Super Mario 3D World + Bowser's Fury
|Super Mario 3D World + Bowser's Fury|
Super Mario 3D World + Bowser's Fury = a pretty solid package. Super Mario 3D World is a port of the Wii U game, while Bowser's Fury is a brand-new game in which Mario forms an uneasy alliance with Bowser Jr. to put a stop to a giant, corrupted form of Bowser known as Fury Bowser, featuring a lot of elements from both 3D World and 2017's Super Mario Odyssey.
| DebugData Directory|
An unused Giga Mushroom powerup named KinokoGiga can be found in the game data. It has 7 animations, but each one contains no data. Presumably, this powerup would have been used in Bowser's Fury and acted similar to the Giga Bell, turning Mario into Giga Mario.
Find these sounds and rip them.
Toadette has sounds for being selected, which are ripped from Captain Toad: Treasure Tracker. It is unknown whether she was planned to be a 6th character for regular gameplay, or a multiplayer character for the Captain Toad levels.
She is playable in Super Mario Maker 2's 3D World level style, so it isn't a stretch to think that she may have been planned to be playable in this port as well, using the resources created for her in that game.
Change 924546 on 2020/11/25 13:28:12 by p4_jenkins_build@Jenkins_RedCarpet-S_ContBuild 'RedCarpet-S - Automated Latest_' END_LINE_CODE Monitor All SVN 1887
This text file shows that the game was built off a version of the source code from November 25, 2020, around 3 months before the release date. It was built automatically by Jenkins, an automated build system used by Nintendo. The word "Monitor" on the third line is probably the build target. "SVN 1887" most likely corresponds to the SVN revision number of the source code. Similar build information files can be found in the 3DS/Switch port of Captain Toad: Treasure Tracker & Photos with Mario.
What is this, exactly?
scene SingleModeScene sequence DevelopSequence stage SingleModeOceanStage
MiiFairy Text File
Despite the removal of all Miiverse-related functionality, the Mii Fairy's model remains. However, the model archive was actually updated, now including a stray text file named material_update_txt.txt. It seems to show the file path and filename of one of the source textures.
NES Cheat Codes
/LuigiBros/debug/cheat_code/ contains some text files containing cheat codes for some NES games.
# メトロイド WRAM, 0106, 0990, =, always, エネルギー99 PRG, 7411, 01, |, always, ボム PRG, 7411, 02, |, always, ハイジャンプ PRG, 7411, 04, |, always, ロングビーム PRG, 7411, 08, |, always, スクリューアタック PRG, 7411, 10, |, always, モーフボール PRG, 7411, 20, |, always, バリアスーツ PRG, 7411, 40, |, always, ウェイブビーム PRG, 7411, 80, |, always, アイスビーム PRG, 7411, 06, =, always, エナジータンク6個 PRG, 7412, FF, =, always, ミサイル255 PRG, 7413, 01, |, always, ミサイル表示 PRG, 7414, 8282, |, always, ツーリアンに行ける
Metroid Energy 99 Bomb High Jump Long Beam Screw Attack Morph Ball Barrier Suit Wave Beam Ice Beam Energy Tank x6 Missile 255 Show Missile Go to Tourian
WUP-FBAJ.txt (The Legend of Zelda)
# ゼルダの伝説 WRAM, 062D, 00, =, always, セーブデータ1表ゼルダ WRAM, 062D, 01, =, always, セーブデータ1裏ゼルダ WRAM, 062E, 00, =, always, セーブデータ2表ゼルダ WRAM, 062E, 01, =, always, セーブデータ2裏ゼルダ WRAM, 062F, 00, =, always, セーブデータ3表ゼルダ WRAM, 062F, 01, =, always, セーブデータ3裏ゼルダ WRAM, 0675, 01, =, always, マジカルブーメラン WRAM, 0676, 01, =, always, マジカルシールド WRAM, 0657, 03, =, always, 剣 WRAM, 0658, FF, =, always, 爆弾 WRAM, 0659, 02, =, always, 矢 WRAM, 065A, 01, =, always, 弓 WRAM, 065B, 02, =, always, ロウソク WRAM, 065C, 01, =, always, 笛 WRAM, 065D, 01, =, always, エサ WRAM, 065E, 02, =, always, 命の水 WRAM, 065F, 02, =, always, マジカルロッド WRAM, 0660, 01, =, always, イカダ WRAM, 0661, 