Talk:Super Mario 64

"If you collect more than 999 coins, the coin counter overflows into the life counter, thus giving you negative 25 lives."

How does this work exactly? I can see it must be writing the low byte of the coin counter over the life counter (0x3E7 = 999, 0xE7 = -25), but what causes it? I'm not seeing why the number of digits would have an effect on where the value gets written, nor why it would only be writing one byte. (If it wrote both, one byte out of place, you'd end up with 771 coins or the game would crash, depending how this game deals with unaligned writes.) HyperHacker 23:33, 1 October 2010 (EDT)
 * That's something I've been asking myself the whole time. I guess if you used Nemu and looked at the memory editor, you would be able to figure it out. -- Prince Kassad 04:09, 2 October 2010 (EDT)
 * It's not an overflow so much as writing to the wrong address. I'm mostly guessing here, but it looks like that's a glitch in the code to force the coin counter back to 999 on overflow. Instead of writing to the coin counter like it should, it writes four bytes away. This writes 0xE7 to the life counter (setting it to -25) and 0x03 to an unknown control byte. In the USA version of the game, that control byte draws garbage characters to the screen. On the European version of the game, that byte draws "ü" to the screen. It appears to control how many characters to display, possibly as part of a debug routine. (Setting it to 0x03 draws "üüü", for example.) -- Joe 17:47, 2 October 2010 (EDT)
 * Ahh, the good old Boo Key counter.-- LocalH 00:00, 3 October 2010 (EDT)
 * That makes sense, but that "control byte" is the beta key counter. Shouldn't 3 keys also appear on the screen when you do this? I don't think I've heard of that happening. (I also wonder how they managed to create that bug in the first place... must have copied the code from the lives overflow check and not changed the variable name at that point.) HyperHacker 21:11, 12 December 2010 (EST)
 * Thinking about it though, that explanation means the compiler didn't care (beyond perhaps emitting a warning which was ignored) that they were doing lives = 999 when lives is only one byte. Knowing Nintendo, this isn't terribly surprising... A sane compiler would at least truncate the value to just 0xE7, which at least explains why it doesn't set the key counter to 3 as well. ⬡Rena 20:59, 13 December 2010 (EST)

The level select...
Anyone else notice how the logo used not only looks like a beta model, but also looks like the one used for the background picture? --Enig-e 17:43, 8 December 2010 (EST)

I remember that someone pointed that out a while back on a forum I can't remember.--Oaa 18:10, 8 December 2010 (EST)

Beta Super Mario 64 title screen is here at 0:07, different than logo on Level Select. --Jimmy130 12:11, 14 May 2012 (EDT)

For the level select text, does it seem probable that the % sign in the US version replaced "の" or "no" from the Japanese version? I'm not very savvy about Japanese as a language, but what I do know suggests that those percent signs would be logical places for a の. I'm guessing cross-referencing with the Japanese version(s) of the game would be the easiest way to know for sure. Miles of SmashWiki 15:02, 5 July 2013 (EDT)

The Key glitch
Alright, so it's been a very long time since I've edited any wiki and can't remember how to do... well, almost anything. I'm very new here, but noticed that this page talks about the key glitch in the Japanese version of the game. I happen to stumble upon this video of the glitch occurring;

http://www.youtube.com/watch?v=ve07BT9ADrg

Now, this video is not mine, so I'm not sure what the policy is here for linking to videos and what not, but I figured I'd post it here anyway and until I brush up a bit more on the style of use here, someone else can decide what to do with it. Hope it helps! --TheAxis 09:34, 28 April 2011 (EDT)
 * Meh, basically videos uploaded on YouTube are free to be shown elsewhere, as far as I know. There's no problem in putting it in the page. Although recently I saw a ton of ways to embed YT videos in wikis... All of them different. Someone else can embed it, I'd rather not screw it up. {EspyoT} 12:00, 28 April 2011 (EDT)


 * Help:YouTube tag -- Prince Kassad 12:09, 28 April 2011 (EDT)


 * Oh. You see, I saw someone use the tag before in Pikipedia, but apparently didn't work. I thought he made that up or something. Never knew that this was an actual tag. Pikipedia probably doesn't have it installed, but I didn't knew TCRF did. {EspyoT} 13:25, 28 April 2011 (EDT)

Japanese version?
Hey guys, I just thought about something. Is it possible that the original Japanese release might have some more unused/incomplete content in the ROM that might've been cleaned up during the process of developing the USA release? I suspect that most if not everything from this page in regards to prototype/unused stuff is coming from the USA ROM. Has anyone taken a closer look at the Japanese version's innards to see if there's anything interesting? Evilhamwizard 01:06, 13 May 2011 (EDT)
 * The only Japanese-exclusive stuff we know of so far is the Boo key sprite. But it's possible that nobody has really looked inside. -- Prince Kassad 01:07, 13 May 2011 (EDT)

Sound meter?
Has anyone investigated to see what that "sound meter" actually displays? I believe it's actually showing CPU/memory usage and other such info. I know at least one of the bars shows how many objects the level contains. Other games (Mario Kart 64, Ocarina of Time) also have similar bars that show CPU information and level object counts. ⬡ 02:39, 4 September 2011 (EDT)

Rumble Pak support in Shindou
Should we upload the texture of the small message that appears on the title screen informing of Rumble Support, and maybe translate it, in case it says something a bit out of the ordinary? {EspyoT} 12:24, 9 February 2012 (EST)
 * Someone should translate it just to see if it says anything noteworthy. ⬡ 04:35, 14 June 2012 (EDT)

