Talk:New Super Mario Bros.

3D koopas
The models named nokonoko, net_nokonoko, noko_shell_red are 3D Koopas/shells. However, afaik, every Koopa in the game is a 2D sprite. To be confirmed. --Mega-Mario 15:01, 12 February 2011 (EST)
 * The fence koopas are 3D. Dirbaio 17:18, 9 December 2012 (EST)
 * A 3D koopa shell spins across the ground in the cut-scene which starts after you wait for about 10 or 20 seconds at the title screen without pressing any buttons --Hiccup 03:41, 10 December 2012 (EST)
 * I know this is old, but I am confirming that noko_shell_red is used in the extended intro, net_nokonoko is used (fence koopas, as said before) but nokonoko and noko_shell are unused. --Hiccup 15:29, 25 April 2013 (EDT)

Beta leftovers?
The page feels veeeery empty. It's nice to see some level maps were implemented onto the page, but I think we gotta dig deeper. Why not see if Mega Mario's unused punching and kicking attacks are still in the rom? There's a LOT of content in prototype screenshots that didn't make the final cut (Heck, look at the footage from 2004 - Where Bowser was out in the open and stomped by Mega Mario like a normal enemy), and I think we should try and look for those. --SMB Madman 01:15, 27 July 2012
 * I know about more stuff which I will put on the wiki, but I don't think there is an animation viewer for the model files. --Hiccup 14:59, 28 July 2012 (EDT)
 * Wait...So how did people find models in other DS games? Or does there have to be a viewer specifically for the game? --SMB Madman 10:41, 31 July 2012
 * They used a model viewer - you can view .nsbmd models, but I have not found an animation viewer.
 * NSMB does not use its own format it uses a (probably common) format that is a similar to the one used in Super Mario 64 DS and possibly identical to the one in Mario Kart DS. --Hiccup 12:47, 31 July 2012 (EDT)
 * I have found out that MKDS Course Modifier has an animation viewer. --Hiccup 14:11, 31 July 2012 (EDT)
 * I have finally got it to work / stopped being lazy - and basically all Mario's/Luigi's animations from Super Mario 64 DS are still in the rom. And I guess punching too. --Hiccup 13:21, 9 May 2013 (EDT)
 * And guess what, I don't know for sure, and I can't check because I don't have a Windows computer to use. Somebody please check. You need the version of MKDS Course Modifier from CWgames hackstore: http://www.dshack.org/forum/index.php/files/ --Hiccup 13:57, 9 May 2013 (EDT)

Nitro?
What is Nitro in the build dates? What does it mean? Chaossy - The Computer Geek 13:50, 2 October 2012 (EDT)
 * "Nitro" is the internal codename for the Nintendo DS. --BMF54123 14:06, 2 October 2012 (EDT)
 * Oh. *facepalm* Chaossy - The Computer Geek 14:09, 2 October 2012 (EDT)

"Wrecking Crew" Minigame
I have personally confirmed that this doesn't exist&mdash;at least, not in the sense that everyone seems to think it does. wrecking_crew.narc and vs_wrecking_crew.narc both contain the graphics and screen layouts for "Coincentration", so obviously wrecking_crew is just the game's internal name. --BMF54123 03:39, 22 November 2012 (EST)
 * Agreed --Hiccup 11:58, 13 December 2012 (EST)

Retro jump sounds
One of these two can be heard in the credits when touching a certain letter so it isn't unused. I'm not sure which one it is. Dirbaio 17:23, 9 December 2012 (EST)
 * They should stay, maybe in a different section. --Hiccup 03:07, 13 December 2012 (EST)
 * Actually the sounds are not in the credits, I have checked. --Hiccup 07:58, 15 December 2012 (EST)

Race mode leftovers!
http://nsmbhd.net/thread/1299-coop-experiment-getting-1-1-into-multiplayer/ http://nsmbhd.net/thread/1095-no-more-sprite-set-limitation-in-mvsl/ Will be added to the article at some point, maybe once more research has been done (by me or others). --Hiccup 11:40, 10 December 2012 (EST)


