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Development:Super Mario 64 (Nintendo 64)

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This page details development materials of Super Mario 64 (Nintendo 64).

How about a nice leek in this trying time?
This page or section details content from the July 2020 Nintendo Leak.
Check the July 2020 Nintendo Leak category for more pages also sourced from this material.

On 25th July, 2020, a large amount of internal data owned by Nintendo was leaked to the public, apparently originating from either iQue-owned servers or a backup of them. This was a result of an earlier server breach in 2018, which resulted in the leaking of other assets, including but not limited to the Spaceworld 1997 and Spaceworld 1999 demos of Pokémon Gold and Silver and data for Pokémon Diamond and Pearl. The 25th July, 2020 leak included a portion of Super Mario 64's source code, featuring a large number of early and unused assets; while the code appears to specifically be for the Shindou Pak Taiou version of the game, it includes unused assets not seen in any released version, some of which seem to go as far back as 1995.

Hmmm...
To do:
  • Add full file paths for everything.
  • Get transparent images of isolated models that don't yet have any (e.g., Luigi, both raw and reconstructed).
  • Insert information about text files in the source code that was previously on the main page.
  • There are many, many more models still left in the source code including an early slide part from a specific map.
  • Add information about high-quality early screenshots and promotional art.
  • Add more information about the unused test levels.
  • Apply the early textures to the models and upload renders (or note if they don't line up).
  • Add dates for any model shapes located, if possible.
  • Document "star", a file in the base folder which contains positions for stars and item boxes for a prerelease build.
  • There is more data in "kimura.lzh" in the mk64 folder in the root of the bbgames depot.
  • Stuff posted in "The Preservation Project" (SM64 Shoshinkai 1995 demo recreation) discord.
  • Stuff posted by Alieneer/DerpDerp on the TCRF discord.
  • Many screenshots here are taken in hacks with other unrelated stuff like proto HUD recreations and old Mario models. Replace them with clean screenshots that only show what they need to, to reduce confusion.
  • An early standing animation likely meant for Metal Mario was found.
  • A lot of early vertex colored versions of models exist; most of these were originally used to animate the model and have minor or significant differences from the final model. Certain models can be recovered by using leftover vertex colors.

Sub-Pages

SM64 Luigi Transparent Model.png
Models
L is truly real, 24 years and 1 month later.
SM64 early thwomp front.png
Sprites & Textures
Ya kids like billboarding???
SM64 Unused Castle.png
Levels
Where no man has plumbed before.
NotesIcon.png
Dialogue & Text
"So we surprised you, did we?"
SM64 motos.png
Objects
So much testing, such little time.
SM64 1996starsubpage.png
Stars & Object Placements
Forgotten since Junuary 1996.
SM64Internal animMarioWinDemoAold.gif
Animations
Scrapped moves and early drafts, spanning all across development, yet none for Luigi.

SM64 Leftovers in Mario Kart 64 Leaked Data

Unused Lighting

Unused lighting applied to Mario's model.

In depot/mk64/kimura.lzh/include/system.h in the MK64 directory from the same leak, there is an unused alternate lighting for Mario/Luigi. It works differently from the final: it brightens the center of Mario and keeps the sides darker, making it appear as though there's a light source directly on Mario's face. This is likely the lighting used in an animation in the 1995 Nintendo 64 B-roll, which can be seen in this video. There is also early dropshadow rendering code in shade.c; this is the only bit of code that is confirmed to have been meant for Super Mario 64.

//#define  LIGHT_X             0
//#define  LIGHT_Y             0
//#define  LIGHT_Z             127

Debug Content

DEVELOP Build Map Select

SM64 Internal DevelopBuildMapSelect.png

The develop build can be created by specifying it in sm64/include/project.h. When applied, a map select appears at the game's launch with two debug parameters called CODE and ULIB that don't exist in any debugging features in the final game.

English Shindou Version

In the directory release/pvt_20031022/eng of the depot folder, which contains the full leak, the file sm.rom is a ROM image of the 1997 Shindou Pak Taiou version with English text. It doesn't seem to be a re-translation of the game, but rather just the Japanese base version compiled with the 1996 version's English text using the LOCALE=LOCALE_US compile option. A version of Shindou with the original English text would eventually be released through Super Mario 3D All-Stars, although that would be accomplished by patching in English text during emulation rather than English text being in the ROM itself (mostly text from the original 1996 release, along with a bit from the DS remake to keep consistent with the times).

Japanese version English version
こんにちは! Hello!
SM64 Japanese Shindou Intro.png SM64 English Shindou Intro.png