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Mario Party 10
Mario Party 10 |
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Developers: Nd Cube,
CAProduction This game has uncompiled source code. |
This game/console's online features are no longer supported. While this game/console's online features were once accessible, they are (as of November 7, 2017) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
To do: Debug parameters, deserialize binary xml files. |
Mario Party 10 takes the formula of the previous entry, and adds Bowser Party and amiibo Party to the mix. It's a bit of a mixed bag compared to the previous entries, but hey, at least Donkey Kong's playable again!
Contents
Sub-Page
Sound Test CSV |
Developer Leftovers
To do: Sort and document their functionality better. |
A portion of developer files were leftover.
Sound Source
Source for the 10STARS_SOUND_XX (XX is region dependent) sound archives as SDK projects and map HTML files are present in sound/common, same for the 10STARS_SOUND_LOC / 10STARS_SOUND_xx_XX (region dependent) sound archive in content/sound/Default sound/xx_XX and content/sound/source has a SDK sound preset file built from the NW4F sound SDK, as well as a lot of setting preset files also in sound/source/settingpreset.
Download Mario Party 10 Source Files in Sound directory
File: MP10_SourceFilesInSoundDirectory.zip (874 KB) (info)
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Log Files
There's a log file in some of the directories in common appearing once, it is named XXX_fileaccsess.log where XXX is dependent on the scene name, it lists files in specific folders relating to the scene. They are made by common\ch_base\logmake.pl, a Perl script, the typo in the file name oddly isn't fixed and also makes the log.lst file.
#!/usr/bin/perl use File::Find; open(LOGLST, "> log.lst"); print LOGLST "PACK_DIR = ch_base/\n\n"; print LOGLST "LOG_FILE ="; #---------------------------------------- # PC #---------------------------------------- opendir(DIR, "pc"); foreach(readdir(DIR)) { if($_ eq '.' || $_ eq '..'){ next; } # '.' と '..' は除外. if(-f "pc/$_"){ next; } # ファイルは除外. $aa = ("pc/Scene" . $_ . "_fileaccsess.log"); # ログファイル名を生成. print "#---- $aa\n"; print LOGLST " \\\n\t$aa"; @array = (); find(\&sub_func, "pc/$_"); # ファイルリストを取得. $pc = substr($_, 0, 4); # 'pc??' を取得. open(LOG, ">", $aa); foreach(@array) { $bb = $_; if($bb =~ /mot/){ open(LST, "pcmot.lst"); # モーションリストを取得. while(<LST>){ chomp($_); # 改行を削除. $mm = ($pc . $_ . "."); # 'pc??_' + 'pcmot.lst' + '.'. if($bb =~ $mm){ print "$bb\n"; print LOG "$bb\tcommon/ch_base/$bb\n"; last; } } close(LST); next; } if($bb =~ /.bnfm/){ print "$bb\n"; print LOG "$bb\tcommon/ch_base/$bb\n"; } if($bb =~ /.mcf/){ print "$bb\n"; print LOG "$bb\tcommon/ch_base/$bb\n"; } if($bb =~ /.gtx/){ print "$bb\n"; print LOG "$bb\tcommon/ch_base/$bb\n"; } if($bb =~ /.mphy/){ print "$bb\n"; print LOG "$bb\tcommon/ch_base/$bb\n"; } } close(LOG); } closedir(DIR); #---------------------------------------- # NPC #---------------------------------------- opendir(DIR, "npc"); foreach(readdir(DIR)) { if($_ eq '.' || $_ eq '..'){ next; } # '.' と '..' は除外. if(-f "npc/$_"){ next; } # ファイルは除外. $aa = ("npc/Scene" . $_ . "_fileaccsess.log"); # ログファイル名を生成. print "#---- $aa\n"; print LOGLST " \\\n\t$aa"; open(LOG, ">", $aa); print "$_\n"; print LOG "[common/ch_base/npc/$_]\n"; print LOG "npc/$_\n"; close(LOG); } closedir(DIR); #---------------------------------------- # OBJECT #---------------------------------------- opendir(DIR, "object"); foreach(readdir(DIR)) { if($_ eq '.' || $_ eq '..'){ next; } # '.' と '..' は除外. if(-f "object/$_"){ next; } # ファイルは除外. $aa = ("object/Scene" . $_ . "_fileaccsess.log"); # ログファイル名を生成. print "#---- $aa\n"; print LOGLST " \\\n\t$aa"; open(LOG, ">", $aa); print "$_\n"; print LOG "[common/ch_base/object/$_]\n"; print LOG "object/$_\n"; close(LOG); } closedir(DIR); print LOGLST "\n"; close(LOGLST); #---------------------------------------- # #---------------------------------------- sub sub_func{ push(@array, $File::Find::name); }
Font Files
The common/font directory has two font files, uncompiled.