European version
I vaguely remember the European version having different sounds (like the pipe where Mario jumps out at the very beginning, or the Bowser doors). Can anyone confirm this? -- Sheeza 10:30, 14 May 2012 (EDT)
 * I own both the North American version and the European version, and I just compared them. The pipe at the beginning is a lot quieter in the European version, but it seems to use the same sound effect. The bowser doors have a separate "open" and "close" sound effect in the North American version, but the European version seems to re-use the "open" sound when the door closes. Here's an example of the PAL door sound. --Joe 19:35, 4 May 2013 (EDT)
 * Oh hey, so my memory didn't deceive me after all. That's cool. -- Sheeza 19:53, 4 May 2013 (EDT)

So long ___ Bowser!
Ok, according to the edits, some people think it's "So long, eh Bowser!", others think it's "So long, big Bowser!", others say "So long, King Bowser!". I personally am very sure it has to be "So long-a Bowser!", given Mario's accent. Can we actually really confirm what it is? Because I mean, come on, this is so silly... What if we just replace that with "the sentence he says when he throws Bowser"? {EspyoT} 18:43, 30 September 2012 (EDT)

Is this worth pointing out?
I found this level ID list on yoshielectron's site. Which has a few unused level slots and not just at the end of the list. I wonder if this relates to any "scrapped areas". --Hiccup 06:11, 4 May 2013 (EDT)
 * I assume it is, because I see no reason why not. --Hiccup 06:11, 5 May 2013 (EDT)
 * Actually, no I don't think it is worth pointing out, because it isn't interesting as there are no early pictures of scrapped areas or any unused content suggesting there used to be more areas; the only thing is the quote that says there were to be 32 levels originally. --Hiccup 07:12, 5 May 2013 (EDT)

Debug Text
I found some debug text and I listed below the strings I found. The format may be inaccurate.--Chpexo 16:04, 5 July 2013 (EDT)

$F27A0 areainfo md id sp id mode id action id number id off

$F2DC0 id B  DPRINT OVER mapinfo area id wx  id wy id wz id bgY id angY id bgcode id bgstatus id bgarea id water id checkinfo stageinfo stage param id effectinfo enemyinfo obj id NULLBG WALL BOUND TOUCH TAKEOFF DIVE S WATER U WATER B WATER SKY OUT SCOPE AUTOSEQ AUTOBNK STAYSEQ STAYBNK

$F4D20 and $F4D20 RSP SW Version: 2.0D, 04-01-96.SGI U64

GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moore, N Pooley, A Srinivasan

$F44A0 AUTOSEQ   i2x i2x  AUTOBNK   i2x i3x  STAYSEQ   [i2x]  i2x STAYBNK   [i2x]   i2x

There's a bunch of string at $265980. I'll list a few interesting ones: bones joints particles cameras nets gadgets labels face vertex is: Bone is: many objects to morph move_animator: Unkown animation data type move_animators move_animators movement

Painting warp
Just out of curiosity, how does the painting warp oddity apply to Wet Dry world and Tiny Huge island? --Dr. Yay 02:24, 19 July 2013 (EDT)


 * In the case of Tiny-Huge Island, remember that it has two different paintings that Mario can enter, with one leading to the tiny version and the other to the huge version. I would thus imagine that they are in fact two separate levels, with what Mario can and can't access differing between the two. Wet-Dry World could be the same case, though with the only difference being the initial depth of the water. Luigi-San 02:22, 29 July 2013 (EDT)


 * But Wet-Dry world uses a single painting, and the height of the water is set depending on how high Mario jumps into the painting. Could it be a variation of the unused behavior? WhoIAm 21:15, 12 August 2013 (EDT)


 * I was just coming here to ask this, myself. It seems like the triple-warp behavior for the other paintings may have been used for the Wet-Dry World painting, but rotated 90°, as when Mario hops into any 3rd of the painting, the water level is raised or lowered respectively. ~ Doc Lithius (Info|Chat|Edits) 13:31, 23 November 2013 (EST)

Unused Objects / Items subpage
The template at the top of the article says the following: "It's a bit all over the place. Subpages would help." To make the article a little more organized, should the "Unused Objects / Items" section be separated in a subpage? TempleofDreams (talk) 13:43, 21 September 2013 (EDT)


 * Nah, that section's a little too small to justify a subpage, IMO. Debug Menus/Tools and Version Differences should both have subpages, though. Luigi-San (talk) 14:23, 21 September 2013 (EDT)


 * Ok, thank you. TempleofDreams (talk) 14:41, 21 September 2013 (EDT)

Can somebody explain this part of the article to me?
The bit about unused level layouts doesn't make sense to me at all, could someone explain it in a different way? --Hiccup (talk) 14:32, 14 November 2013 (EST)

Unused object behaviours
https://sites.google.com/site/messiaen64/list-of-behaviors-for-custom-platform-objects --Hiccup (talk) 08:33, 22 December 2013 (EST)

Bridge in main area
The bridge in the castle courtyard acts like a net that you can climb under. Is this supposed to happen? --Signed: Vectrex (talk) 12:27, 22 December 2013 (EST)
 * It probably just uses the climbable terrain type. --Hiccup (talk) 12:42, 22 December 2013 (EST)
 * You can also climb the bridge in Bomb-omb Battlefield, too. Was this done intentionally? Mario Weaboo (talk) 12:57, 22 December 2013 (EST)
 * There is no way to tell. --Hiccup (talk) 13:44, 22 December 2013 (EST)