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Mario vs. Donkey Kong: Minis March Again!

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Title Screen

Mario vs. Donkey Kong: Minis March Again!

Also known as: Mario vs. Donkey Kong: Mini Mini Sai Koushin! (JP)
Developer: Nintendo Software Technology
Publisher: Nintendo
Platform: DSiWare
Released in JP: October 7, 2009
Released in US: June 8, 2009
Released in EU: August 21, 2009
Released in AU: August 21, 2009


DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.


See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Mario vs. Donkey Kong: Minis March Again! is the sequel to Nintendo's kinda-sorta take on Lemmings.

Hmmm...
To do:
Stuff related to regional differences:
  1. Floor numbers are different. (1st Floor is Ground Floor, 2nd Floor is 1st floor, etc.)
  2. The positioning of the DSi Menu was changed across regions. Its text was changed from "DSi Menu" to "Nintendo DSi Menu".
  • Development-related developer messages and/or unused error messages.

Unused Music

This game has a decent chunk of unused music. The filenames for songs made for this game; both used and unused and not taken from the previous game are... strange, however.

Hmmm...
To do:
Add the rest of the city filenames in an oddities section.

Early Floor Intros

These sequences show off slightly different versions of the Normal Mode floor intros being used as placeholders for Plus Mode. Since they are just slight variations, they lack the pause the normal plus versions use for the countdown, the defining characteristic of Plus Mode.

Floor 2+

Early Floor 2 Intro (SEQ_INTRO_PLUS2) Used Floor 2 Intro (SEQ_FLOOR2_INTRO) Used Floor 2+ Intro (SEQ_VINTON_CUTSCENE_INTRO)

SEQ_INTRO_PLUS2 is an earlier version of the Floor 2 intro. It is nearly identical, except that it features a slightly longer ending. The filename, SEQ_VINTON_CUTSCENE_INTRO could be based on two cities in the United States, Vinton, Virgina or Vinton, Iowa. This name is used in nearly every music-related filename relating to Floor 2+. In the sequel, Attraction 7 has music very similar to Floor 2+, and reuses the level complete theme--with the ending forcefully chopped off and moved to after the jingle cuts out to accommodate for the shorter victory themes.

Floor 4+

Early Floor 4 Intro (SEQ_INTRO_PLUS4) Used Floor 4 Intro (SEQ_FLOOR4_INTRO) Used Floor 4+ Intro(SEQ_EL_SEGUNDO_CUTSCENE_INTRO)

Unlike the previous song, the difference here is a small bongo riff before the melody starts. Segundo is a city in California, are you noticing a theme yet? Though, this one has a second meaning as the filename is actually Spanish for "second." Though unlike Vinton, Floor 4+ is associated with a few different filenames, including SEQ_TERCERO (Floor 4+ Variation 1), SEQ_SEGUNDO (Floor 4+, Variation 2, also what intro theme is based on), and SEQ_OCTAVO (Floor 4+ Variation 3). Tercero and Octavo are 'not' American cities, but likely just refer to the number, even though they aren't played in order. Not to mention, there are no variants for one, as well as 5-7. However, 4 (as SEQ_CUARTO) is used as the Floor 1 and 3 boss theme.

Completely Unused

SEQ_TORRANCE

A seemingly unfinished track. A few instruments seem out of place.
Torrance is another city in California.

SEQ_INGLEWOOD

Another track with a few instruments out of place.
Inglewood is a city in, you guessed it, California.

SEQ_KEYSTONE

Another out-of-place sequence. This one's name seems to be based on Keystone City, Kansas.

SEQ_CLARINGTON

An interesting track that sounds similar to Floor 2+! For some reason, it seems to be quite slow compared to other songs. However, it sounds very similar to the third variation of Cannon Cove from the sequel.
Unlike most other tracks, this one seems to be named after the Municipality of Clarington, located in Ontario, Canada.

SEQ_REDONDO_BEACH

SEQ_REDONDO_INTRO

The most complete out of all the unused themes. This one even comes with an intro. As you'd probably expect, Redondo Beach is a city in California.

Other

There are two blank sequences on the ROM: SEQ_RORY_TEST and SEQ_END2B.

SEQ_MENU1 was taken straight from Mario vs. Donkey Kong 2: March of the Minis, so the instruments for Magnet Mania (Magnet Mania in this game uses the Pipe Works stage select theme), Lava Dome, and Spooky Attic are still in the sequence, but are never used.

SEQ_SPECIAL, SEQ_WIN_SPECIAL, and SEQ_LOSE_SPECIAL are all leftovers from the first game as well. The only difference is that the first sequence's hammer track is now desynced.

Development Text

Build Date

USA Europe Japan
05/07/09 4:13 PM 08/03/09 7:57:06 AM 08/18/09 7:32:06 AM

\root\data\menu\timestamp contains a MM/DD/YY build date. The USA Revision 1 version only has a header difference to the USA version.

