If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Super Mario 64 (Nintendo 64)/Keistenybės

From The Cutting Room Floor
Jump to navigation Jump to search
This page is a translated version of the page Super Mario 64 (Nintendo 64)/Oddities and the translation is 35% complete.
Other languages:
English • ‎lietuvių • ‎polski • ‎中文(简体)‎


This is a sub-page of Super Mario 64 (Nintendo 64)/Oddities.

Actor Group Oddities

Actor Groups consist of files in the game which contain model data for different objects. Each level has a set of actor groups assigned to it, and in a few cases, none of the objects in a file they are assigned appear in the level.

Secret Slide

The Princess's Secret Slide includes the actor group for the cap switch levels (group8 in the decomp). The group consists of the cap switch object and the unused springboard object, raising the possibility that one of these was to be included in the stage at some point.

Over the Rainbow

Wing Mario Over the Rainbow includes actor group 2, consisting of Bully and Blargg, as well as group 17, consisting of several Hazy Maze Cave actors. No actors from either group are used in the final level.

Cool Cool Mountain

Cool Cool Mountain includes actor group 16, consisting of Chill Bully and Moneybag, even though neither are used in the level.


(Source: Super Mario 64 decomp)

Wet-Dry World

Heave-Ho can be picked up and thrown if it is close enough to the water in the level; this is due to the fact that grabbing in water does not check for the ungrabbable sub-type.

void bhv_heave_ho_loop(void) {

    cur_obj_scale(2.0f);
    switch (o->oHeldState) {
        case HELD_FREE:
            heave_ho_move();
            break;
        case HELD_HELD:
            cur_obj_unrender_and_reset_state(0, 0);
            break;
        case HELD_THROWN:
            cur_obj_get_dropped();
            break;
        case HELD_DROPPED:
            cur_obj_get_dropped();
            break;
    }
    o->oInteractStatus = 0;
}

const BehaviorScript bhvHeaveHo[] = {

    BEGIN(OBJ_LIST_GENACTOR),
    OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | 
OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
    LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C),
    ANIMATE(0),
    SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 200, /*Gravity*/ -400, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 600, 
/*Unused*/ 0, 0),
    SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvHeaveHoThrowMario),
    SET_INT(oInteractType, INTERACT_GRABBABLE),
    SET_INT(oInteractionSubtype, INT_SUBTYPE_NOT_GRABBABLE | INT_SUBTYPE_GRABS_MARIO),
    SET_HITBOX(/*Radius*/ 120, /*Height*/ 100),
    SET_HOME(),
    SET_INT(oIntangibleTimer, 0),
    BEGIN_LOOP(),
        CALL_NATIVE(bhv_heave_ho_loop),
    END_LOOP(),
};
(Source: pannenkoek2012, SM64 Decomp)

Object Placement Oddities

Mystery Goomba

Two Goombas can be seen after the yellow back-and-forth blocks in the level "Bowser in the Sky". They are loaded by a "spawner object" that spawns three Goombas in a triangle. However, the third Goomba is nowhere to be found. This is because the position of the spawner object causes the third Goomba to load just off the edge of the platform, meaning that it spawns at the bottom of the stage. As such, it vanishes completely one frame after being spawned, as it's too far away from Mario for the game to draw.

This lonesome Goomba is also impossible to reach. Goombas become disabled (invisible and intangible) when Mario is outside their radius, so the whole trio despawns completely if Mario exits the radius of their spawner object. That means the Goomba is loaded, visible, and tangible for only that single frame.

(Source: pannenkoek2012)

Dire Dire Docks Shadow

Hmmm...
To do:
Confirm that this is in the game, and if it is, get a picture.

The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

Jolly Roger Bay Ghost Ship

Spooky!