01, =, always, バイブル WRAM, 0662, 02, =, always, 指輪 WRAM, 0663, 01, =, always, ハシゴ WRAM, 0664, 01, =, always, マジカルキー WRAM, 0665, 01, =, always, パワーブレスレット WRAM, 0666, 01, =, always, 手紙 WRAM, 0667, 01FF, =, always, コンパスLV1..9 WRAM, 0669, 01FF, =, always, マップLV1..9 WRAM, 0671, FF, =, always, トライフォース所持 WRAM, 066C, 01, =, always, 時計発動 WRAM, 066D, FF, =, always, ルピーx255 WRAM, 066E, FF, =, always, キーx255 WRAM, 066F, FDFF, =, always, LIFE WRAM, 067C, FF, =, always, 最大爆弾数x255 WRAM, 04F0, FF, =, always, 当たり判定なし WRAM, 0662, 0F, =, always, LIFE減らない
The Legend of Zelda Save data 1 main Zelda Save data 1 bonus Zelda Save data 2 main Zelda Save data 2 bonus Zelda Save data 3 main Zelda Save data 3 bonus Zelda Magical Boomerang Magical Shield Sword Bomb Arrow Bow Candle Flute Bait Water of Life Magical Rod Raft Bible Ring Ladder Magical Key Power Bracelet Letter Compass LV1..9 Map LV1..9 Have Triforce Activate Timer Rupee x255 Key x255 LIFE Max Bombs x255 No collision LIFE won't decrease
WUP-FBBJ.txt (Kid Icarus)
# 光神話 パルテナの鏡 WRAM, 0728, 04, 1, =, always, 無敵（ただし毒池は無効） WRAM, 00A6, 27, 1, =, always, LIFE WRAM, 00AA, 04, 1, =, always, MAX LIFE WRAM, 014A, 03E7, 2, =, always, ハート WRAM, 0152, 04, 1, =, always, 攻撃力 WRAM, 014F, 63, 1, =, always, ハンマー WRAM, 0151, 88, 1, =, always, 酒樽 WRAM, 0130, 00, 1, =, always, エリア0 WRAM, 0130, 01, 1, =, always, エリア1 WRAM, 0130, 02, 1, =, always, エリア2
Kid Icarus Invincible (But not effective to poison) LIFE MAX LIFE Heart Attack Power Hammer Barrel Area0 Area1 Area2
WUP-BVCJ.txt (Zelda II: The Adventure of Link)
# リンクの冒険 WRAM, 76F, FF, =, always, HP減らない WRAM, 770, FF, =, always, MP減らない WRAM, 77F, 08, =, always, 最大HPx8 WRAM, 780, 08, =, always, 最大MPx8 WRAM, 777, 01, =, always, 魔法SHIELD所持 WRAM, 778, 01, =, always, 魔法JUMP所持 WRAM, 779, 01, =, always, 魔法LIFE所持 WRAM, 77A, 01, =, always, 魔法FAIRY所持 WRAM, 77B, 01, =, always, 魔法FIRE所持 WRAM, 77C, 01, =, always, 魔法REFLEX所持 WRAM, 77D, 01, =, always, 魔法SPELL所持 WRAM, 77E, 01, =, always, 魔法THUNDER所持 WRAM, 700, 0A, =, always, 残り人数10 WRAM, 78F, 09, =, always, 鍵x9 WRAM, 773, 09, =, always, 武器LV9 WRAM, 774, 09, =, always, 魔法LV9 WRAM, 775, 09, =, always, 体力LV9
Link's Adventure HP won't decrease MP won't decrease Max HP x8 Max MP x8 Have Magic SHIELD Have Magic JUMP Have Magic LIFE Have Magic FAIRY Have Magic FIRE Have Magic REFLEX Have Magic SPELL Have Magic THUNDER Remaining lives 10 Key x9 Weapon LV9 Magic LV9 Stamina LV9
Leftover Wii U Virtual Console Sounds
/LuigiBros/snd/wiiu_shared.bfsar is a sound archive left over from the Wii U version when it used the Wii U Virtual Console menu. The Switch release does not use said menu, so this file goes unused.
Due to the lack of a microphone on the Nintendo Switch, all Propeller Platforms (normally activated by blowing into the Wii U Gamepad's mic) have been replaced with normal yellow moving platforms. However, on the world map, the propeller noise from the Propeller Platform can be heard when the normal yellow platforms move in the level's "miniature". See World 2-2 for instance.
Another interesting thing to note is that World 2-2's internal name is TouchAndMikeStage, despite no longer having the Propeller Platforms.
The filename of the archive that stores the data for how to move the Fury Shadows across the map is named ShadowMarioData.szs. This suggests that the Fury Shadows were originally based on Mario, and not Luigi.
Internal Project Name
According to strings in the game's executable and BuildInfo.txt, the game's internal name is RedCarpet-S. This continues the trend of first-party Wii U games ported to the Switch having "-S" added to the end of the original project name.