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Super Mario 64 (Nintendo 64)/Unused Objects & Models

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

Hmmm...
To do:
  • Check every stage to find any unused stage models. One has already been found a long bridge for LLL that was used early in development.
  • Add the behavior code for all of the objects.
  • Check the behavior file in decomp for everything else.
  • Check the behavior code in the leaked source code for any behavior differences.
  • More model parts need to be added such as 3D Amp, "Blood" Particles, a crapload of unused Wiggler vertices, and Unused Mario parts.
  • Metal Wing Cap has a ground model.

Unused Objects

Blargg

SM64-Blargg.png

The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out. Interestingly, the spines on it back are ordered in a way that allowed them to have a separate color, despite them not using one. No behavior exists in the final, however code for its behavior was found during the 7/25 Gigaleak, last updated on November 20th, 1995. The file is named "pathunbaba.p" with 'unbaba' being Blargg's name in Japanese. Blargg's model is scaled to twice the size, and when the object activates, it will wait until the player is closer than 600 in-game units or less. Once the player is in its radius it will attack Mario.

Use the code below to place it in Lethal Lava Land in (U) 1.0:

8133E9FC 8018
8133E9FE A15C
8133EA14 4000
8133EA18 4000
8133EA1C 4000
8133EA24 8014
8133EA26 9A10
8133EA88 C5A8
8133EA8C 421A
8133EA90 45B0
8033EB19 0020
8033EB6B 0002
8133EBE0 4406
#define		ANM_unbaba_swim	 	0
#define		ANM_unbaba_attack	1    	

e_unbaba:
	p_initialize(option)
	p_setbit(flag,stf_moveON | stf_YangleSAME | stf_FspeedON | stf_playerdistON | stf_playerangleON )
	p_set_pointer(skelanime,unbaba_anime)
	p_save_nowpos
	p_set_skelanime_number(0)
	p_while
		p_program(s_unbaba)
	p_loop

#define		unbaba_movemode	(execstp->s[stw_work0].d)
#define		unbaba_movecounter	(execstp->s[stw_work1].d)

static void unbaba_init(void)
{
	obj_mode++;
}

static void unbaba_swim(void)
{
	s_set_skelanimeNo(ANM_unbaba_swim);
	if ( obj_playerdist < 600 )	obj_mode = mode_unbaba_attack;
}

static void unbaba_attack(void)
{
	s_set_skelanimeNo(ANM_unbaba_attack);
	if ( s_check_animeend() )	obj_mode = mode_unbaba_swim;
}

static void *unbaba_modejmp[] = {
  
   unbaba_init,
   unbaba_swim,
   unbaba_attack
  
};

extern void s_unbaba(void)
{
	int	mode;

	s_set_scale(2.0);

	s_modejmp(unbaba_modejmp);

}


(Source: VL-Tone, yoshielectron, partial source code, and others)

Boo Key

Mario64 Scan BooKey.png


This Boo Key was shown in early footage, where it was obtained by defeating a Big Boo. There is an still unused key symbol among the HUD textures in the Japanese version of the game: SM64-keyhud.png However, this was replaced with a Ü in the European version, and removed completely from the US version. Interestingly there are two versions of the key, with as earlier one that does not increment the key counter and only spawns coin collection sparks. In the leaked code, a commented out location for the old key exists. Speculating, it appears the Bookshelf was originally meant to open using a key, based on how the key functions when it is restored in the game. Another possibility is that was meant to open the old chest, being right next to it in a leftover object header file from Mid 1995, and the old chest having collision.

Use these codes to view the HUD in-game. Replace X with the amount of keys you'd like. (1-6)

USA Japan Europe Japan (Shindou)
8033B21C 000X
80339EAC 000X
803094DC 000X
8031DA6C 000X


(Source: Yoshiman & Others)
Boo Key

The Boo Key has three alternate color variants. To view these keys in-game with the same setting as the screenshots below, replace the Haunted Cage with the key by replacing the value at US-version offset 0x2AC522 with 0188. Change the key color by replacing the value at US-version offset 0x16D766 with 6A68 (yellow key, there by default), 6A48 (red key), 6A28 (green key), or 6A08 (blue key).