There is a third copy of the ship placed above the other two, which is only around during the "Plunder in the Sunken Ship" mission and cannot normally be seen without viewing the stage in an editor or using a Gameshark code. It resembles the other two, has no collision data, and is programmed to fade the closer Mario gets to it. It was likely a reference to urban legends of ghost ships or the Flying Dutchman due to having the word "Ue" in it, which means "upper" or "above". It might also be related to the fog that disappears after "Plunder in the Sunken Ship". In the source code, it is labeled as an optional moving background object. It is also worth noting that this invisible ship is not present in the DS remake. In SM64, it is loaded but never rendered due to being manually disabled in its object code. The following cheats for the US version disable the coding that obscures the ship:

812C1CB4 0000 812C1CB6 0000

void bhv_sunken_ship_part_loop(void) {
    if (o->oDistanceToMario > 10000.0f)
        o->oOpacity = 140;
    else
        o->oOpacity = o->oDistanceToMario * 140.0f / 10000.0;
    cur_obj_disable_rendering();
}
(Source: Celux, pannenkoek2012, DarkSpacer1, Fennecey)

Nepasiekamos monetos

Žaidime yra kelios monetos, kurias galima pamatyti, bet ne surinkti, nebent panaudojamas sukčiavimas.

Snowmano Landas

Sm64-ImpossibleCoin1.png

Vienas iš nepasiekiamos monetos pavyzdžių yra Snowmano Lande. Viena moneta yra įstrigusi sniego senio viduje prie medinio tako, lipamojoje pusėje.

SM64-ImpossibleCoin2B.png

It can be collected by using a physics exploit requiring the player to fire the cannon at a precise position on the corner of the nearby wall.

Maža-didelė sala (Tiny-Huge Island)

SM64-ImpossibleCoin1B.png

Kelios kitos nepasiekiamos monetos yra linijos, esančios mažojoje Tiny-Huge Islando versijoje, dalis. Įprastai žaidžiant tik žemiausiai esanti moneta yra matoma. Taip yra todėl, kad monetos yra išdėstytos plokštesniu kampu nei reljefo, dėl ko likusios monetos kertasi per žemę. Nors antra moneta linija negali būti pamatyta, ją galima paimti, nes jos kolizijos dėžė virš žemės truputį išsikišusi.

Sm64-ImpossibleCoin2.png

The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

There's also another line of coins on Tiny-Huge Island that has an unobtainable coin in it. This one is actually impossible to collect, because, due to a failsafe mechanic, the coin unloads on the same frame that it's loaded. This is due to the properties of its spawner object. When a five-coin object spawner is loaded, it spawns five coins 300 units above it. It checks for ground starting from 78 units above the coins, then moves the coins to the nearest floor triangle below them. However, if the nearest ground within this range is above the coin's hitbox, the coin will immediately unload. Because this spawner in Tiny-Huge Island is loaded underground, the coins spawn in such a way that the fifth one (on the far left) triggers the failsafe.


(Source: pannenkoek2012)

Level Geometry Oddities

Whomp's Fortress

Final Stairs Unused Ramp
SM64 whomps fortress stairs normal.png SM64 whomps fortress stairs ramp.png

SuperMario64 WFGeometryOddities.png

Hidden under the stairs in Whomp's Fortress is unused geometry for a second ramp. If the game is paused while Mario is near the Thwomp area, the stairs will unload and the ramp will be visible due to the stairs being a separate object from the level geometry.

Level Collision Oddities

Hmmm...
To do:
Some of the collision oddities mentioned here and here are worth noting.

The game uses separate polygon meshes for visual (intangible) geometry and for collision geometry in each course. They were apparently not always kept in sync during development, and so one sometimes hints at geometric features that were later changed or removed from the course altogether.

Over the Rainbow

Hmmm...
To do:
Add the other odd hangable ceilings from the video.

Although never possible by the normal game's standards, Mario can hang on the starting cloud of Wing Mario Over The Rainbow. This can only be hanged on if solid ground of any kind is present under this cloud, as shown at 1:06 in the video. This oddity still exists in Super Mario 64 DS. Also shown in this video are hangable ceilings that make no sense, probably left unchanged from an earlier build.

Whomp’s Fortress

As shown in daddu’s video, "SM64 Janky Hitboxes," the collision for water is longer than necessary. Therefore, it can be interacted with by jumping off the side and staying close to the wall. (Shown at approximately 1:05 in the video.)

SM64CollisionOddityWhomp’sFortress.jpg

In Whomp’s Fortress, the Bullet Bill's collision box is actually quite small compared to the model itself, which allows Mario to jump over it without being injured.

