minigame. These/some of these files are in nsmb as well (some minigames from sm64ds were ported over) --Hiccup 15:50, 29 October 2012 (EDT)
 * Stuff here: but stuff on top post is all ready here, also unused objects:  and object parameters --Hiccup 10:39, 3 November 2012 (EDT)

Unused Door
What if that 5-star door was intended for the Battle Fort instead of the Mario painting? After all, the Battle Fort painting is also unused.

--SMB Madman 23:22, 22 December 2012 (EDT)
 * Good point --Hiccup 05:15, 23 December 2012 (EST)

Test map textures
Those wall textures in the first test map look awfully like the ones in Wind Waker and Sunshine, don't you think? WhoIAm 14:44, 6 February 2013 (EST)
 * Yes, Nintendo used the same textures for many of their test maps. --BMF54123 14:49, 6 February 2013 (EST)
 * You being sarcastic there? I honestly can't tell. I ask because there's actual discussion to be had about potential similarities and differences, and the reasons why, between certain games' test maps and others. But it's a tad wasteful to develop if the comment spurring it were meaningless sarcasm.--Celice 04:54, 7 February 2013 (EST)
 * Honestly, though, it probably isn't too significant. The only reasons I can think of would be for the dev team to save time, or because this was the next Mario game after Sunshine. But maybe there's more... WhoIAm 16:15, 7 February 2013 (EST)
 * Nintendo using the same test map textures isn't very noteworthy, since the differences aren't very noticable, being the same in-game scaled distance markers. Using the same textures just means less time making more, anyway. We could make a quick reference, but other than that, I think there's no real point. -AquaBat 20:50, 7 February 2013 (EST)

.bmd?
Not to sound stupid, but how did you guys view the .bmd files? Like with the unused vs_cross painting thing? ExtremeSpyro 10:01, 12 February 2013 (EST)
 * "Mario Kart DS Course Modifier". Or Mega-Mario's viewer. --Hiccup (talk) 05:33, 3 September 2013 (EDT)

Yoshi holding objects
From the Super Mario Wiki: "The player must go somewhere with at least two Goombas as Yoshi. Yoshi must swallow one of the Goombas and turn it into a Yoshi Egg. Then, the player must jump on the other Goomba and press A. With good timing, the Egg will explode and Yoshi will be carrying an invisible object in his hands." Does Yoshi ever use his hands to hold things? I recall him swallowing/spiting out objects instead. WhoIAm (talk) 18:03, 2 September 2013 (EDT)
 * No he doesnt normally hold anything. The game itself doesnt like that at all and starts to fuck around with collision (at least on DesMume) and crashes the game.
 * [this space reserved]
 * I deduce that the glitch most likely causes him to be stuck in his egg-throwing position. Then, (this is debatable) when the player moves Yoshi around, the game tries to replace the stuck throwing sprite with the walking sprite, causing collision errors. --AquaBat (talk) 22:38, 2 September 2013 (EDT)
 * I think all players share the same animations, so Yoshi has carrying poses. --Hiccup (talk) 08:50, 22 December 2013 (EST)

Unused Menu Text?
Could somebody check out which of this text is used when you cut off a wireless connection in VS Mode? --Hiccup (talk) 09:55, 22 December 2013 (EST)
 * 02AA, 02AC, 02AD, and 02AE are all used in normal link up gameplay, while 02A9 was presumably a placeholder for 02AA, and 02AB was presumably a placeholder for 02AC. What I do find peculiar is that the placeholder messages allow a button press to presumably return to a menu while in the final you're required to turn the system off. --DarkLeach7 (talk) 02:19, 31 December 2013 (PST)

Goomba Low-Model
Are we sure this isn't actually used when a Goomba is a sufficient distance from the camera? Lots of games switch to low-poly models when objects are far away in order to cut down on processing time. The low-poly coin models may be used the same way. --BMF54123 (talk) 17:35, 28 December 2013 (EST)
 * I will do a test to see if this is true. --Hiccup (talk) 06:19, 29 December 2013 (EST)
 * The goombas don't appear to use the low-models. The game has a small draw distance for objects, so there wouldn't be much point. --Hiccup (talk) 06:44, 29 December 2013 (EST)
 * It turns out that the low-poly coins are used. --Hiccup (talk) 06:44, 29 December 2013 (EST)

Backlight Oddity
This isn't anything unused, just something odd. On an original DS the backlight setting does as advertised, the backlight turns off. However on a DS Lite and anything newer, it turns the display off (as in you can't see anything) instead of the backlight. The touch still works so you can turn the screen back on. Any reason as to why this happens? --DarkLeach7 (talk) 02:00, 31 December 2013 (PST)
 * Maybe somebody into DS hardware, homebrew or emulation would know. --Hiccup (talk) 13:33, 11 January 2014 (EST)
 * The setting does the same thing on a DS Phat and a DS Lite. It's just that the DS Lite screens are *very very* dark without backlight. Cast a strong light source on the screen with backlight off and you'll see. --Mega-Mario (talk) 13:44, 11 January 2014 (EST)

The 3DS does that as well. Mario Weaboo (talk) 19:26, 19 January 2014 (EST)

Unused Text Location
Kobosuke is wondering which file and folder the text for Super Mario 64 DS is contained in. He's curious about seeing the unused text for himself, it seems. --GlitterBerri (talk) 02:20, 9 January 2014 (EST)
 * Sorry for the late reply. The location is /data/message/ *.bin files. The program Super Mario 64 DS Editor can display, edit and import/export the text as XML. Unfortunately, Japanese text is unsupported. But J, U and E ROMs are supported. So we can't see what the unused text says in Japanese. I'll ask Fiachra to try and add the feature. --Hiccup (talk) 13:13, 11 January 2014 (EST)