Boo Key - Default Boo Key - Red
SuperMario64 BooKey Yellow.png SuperMario64 BooKey Red.png
Boo Key - Green Boo Key - Blue
SuperMario64 BooKey Green.png SuperMario64 BooKey Blue.png


Use these codes to replace the Boo's cage with the unused Boo Key:

USA Japan Europe Japan (Shindou)
802C5196 0017
802C5197 0044
802C51A3 0055
802C479E 0017
802C479F 0044
802C47AB 0055
802A05EE 0017
802A05EF 0044
802A05FB 0055
802AE78A 0017
802AE78B 0044
802AE797 0055
e_teresa_key:
	p_initialize(item)
	p_setbit( flag,stf_moveON )
	p_sethitbox(32,64)
	p_setmovedata(30,-400,-70,1000,1000,200,0,0)
	p_while
		p_program(s_teresa_key)
	p_loop

e_key:
	p_initialize(item)
	p_setbit( flag,stf_moveON )
	p_sethitbox(32,64)
	p_hitON
	p_while
		p_program(s_key)
	p_loop

extern void s_key(void)
{

	obj_animeangleZ += 0x200;
	obj_animeangleY += 0x200;

	if ( s_hitcheck(execstp,player1stp) ){	
		execstp->motherobj->s[stw_imm].d = 1;
		s_remove_obj(execstp);
		s_makeobj_nowpos(execstp,S_spark,e_coinspark);
	}
}

static void keycoin_bound(void)
{

	s_enemybgcheck();	/* BGcheck 	 Program */
	s_enemymove(78);	/* enemymove program */

	if ( obj_animepositionY < 26 )		 	 obj_animepositionY += 2;
	if ( (obj_animeangleZ & 0xffff ) != 0 ){
		 obj_animeangleZ &= 0xf800;
		 obj_animeangleZ += 0x800;
	}
	if ( obj_movestatus & MOVESTAT_BGTOUCH ){ obj_speedX = 0;	obj_speedZ = 0; }
	obj_animeangleY += 0x800;

	if ( ( obj_timer > 90 ) || (( obj_movestatus & MOVESTAT_BGBOUND )!= 0)  ){
		s_hitON();
		if ( s_hitcheck(execstp,player1stp) ){
			execstp->motherobj->s[stw_mail].d = 1;
			s_remove_obj(execstp);
			s_makeobj_nowpos(execstp,S_spark,e_coinspark);
		}
	}

}

static void keycoin_boundwait(void)
{

	short	playerY;
	float	playerspeed;
	
	StrategyRecord *mother = execstp->motherobj;	/* coin */
	s_copy_worldXYZ(execstp,mother);
	if ( obj_timer == 0 ){
		execstp->motherobj = mother->motherobj;		/* change mother shape */
		obj_mode 	= mode_keycoin_bound;
		playerY 	= (short)(player1stp->s[stw_angleY].d);
		playerspeed = 3;
		obj_speedX 	= playerspeed * sin(playerY);
		obj_speedZ 	= playerspeed * cos(playerY);
		obj_speedY 	= 40;
	}

	obj_animeangleY += 0x200;
	obj_animeangleZ += 0x200;

}

static void keycoin_take(void)
{

	StrategyRecord *mother = execstp->motherobj;	/* coin */
	s_copy_worldXYZ(execstp,mother);
	obj_worldY += 40;
	if ( mother->s[stw_imm].d != 0){	
		obj_mode = mode_keycoin_boundwait;
	}

	obj_animeangleZ += 0x200;
	obj_animeangleY += 0x200;

} 

static void *keycoin_modejmp[] = {
	
	 keycoin_take,
	 keycoin_boundwait,
	 keycoin_bound
	
};

extern void s_teresa_key(void)
{
	s_modejmp(keycoin_modejmp);
}

Circling Fire

Unused behavior exists for a type of fire that would circle around Mario, making it harder for him to platform. There is also a stubbed behavior script located near this one, indicating a removed object associated with the fire. Some who worked on the decomp of the game have speculated that this may be the remnants of a Fishing Boo enemy, like those in Super Mario World.