BulletBillHitboxOddity.jpg


(Source: pannenkoek2012)
(Source: daddu)

Tall Tall Mountain

Visible Model Collision Model Prerelease Image
Sm64-CollisionOddity TTM1.png
Sm64-CollisionOddity TTM1a.png
SM64-Early slide arrow.png
(Source: Bravo TV - Nintendo 64(Computermesse) (01/28/1996))

In Tall Tall Mountain's slide area, there is a single rectangular polygon above the exit of the tunnel which has collision but is invisible. This is a leftover from a sign with an arrow pointing to the left that can be seen in prerelease materials. The sign texture is no longer in the files now in the final build of the game.

Sm64-CollisionOddity TTM2.png

The large mushrooms around the outer area of the course have a straight stem mesh for their collision, but visually their stems are bent. This possibly suggests that the stems were originally straight and then edited later to make them bent. This oddity for some reason still exists in Super Mario 64 DS.

Inside The Castle

Visible Model Collision Model
Sm64-CollisionOddity Castle1.png Sm64-CollisionOddity Castle1a.png

In the room of the castle where The Princess's Secret Slide is accessed, the 3 windows showing Peach extend by the same distance. Their collision geometry is cut off, however, so only one of them can have their windowsill walked on by Mario.

Tower Of The Wing Cap

Visible Model Collision Model
Sm64-CollisionOddity WingCap1.png Sm64-CollisionOddity WingCap1a.png

The towers extend much further downward visually than their collision geometry. This means Mario can fly right through the towers at their bases.

Castle Grounds

Visible Model Collision Model
Sm64-CollisionOddity CastleGrounds1.png Sm64-CollisionOddity CastleGrounds1a.png

The two spires at the back of the castle have no collision at all. This is easily noticeable in-game, since this area becomes accessible after the player has collected all 120 stars.

Whompo Fortas (Whomp's Fortress)

SM64 unusedPiranhaPlantCollision.png

Prie forto viršaus yra žemės kolizijos, naudojamos šio lygio Piranha Plant augalams, likučiai. Dar vienas toks augalas galimai buvo čia izoliuotas kūrybos metu. Įdomu tai, kad Throwback Galaxy (Whompo Forto rekreacija) iš Super Mario Galaxy 2 prie šios vietos pridėjo Piranha Plantą.

Object Collision Oddities

Water Level Diamond

UnusedWaterLevelDiamond.png

At 0x070184C8 in the Wet Dry World level data, a collision list for the Water Level Diamond object can be seen. However, the code for the object handles the hit detection in-code, so this list is not used.

Other

Unused Demo

The game plays a total of six gameplay demo reels in the main menu, seven in non-Japanese versions. However, in the demo data there exists an eighth demo without a header to define what level it was for. The data exists after the demo for the Princess' Secret Slide, but before where the Bowser In The Dark World demo would be in non-JP versions. Although there is speculation as to which level it was for, the best guess seems to be that it was a blooper take of a Cool, Cool Mountain demo attempt where the user attempting the demo ran into the sign by mistake and so restarted the demo recording. Based on how the demo is ordered in the source code, it's possible that it was an extended version of the PSS demo, based on how the demo awkwardly cuts off in the code, with these inputs appearing directly in the next line. Applying the inputs to the PSS demo ends with it getting the under 21'0 star, which is possibly a reason why it was manually shortened.

The demo data can be found at the following ROM offsets:

  • US: 0x57B130
  • JP: 0x5790C8
  • EU: 0x55D838
  • SH: 0x555F50

Level 32 References

The code for the fish behavior and switch cap behavior both contain checks for if the level the object is in matches the ID for an unused course, with the ID being that of the 32nd level in memory. In the fish behavior, if the condition is met the fish do not despawn even if the game detects no water at the fish's location. In the cap switch behavior, the condition makes the game bypass checking if the switch has been activated so that the switch is always unpressed. After the gigaleak on July 25, 2020, the stage was found in the source code and was confirmed to be a test level.

Koopa The Quick's Mouth

Koopathequickmouth.png

Koopa the Quick has a red polygon in his head which is intended to simulate the inside of his mouth. This, however, is virtually never seen given the game's usual camera angle, and just how thin his mouth slit actually is. The only time this obscured piece of detailing is ever seen is right after the end of the race in the mission "Rematch with Koopa the Quick".

Castle Sequence Flags

For some reason, each floor of the castle has its own flag for music sequences. However, it always defaults to the theme for Peach's Castle, so this is never actually able to be observed in-game.