ARM9 Binary

NAN(
INFINITY
Could not allocate %d bytes from heap -- out of main Memory!
Could not create main heap--don't let it end this way!!
trying to save to out of bounds slot
found something not a tile nor an actor in GetActorTileInfo
trying to load out of bounds world
ID for nathan's ID is off in ACTORS in DesignerMain.c
ID for nathan's ID is off in TILES in DesignerMain.c
didn't find a guy for the menu... is he included in the world?
wrong Actor Tile
Found wrong case z21
Wrong elev var: 
Found wrong elevator variation
Found Wrong 2x2 pipe var
Found Wrong 1x2 pipe var
Found Wrong 2x1 pipe var
Found Wrong SPLIT pipe horizontal var
Found Wrong SPLIT pipe vertical var
Found wrong type in GetGameIndex
found wrong pipe corner
wrong piece in pipe exit flags
Trying to place to many of something
wrong pipe
No such thing as a moving platform
Found multiple uniqu itmes
unimplemented autocomplete feature
Trying to Autocomplete 8x8 grid, should be the 16x16
trying to autocomplete a range that is too big.  Right edge... 
Unimplemented Limited Placeable Case
Found wrong case in rotate pipe thing
pipeRot prob
pipeRot prob 2
where's the SPLIT pipe?
found nobody, but should have someone
no channel set when setting up our elevator extras
shouldn't be getting this guy
line end prob
get line is whacked out
got wrong value or more than 2 exits???
found wrong piece when trying to set up delete line
LoadEditorBin
Toad
Peach
N4ntmv3m2d4PageE
N4ntmv3m2d4PaneE
N4ntmv3m2d7PictureE
N4ntmv3m2d6WindowE
N4ntmv3m2d7TextBoxE
N4ntmv3m2d16ResourceAccessorE
N4ntmv3m2d19ArcResourceAccessorE
N4ntmv3m2d6detail11TexelPickerE
N4ntmv3m2d6detail17DirectTexelPickerE
N4ntmv3m2d6detail21Palette256TexelPickerE
N4ntmv3m2d9UIElementE
N4ntmv3m2d8UIStaticE
N4ntmv3m2d7UIPanelE
N4ntmv3m2d9ObjButtonE
N4ntmv3m2d12ScrollButtonE
N4ntmv3m2d15ScrollIndicatorE
N4ntmv3m2d14ManualTocPanelE
N4ntmv3m2d6detail10ItemsPanelE
N4ntmv3m2d12ManualButtonE
N4ntmv3m2d15PageHeaderPanelE
(Source: Original TCRF research)

ARM9 Overlay 0

Boss
INTRO
Platinum: %s
Reset Save Data
Sure?  YES   NO
Total %d sec
MSLoadStringTable
MSGetString
MSGetStringBufferLength
MSGetMenuAssetData
MSSendMessage
MSSetStartTransitionCallback
MSSetMessageHandler
MSSetTransitionMemoryInitCallback
MSSetTransitionObjectInitCallback
MSGoPreviousLayer
MSSetCurrent
MSGetCurrentLayerID
MSResetHistory
MSUpdate
MSRender
MSSetObjectState
MSGetObjectState
MSLoadNextAsset
MSGetLayerName
MSGetObjectCount
MSGetObjectPosition
MSSetObjectPosition
MSSetSliderPosition
MSGetSliderInfo
MSLayerIsTransitioning
MSCheckLayerCompatibility
MSCheckObjectCompatibility

An identical set of strings exists in Mario vs. Donkey Kong 2: March of the Minis.

map6
map7
map8
map9
map1
map2
map3
map4
map5
map10
map11
map12
map13
map14
mapid
map15
map16
map17
map18
map19
map20
region
ownerid
private
recordid
map_name
my_rating
tblMapInfo
high_score
tblApproval
offensiveid
player_name
num_ratings
stat_fileid
author_name
min_ratings
map_recordid
tblPlayerInfo
tblRegionInfo
approval_flag
nintendo_name
tblNintendoMap
average_rating
tblOffensiveMap
allowed_regions
mapid.create_time
approval_recordid
stat_fileid.downloads
mvsdk25ds
data%d.lvl
%s = %d
%s desc
(%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0)
(%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0) and (%s >= %d)
(%s & %d = %d) and (%s != %d) and (%s = %d) and (POWER(2, %s - 1) & %d != 0)
recordid = %d
dummy
1-SP
SPECIAL
DONKEY KONG
2-SP
SPECIAL
DONKEY KONG
3-SP
SPECIAL
DONKEY KONG
4-SP
SPECIAL
DONKEY KONG
4-SP
SPECIAL
DONKEY KONG
R-11
R-12
R-10
DK+
DK
(Source: Original TCRF research)

ARM9 Overlay 2

Trying to use too many split pipes!
Got wrong guy in scrollATMenu
Placing too many actors/tiles in menu
Using more guys in a menu than we intended
trying to undo when we can't (probably a limited placable check)
trying to REDO when we can't
Major error, deleting 2 channels simultaneously
Found wrong dangler
found a tied guy, but he has zero or more than one ties
GetActorProb
Grabbing not main piece in mover
LoadEditorBin
Toad
Peach
Got wrong value for level to load
Ran out of actors
didn't find OBJ actor
Found zero copyFrom
Found bad Loc for anti erase minimap
This is the Info screen.
Empty
download
User Done
User Unfin
too many components in dialog
Old save code
found null string pointer
Wrong id in Multi Save Exit
Found unimplimented case in DialogBoxCallback.
Unimplemented in DialogBoxCallback nextDialog
Wrong EdButtonMode
couldn't find guy for channel fix
Lost Elevator extras on save
Problem Saving the Game
Slot is out of bounds in GetFinishedStatus
wrong case second Maybe actor
Screwed up in Danger Flags on export
found wrong case in Maybe Actor
should have found a tied end
didn't find SPLIT half piece on export
didn't find pipe that we should have on export
couldn't find track for path plat
Found data not 4-byte alligned
Ran out of channels
ran out of Anti Grids
Trying to delete a non existant water bucket
Should have found water bucket
(Source: Original TCRF research)

ARM7 Binary

sdio_samplehcd

Found at the end of the file.