e_sidefire:
	p_initialize(enemyA)
	p_shapeDISABLE
	p_setbit(flag,stf_moveON )
	p_end
	p_while
		p_program(s_sidefire)
	p_loop

e_sidefireball:
	p_initialize(item)
	p_setbit(flag,stf_moveON|stf_FspeedON|stf_YangleSAME)
	p_softspritemodeON
	p_while
		p_program(s_sidefireball)
		p_animeinc
	p_loop

extern void s_sidefire(void)
{

	obj_playerdist 		= s_distanceXZ_obj2obj(execstp,player1stp);

	obj_worldY -=100;

	switch(obj_mode){
		case 0: 
	 	case 1:
	 	case 2:
	 	case 3:
	 	case 4:
	 	case 5:
	 	case 6:
	 	case 7:
			s_makeobj_nowpos(execstp,S_fireball_yellow,e_sidefireball);
			obj_mode++;
			break;
		case 8:
			break;
		case 9:
			obj_mode++; 
			break;
	}


}

extern void s_sidefireball(void)
{

	s_set_scale(5);
	obj_speedF 	= sin(obj_work0)*70;
	obj_work0 += 0x800;

}


(Source: SM64 Partial Source Code)

Checked Platforms

The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on them.

Cracked Ice

Forgotten and left in a Deep Freeze.
This object once concealed the "In the Deep Freeze" star, and you needed to ground pound to access the Power Star. The intended model is ID 55, and was identified during the 7/25 Gigaleak, when a stubbed object placement for Snowman's Land had a Model with the ID 55 and unused behavior data with the name e_ice placed above the Star.

/*		seqActor(S_movebg02,  4377,1843,4361,  0,0,0,  0,0,0,  e_ice)		*/
e_ice:
	p_initialize(moveBG)
	p_setbit(flag,stf_moveON )
	p_setshapeinfo(sf2_hip_check_info)
	p_save_nowpos
	p_while
		p_program(s_ice)
	p_loop

extern void s_ice(void)
{

	s_set_scale(1.02);

	if (obj_mode == 0 ){
		if ( s_checkplayer_hipaatack() ){
	 		s_kemuri();
			s_boxeffect(20,S_movebg03,3,0);
			obj_mode++;
		}
	} else {
	 	if ( obj_timer > 7 )	s_remove_obj(execstp);
	}

	stMainMoveBG();

}

Early Skull Box

There is a skull box at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behavior causes it to float harmlessly in midair.

const BehaviorScript bhvJrbFloatingBox[] = {
   BEGIN(OBJ_LIST_SURFACE),
   OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
   LOAD_COLLISION_DATA(jrb_seg7_collision_floating_box),
   SET_HOME(),
   BEGIN_LOOP(),
       CALL_NATIVE(bhv_jrb_floating_box_loop),
       CALL_NATIVE(load_object_collision_model),
   END_LOOP(),
};

void bhv_jrb_floating_box_loop(void) {
   o->oPosY = o->oHomeY + sins(o->oTimer * 0x400) * 10.0f;
}

Flames

  • Unused behavior exists for a small flame that bounces in a straight line and can harm Mario on contact. It goes away if Bowser is near.
  • The flames positioned around the castle for light have an unused behavior that would cause nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.

Hoot's Egg

SM64-YoshiEgg.gif

This unused egg bearing a striking resemblance to a Yoshi Egg features a bouncing animation. In the code it is labelled bird_egg, which is the same prefix that Hoot uses. This is confirmed to be Hoot's egg due to a deleted object next to Hoot existing labeled e_bird_egg. Based on overall evidence in the leak it appears Hoot originally hatched from the egg instead of being in a tree.

Motosman

Recovered Model from the IQue builds source code

  • A removed object labelled bhvStub1D0C is mentioned in "object_macros.h" and "behavior_data.c" within decomp.
  • When comparing the stub to a file located in the IQue build's source code, it is revealed to be a perfect match for that object.
  • It even still contains the original model id and name, "0x58" and "S_motosman". Based on label similarities and the scrapped object e_motos calling for S_motosman, it appears to be a later revision of the unused enemy Motos.

Behavior Remnants

{bhvStub1D0C, MODEL_UNKNOWN_58, 0},

const BehaviorScript bhvStub1D0C[] = {
   BEGIN(OBJ_LIST_DEFAULT),
   DEACTIVATE(),
};

Source Code Remnants

seqActor(S_motosman			,	    0,    0, -1500,   0,0,0,  0,0,0, e_motos			)

#define	TAGCODE_e_motos                127

e_motos:
e_motosman:
	p_initialize(option)
	p_killshape

Paintings

SM64Paintings3warps.png

The paintings inside the castle are actually split into three vertical sections, similar to the three horizontal sections used to control the water level in Wet-Dry World, each of which can be independently set to any warp destination in the game. However, because the three sections are always set to an identical destination in the final game, this functionality goes unused.