 * No... co-op was never implemented in the game to begin with. We're just making ASM hacks to get something coop-like. Dirbaio 14:21, 12 December 2012 (EST)


 * Ok...*changes title to "Race mode leftovers!" --Hiccup 14:49, 12 December 2012 (EST)


 * But but but... The fact that we hacked the sprite set system doesn't imply AT ALL that there was a "race mode" in development. Dirbaio 14:52, 12 December 2012 (EST)


 * But previews from game sites like IGN and gamespot explicitly stating that there was a race mode at does imply that there was. --Hiccup 14:58, 12 December 2012 (EST)


 * Why would you add ROM hacks to the article? Or are you talking about something else? I'm very confused. --BMF54123 03:16, 13 December 2012 (EST)


 * Ok, in old versions of NSMB there was a VS Race Mode. Two DS would connect so Mario(P1) and Luigi(P2) could race each other in a simlar fashion to how how they compete for Power Stars in the VS Star Battle Mode which was replaced the race mode in the final version (known on the menu as ' Mario VS Luigi ').


 * Leftovers of a' 'VS Race Mode'' in the final game:


 * Unused Level 4 and 5


 * Sprites which have unused code for handling two players   < the hack will allow to see these by enabling more sprites in the VS Star Battle Mode. --Hiccup 03:15, 14 December 2012 (EST)
 * There's NOTHING that allows us to say Unused Levels 4,5 are race mode levels. They could be singleplayer levels. The ARE shown in singleplayer at E3.
 * About the "unused code": Most sprites are coded with collision handlers and all that DO work for multiplayer too. Something like: A goomba: "Hurt any player that touches this sprite", or the flagpole: "Any player that touches the sprite wins". Even in sprites that ARE used in MvsL there's NO MvsL SPECIFIC CODE. Dirbaio 04:28, 19 December 2012 (EST)

Unused Class IDs
http://nsmbhd.net/thread/449-tutorial-change-classid-s-of-sprites/ These are completely undocumented. --Hiccup 03:12, 12 December 2012 (EST)
 * Class IDs are not "hidden objects". They're just objects that are used from the game internally and were never intended to be spawned as spritesDirbaio 14:21, 12 December 2012 (EST)
 * Changed title --Hiccup 14:50, 12 December 2012 (EST)
 * Still it's NOT unused stuff!!! Dirbaio 14:52, 12 December 2012 (EST)
 * They may be unused class ids, unless you have them all documented without releasing it? And remember that this is the talk page not the article, I never said that any of this was completely proven. --Hiccup 15:00, 12 December 2012 (EST)
 * There may be class ids which are not set as sprites and not spawned therefor unused. --Hiccup 15:03, 12 December 2012 (EST)

The "unused" powerups
These are just glitches. We can't keep having a glitch listed as something "unused". If there was a powerup ID that gives Mario a tail and makes him fly, then yes, it would be an unused powerup. But as it is now, this is not the case. This is why I removed it.Dirbaio 14:21, 12 December 2012 (EST)
 * I thought you said you were not sure if they were glitches? --Hiccup 03:05, 13 December 2012 (EST)
 * They ARE glitches. It's OBVIOUS. Dirbaio 04:28, 19 December 2012 (EST)
 * Yes, OK :) --Hiccup 12:19, 22 December 2012 (EST)

Regarding Underground Tileset's Solid-on-top platforms
I took a couple of [crappy] photos [of the 3DS's screen from the DSi Camera, yes I am that pathetic] of some of NSMB2's solid-on-top platforms, some of "aboveground", some of "belowground", and there seems to be some unique colors for different aboveground/belowground/castle etc. situations. But that's only for NSMB2. -AquaBat 10:39, 9 February 2013 (EST)
 * As far as I understand, thats the same as in NSMB, but can I see the photos? --Hiccup 11:53, 9 February 2013 (EST)
 * I'll upload 'em, but they're REALLY crappy, and they're JPGs. -AquaBat 14:27, 9 February 2013 (EST)

These images are unnecessarily large. Furthermore, they should have been uploaded to a file sharing site (http://puush.me/ or http://imgur.com/), and not on TCRF server space (which is limited). ~M64m 15:17, 9 February 2013 (EDT)
 * Well, if you insist, I'll get on that. Removing images from this page... -AquaBat 15:26, 9 February 2013 (EST)