Unused Graphics
A hand drawn "temporary" texture.
A Blooper with "dummy" written on top.
Test textures, featuring Koopas, a cloud, and a rainbow with an arrow drawn on it.
Four test stamp textures. Interestingly, the Star and Bowser stamps are anti-aliased, while the Bowser Jr. and Mushroom stamps are not.
Eight placeholder images for minigames with "temporary" written on the top right corner. Most of these images are debug screenshots of the game, but they are too small to read the info.
A debug screenshot surrounded by checkerboard bars. There's a transparent "temp" stamped in the middle of the screenshot. The debug text reads:
Cafe [Build] Apr 22 2014 04:39:20 NDGS version 0.10.150 Cafe OS SDK Version 2.10.03 Build 55447 |
The part in bold is cut off in this screenshot.
Another debug screenshot with a large menu being displayed with various info. The main debug info on the top left reads:
Cafe [Build] Feb 5 2014 09:54:23 NDGS version 0.10.122 Cafe OS SDK Version 2.10.03 Build 55447 |
A full size debug screenshot. This is the earliest one left in the game, dating back to January 2014. All of the text in this debug screenshot is as follows:
Cafe [Build] Jan 16 2014 16:24:08 NDGS version 0.10.115 Cafe OS SDK Version 2.10.03 Build 55447 |
On Screenshot | Translated |
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[ZR:デバッグ力メラ終了] [X:表示非表示] [Y:ポーズ状態切り替え] [L:カメラ後退] [R:カメラ前進] [左スティック:カメラ平行移動] [右スティック:カメラ回転] カメラ座標 [十字キー左:カメラ基本位置に移動] pos: x=5.923810 y=32.058460 z=14.748335 tag: x=2.719729 y=14.124818 z=9.086901 |
[ZR:End Debug Camera] [X:Hide Indicator] [Y:Pause/Unpause] [L:Zoom Out] [R:Zoom In] [Left Stick:Shift Camera] [Right Stick:Rotate Camera] Camera Coordinates [Left D-Pad:Move to Camera Foundation Position] pos: x=5.923810 y=32.058460 z=14.748335 tag: x=2.719729 y=14.124818 z=9.086901 |
ワクワクパークへようこそ! | Welcome to Excitement Park! |
FPS:59.97 CPU: 39 DRAW: 314 GPU: 60 VI: 659649 |
Texture Oddity
Reflection Texture | Source Image |
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A metal reflection texture is actually a photograph of the Tokyo Big Sight convention center. The image itself was specifically taken from this website's photo pack of Tokyo Big Sight. The sign in the Mario Party texture has been blurred heavily.
Internal Project Name
Mario Party 10's project name is internally referenced as both "TenSt" and "10stars".
- Pages missing developer references
- Games developed by Nd Cube
- Games developed by CAProduction
- Pages missing publisher references
- Games published by Nintendo
- Wii U games
- Pages missing date references
- Games released in 2015
- Games released in March
- Games released on March 12
- Games released on March 20
- Games released on March 21
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- Defunct online content
- To do
- Mario series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Defunct online content
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by CAProduction
Games > Games by developer > Games developed by Nintendo > Games developed by Nintendo Cube > Games developed by Nd Cube
Games > Games by platform > Wii U games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2015
Games > Games by release date > Games released in March
Games > Games by release date > Games released in March > Games released on March 12
Games > Games by release date > Games released in March > Games released on March 20
Games > Games by release date > Games released in March > Games released on March 21
Games > Games by series > Mario series