Prototype Chest

An unused behavior allows one to spawn a chest that doesn't emit numbers or shock Mario. It simply opens, from the front or the back, and releases a bubble. It's an early version of the chest, dated before the SpaceWorld 1995 demo, and it is listed as a regular path while the used chest is listed as iwapath, each coded by a different person.

extern void s_box1_init(void)
{
	s_change_shape(S_t_box1);
 	obj_angleY = Randomd();
 	obj_angleY = 0;
	s_makeobj_chain(0,0,424/8+44,(-328/8)-36,execstp,S_t_box2,e_box2);
}

extern void s_takarabox(void)
{
	s_player_slideout_RH(200,200);
}

extern void s_box(void)
{

	switch (obj_mode){
		case 0:
		  	if ( s_distance_obj2obj(execstp->motherobj,player1stp) < 300 )	obj_mode++;
			break;
		case 1:
			if ( obj_timer == 0 ){
				s_makeobj_chain(0,0,-80,120,execstp,S_bubble,e_random_bubble);
				AudStartSound(execstp,NA_SE2_BOXOPEN+NA_IN_WATER);
			}
			obj_animeangleX -= 0x400;
			if ( obj_animeangleX < -0x4000)		obj_mode++;
		case 2:
			break;		
	}

} 

e_tbox:
	p_initialize(option)
	p_setbit( flag,stf_moveON | stf_YangleSAME )
	p_BGcheckYset
	p_program(s_box1_init)
	p_while
		p_program(s_takarabox)
	p_loop


e_box2:
	p_initialize(option)
	p_setbit( flag,stf_moveON | stf_YangleSAME )
	p_save_nowpos
	p_while
		p_program(s_box)
	p_loop

Prototype Fish Easter Egg

Using a level editor, an area in Whomp's Fortress shows an unused object, seen next to the cannon, that does nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object. This object is actually a relic of how an earlier build's fish water walking effect worked in Super Mario 64. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes alongside him. In the SpaceWorld 1995 Mario 64 footage, the same fish can be spotted at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that it was made because having a random effect associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects in memory. The rest of the object's code was recovered during the 7/25 Gigaleak.

e_funsui:
	p_initialize(option)
	p_setbit(flag,stf_moveON | stf_playerdistON )
	p_shapeDISABLE
	p_while
		p_program(s_funsui_main)
	p_loop

extern void s_funsui_main(void)
{

	int		i;
	float sc;
	StrategyRecord *stratp;
	float	waterY = mcWaterCheck(obj_worldX,obj_worldZ);

#if 0
switch(obj_mode){
	case	0:
		if ( obj_playerdist < 200 )	obj_mode++;
		break;
	case	1:
		if ( waterY > -10000 ){
			if ( beforeframe_objcount < ( NUM_STRATEGY - 28 )){
	
				if ( frameCounter % 32 == 0 )	objsound(NA_SE2_FISH);

				for(i=0;i<2;i++){
					
					if ( ( Randomd() & 0x1f ) == 0 ){
						stratp 	= s_makeobj_nowpos(execstp,S_fish,e_smallwaterdrop);
						s_set_skeletonobj(stratp,(void *)RCP_fishAnime,0);
					} else {
						stratp 	= s_makeobj_nowpos(execstp,S_waterdrop,e_smallwaterdrop);
						sc 						= Randomf()*1+0.5;
						stSetScale(stratp,sc,sc,sc);
						s_softspritemodeON(stratp);
					}

					stratp->s[stw_angleY].d = Randomd();
					stratp->s[stw_worldY].f = waterY;
					stratp->s[stw_speedF].f = Randomf()*3+2;
					stratp->s[stw_speedY].f = Randomf()*20+20;
				}
			}
		}

		if ( obj_playerdist > 300 )	obj_mode = 0;
		break;
}
(Source: Game Zero's Shoshinkai 1995, Nintendo 64 and Super Mario 64 Demonstrations)

Prototype Star

There is unused behavior for an early version of the star, like the 2D ones seen in early builds. It can not be collected. It uses the star model and, in the code, appears before the final star's behavior does.

Behavior Data

e_star:
	p_initialize(option)
	p_setbit(flag,stf_moveON )
	p_while
		p_addd(animeangleX,0x100)
		p_addd(animeangleY,0x100)
	p_loop

Red Coins

Red coins have unused behaviors that allow them to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player to chase after them.