Alright, Hiccup, here you are, uploaded to TinyPic and resized to make them not as gigantic:

World 2's aboveground

World 2's belowground

Standard underground

Castle 1-From the boss room

Castle 2-From the main part of a different castle

-AquaBat 17:20, 9 February 2013 (EST)


 * Here are some clear shots of the tiles. I should say however, that there is no solid proof that these tiles are taken from NSMB.
 * No one has touched NSMB2's code, and therefore all of this is pure speculation.
 * http://puu.sh/201EE
 * See: http://www.youtube.com/watch?v=9LdmyCO7OEw
 * ~[[File:m64m-sig.png]]M64m 17:50, 9 February 2013 (EDT)
 * I never said they were directly the ones from NSMB, I said they were different for certain levels, like how the ones that were found in NSMB's Underground tileset were supposed to be used. If you look at the Todo in that section, it's asking if there are such specific cases of different colors for different levels in NSMBWii, NSMB2, and NSMBU, but not if the specific ones found in the tileset are actually used in the games. If that's actually what it's trying to ask, I'm sorry, and pardon my misinterpretation. Also pardon my excessive use of italics to stress certain points. -AquaBat 18:30, 9 February 2013 (EST)


 * Sorry, I misinterpreted what you were trying to do here. Either way, that video is your best shot at those tiles until an emulator rolls around.
 * ~[[File:m64m-sig.png]]M64m 18:34, 9 February 2013 (EDT)
 * Yep, that's true. That'll definitely be better than crappy pictures taken on a DSi of a 3DS's screen, ha ha. -AquaBat 18:42, 9 February 2013 (EST)

Wait, so let me get this. In NSMB2 the solid-on-top tiles sometimes are colored in ways that were unused in NSMB? I think it's worth mentioning.

Also, props for actually using a Nintendo camera. As long as it's visible! WhoIAm 19:02, 16 April 2013 (EDT)
 * Technically, I don't think the tiles from NSMB2 are the same ones unused in NSMB1. The discussion was that NSMB2 has solid-on-top platforms that differ in color between certain levels. It was a question posed in the todo in the section with the unused tiles.


 * And thanks, but really, the 3DS camera isn't that great. Especially the fact that it tends to leave awkward 3D effect that will definitely cause strain. But, that's usually only visible when viewing the pictures on 3DS. But, that's beside the point. --AquaBat 19:38, 16 April 2013 (EDT)


 * I meant the camera comment as a joke about its quality O.O WhoIAm 20:27, 16 April 2013 (EDT)

Model
there is an unused model called "kuribo" (goomba) should it be here?
 * Er, if you're referring to a 3D Goomba model, that is used right before the Mega Goomba boss battle. --AquaBat (talk) 23:38, 15 December 2013 (EST)
 * It's used in the boss battle as well, the game just shrinks/grows the model when necessary. Its name is interesting though.
 * Oh. ._. But did you know Mario's head is separate from his body?
 * Yep, I don't think it's important. It is probably like that to allow him to turn his head. I think it is like this in Super Mario 64 DS as-well. --Hiccup (talk) 03:03, 17 December 2013 (EST)

"THING"
Why exactly are we using this word, and why is it in ALL CAPS? Why can't we just use the word "object"? --AquaBat (talk) 23:38, 15 December 2013 (EST)
 * That does need to be changed. The whole "unused objects" page is a mess. It needs to be organised into categories:
 * Unused Actors (e.g. the bouncy brick thing)
 * Unused Sprites (Actors that can be placed into a level with a level editor without changing the Actor->Sprite table).
 * Unused Parameters (e.g. the yellow face blocks with the parameter of display unused behaviour).
 * I don't think they should all be on one page either.

Clanging Sound
How exactly is the generic cartoon clanging sound used in SM64DS? I never heard it when i punch the metal in the game. Mario Weaboo (talk) 13:27, 21 January 2014 (EST)
 * I'm not really sure, maybe that comment should be removed. --Hiccup (talk) 12:17, 22 January 2014 (EST)