Small Chill Bully

SM64-UnusedSmallChillBully.png

In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large one found in Snowman's Land, leaving this diminutive version unused.

Trampoline

TOTWC with Unused Trampoline.png
SM64-EarlyTrampoline.png


While the developers coded some behavior for it, the code doesn't work properly, as the functions it calls for are stubbed out and won't affect Mario. The trampoline's model is split into three parts, the top, the center, and the bottom. Unfortunately, the model doesn't load properly, but the collision for it does work. It appears in the cap stage object table with the cap switch, meaning that at one point it could have appeared in a cap stage. The leaked partial source code indicates it was last updated on November 18th, 1995. It calls for an unused function "DoTrampoline", though the code is blanked out in the source code. The file refers to it as "pathjumpbg", and "bane".


extern void s_bane_naka(void)
{ 

	float	sc;
	float	dist;

	s_copy_worldXYZ_angleXYZ(execstp,execstp->motherobj);
	s_copy_animeposY(execstp,execstp->motherobj);

	obj_worldY -= 75;

	if ( ( dist = obj_worldY - obj_attY ) >= 0 ){
		sc = (dist/ 10.0+1.0 );
	} else {
		dist = -dist;
		sc = 1.0-(dist/ 500.0);
	}

	stSetScale(execstp,1.0,sc,1.0);	

}

extern void s_jumpbg(void)
{

	StrategyRecord *stp;
	s_change_shape(S_bane_ue);

	if ( obj_timer == 0 ){
		stp = s_makeobj_nowpos(execstp,S_bane_naka,e_bane_naka);
		stp->s[stw_worldY].f -= 75;
		stp = s_makeobj_nowpos(execstp,S_bane_sita,e_stop);
		stp->s[stw_worldY].f -= 75 + 75 ;
	}

	if ( player1stp->ride_strat == execstp )	execstp->s[stw_work7].d = 1;
	else {
		execstp->s[stw_work7].d = 0;
		obj_worldY = obj_attY;
	}

	DoTrampoline();

}


(Source: VL-Tone, Kaze Emanuar, N64Decomp)

Trapdoor Sound

The trapdoor leading to Bowser in the Dark World was going to have a sound effect for when the player activated it.

Behavior Data

void bhv_castle_floor_trap_open(void) {
    if (o->oTimer == 0)
        cur_obj_play_sound_2(SOUND_GENERAL_CASTLE_TRAP_OPEN);
    o->oAngleVelRoll -= 0x100;
    o->oFaceAngleRoll += o->oAngleVelRoll;
    if (o->oFaceAngleRoll < -0x4000) {
        o->oFaceAngleRoll = -0x4000;
        o->oAction = 2; // after opening is done, enable close detection
    }
}

The original sound remains in the game's files. However, the sound goes unused and does not play as the floor trap object is set to have rendering disabled. Sounds spawned by an object do not play when the object isn't rendered.

DISABLE_RENDERING(),
// Command 0x35: Disables rendering for the object.
// Usage: DISABLE_RENDERING()
static s32 bhv_cmd_disable_rendering(void) {
    gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; 
    gCurBhvCommand++;
    return BHV_PROC_CONTINUE;
} 
void cur_obj_play_sound_2(s32 soundMagic) {
    if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
        play_sound(soundMagic, gCurrentObject->header.gfx.cameraToObject);
}
Unused sound


(Source: Marionova & Alieneer)

Water Mine

SM64 WaterMine.PNG

This unused water mine is found with other water-related objects, and could be seen underwater around Bowser's Sub in the SpaceWorld 1995 version of Dire, Dire Docks. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller. Interestingly this is not the first time a water mine was scrapped from a Mario game. An unused sound definition exists for an underwater explosion, which is not used for this object. Internally labeled as e_kirai.

Yellow Switch & Transparent Box

SM64 YellowSwitch.png

While red, blue, and green switches and transparent boxes are used in the final game, these yellow versions go unused. When spawned, the yellow switch is always in its "pressed" state as there is no save file flag. It appears as if the player would need to press the yellow switch to unlock boxed Koopa shells instead of being unlocked by default, based on box contents.

Behavior Data

void ActionActivateCapSwitch3() {
} // dead function
MakeIDJMP	itembox_table[] = {
 	{ ITEMCODE_HAT_WING 	,0,0,S_itemhat_wing		,e_itemhat_wing  	 },
 	{ ITEMCODE_HAT_METAL 	,0,0,S_itemhat_metal	,e_itemhat_metal 	 },
 	{ ITEMCODE_HAT_ERASE 	,0,0,S_itemhat_hat		,e_itemhat_erase 	 },
 	{ ITEMCODE_NOKO		 	,0,0,S_koura			,e_nokoboard 	 	 },
 	{ ITEMCODE_COIN_1		,0,0,S_coin				,e_player_coin 	 	 },
 	{ ITEMCODE_COIN_3		,0,0,S_NULL				,e_player_coin_3 	 },
 	{ ITEMCODE_COIN_10		,0,0,S_NULL				,e_player_coin_10 	 },
 	{ ITEMCODE_1UP			,0,0,S_oneup_kinoko		,e_1up_kinoko		 },
 	{ ITEMCODE_GOALSTAR		,0,0,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_1UP_ESCAPE	,0,0,S_oneup_kinoko		,e_1up_kinoko_escape },
 	{ ITEMCODE_GOALSTAR_1	,0,1,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_GOALSTAR_2	,0,2,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_GOALSTAR_3	,0,3,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_GOALSTAR_4	,0,4,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_GOALSTAR_5	,0,5,S_polystar			,e_enemystar2		 },
 	{ ITEMCODE_END			,0,0,0					,NULL 			 	 },
};

Unused Models

Alternate Mario Head Parts

Name: "RCP_mario_head4, RCP_mario_head5, RCP_mario_head6, RCP_mario_head7, RCP_mario_nohat4, RCP_mario_nohat5, RCP_mario_nohat6, RCP_mario_nohat7"

These are unused display lists for Mario's head, featuring the unused eye textures for looking right, left, up, and down. It's currently unknown what these were for, but it's possible that they were meant for when Mario is sidestepping, or climbing.

Looking Right Looking Left Looking Up Looking Down
SM64-Unused Mario Looking Right.png SM64-Unused Mario Looking Left.png SM64-Unused Mario Looking Up.png SM64-Unused Mario Looking Down.png
SM64-Unused Hatless Mario Looking Right.png SM64-Unused Hatless Mario Looking Left.png SM64-Unused Hatless Mario Looking Up.png SM64-Unused Hatless Mario Looking Down.png

Alternate Koopa Head, Shoes, and Shell

Hmmm...
To do:
Maybe add how to view the head in-game?

Name: "RCP_nokonoko_down0, RCP_nokonoko_down2, RCP_nokonoko_down8, RCP_nokonoko_down9"

The Koopa model has unused vertex-colored variants of the head, shell, and shoe parts. The most notable difference geometry-wise is the slightly taller shell. The shell and shoes can be loaded by overriding the values at US-version offsets 0x1D7ED6 with C240 (shell), 0x1D7F2E with B6E0 (left shoe), and 0x1D7F62 with B6E0 (right shoe). The vertex-colored Koopa may have been repurposed for Mario Artist Polygon Studio.

Used Unused
SuperMario64 usedShell Compare.PNG SuperMario64 unusedShell Compare.PNG

You can also use the following codes to view the old Koopa the Quick geometry in game.

USA Japan Europe Japan (Shindou)
801630A6 00C2
801630A7 0040
801630FE 00B6
801630FF 00E0
80163132 00B6
80163133 00E0
80160226 00C2
80160227 0040
8016027E 00B6
8016027F 00E0
801602B2 00B6
801602B3 00E0
801624A6 00C2
801624A7 0040
801624FE 00B6
801624FF 00E0
80162532 00B6
80162533 00E0
80160246 00C2
80160247 0040
8016029E 00B6
8016029F 00E0
801602D2 00B6
801602D3 00E0

Big Bully - Round Geometry

SuperMario64 3DBody BigBully 3878.PNG

Name: "RCP_otos_basedata4"

Located within the geometry for the Bullies is a large round 3D object, originally used to animate the 2D Sprite in Softimage 3D. It is slightly larger than the round 2D body used by Big Bully in the game, and can be loaded by replacing the value at US-version offset 0x134C7A with 3878.

You can also use the following codes to view the old Big Bully geometry in game.

USA Japan Europe Japan (Shindou)
80149D3A 0038
80149D3B 0078
80146F4A 0038
80146F4B 0078
8014913A 0038
8014913B 0078
80146EDA 0038
80146EDB 0078

Test Lift

TestPlatformSM64.png

Name: "gfx_testlift"

At 0x08026260 in RAM an unused display list for a small yellow square platform. It turns out this is actually for a now removed object that was made to test out lift functions, like the ones in Lethal Lava Land.


(Source: ProjectRevoTPP - Discovery, AltoXorg - In-game render)

Heave Ho - Tire Geometry

SM64 HeaveHo UnusedTires.png

Name: "omu_tire_shape"

Heave Ho has three unreferenced sphere meshes, once used for Heave Ho's tires. The final model uses 2D tires, which are easier on memory. To load in the 3D wheels in the US Version, replace the value 0x132C02 with 4188, 0x132C0E with 45D0, and 0x132C1A with 49A8. They aren't scaled correctly.

Used Unused
SM64-HeaveHoUsed.png SM64-HeaveHo3DUnused.png

Unused Skeeter Parts

Name: "RCP_amembow_dash0, RCP_amembow_dash3, RCP_amembow_dash6, RCP_amembow_dash10, RCP_amembow_dash11, RCP_amembow_dash14, RCP_amembow_dash16, RCP_amembow_dash18"

Fully 3D model parts for Skeeter's body, eyes, and tail can be found among the used model segments. They don't have any shading or color applied to them, despite a vertex-color array meant for them existing. Because of this, their color will actually change depending on their surroundings in-game (below is what they look like when no other visual geometry is being rendered in the scene). Also among these models are four unused foot parts meant for each foot on the enemy, which also lack shading and color. The final foot model is reused for all four feet. Included below is a mockup of what these parts could've looked like if their vertex-colors were applied.

Unused Mockup with Unused Vertex Colors Applied Used
SM64-3D Skeeter.png SM64-3D Skeeter (with Vertex Colors).png SM64-Skeeter.png

Hazy Maze Cave Rolling Rocks Graphic Variant

Name: "gfx_rock_pieceA, gfx_rock_pieceB"

In Hazy Maze Cave, there are two unused graphics for the rolling rocks. These two graphics are smaller than the canonical rolling rock graphic, and have more jagged shapes. Perhaps the rolling rocks were intended to break up into these smaller pieces upon colliding with Mario or upon hitting a wall. The former would later take place in Super Mario 64 DS, when hit by Wario and or touched while using the Super Mushroom power-up. An unused sound definition exists for the giant snowball exploding (the rolling rock and giant snowball share the object).


(Source: pannenkoek2012)
Standard Rolling Rock Graphic Unused Rolling Rock Graphic #1 (Scaled up 2x) Unused Rolling Rock Graphic #2 (Scaled up 4x)
SM64 HMC Rolling Rock Normal.gif SM64 HMC Rolling Rock Unused Graphic Large.gif SM64 HMC Rolling Rock Unused Graphic Small.gif

Klepto with Blue Star

SM64 SSL Klepto Blue Star.png

Name: "gfx_shadestar"

Klepto has three graphical variants: holding nothing, holding Mario's hat, and holding a Star. However, he has an unused fourth graphic in which he's holding a blue Star. Interestingly, the transparency on the Star is broken, possibly why it wasn't used.


(Source: pannenkoek2012)

Penguin Head Variants

Name: "RCP_ping_base_data24"

This penguin head variant is larger, darker, and texture-less. It also features an orange beak. This head was seen in an early screenshot of the game. To view this in-game, replace the value at US-version offset 0x1658B2 with 7358.

Unused Used
SM64 Penguin Head unused 7358.png SM64 Penguin Head used.png

Use these codes to replace the penguins head with the earlier revision.

USA Japan Europe Japan (Shindou)
80152AC2 0073
80152AC3 0058
8014FC32 0073
8014FC33 0058
80151EC2 0073
80151EC3 0058
8014FC62 0073
8014FC63 0058

Name: "RCP_ping_head_eye5"

Another unused penguin head containing a sad expression, with eyes that share some resemblance to those from the Nintendo Shoshinkai 1995 demo. To view this in-game, replace the value at US-version offset 0x1658B2 with 64E8.

Unused - 64E8 Shoshinkai 1995
SM64 Penguin 64E8.png SM64 earlypenguin.png

Use these codes to give the penguin the sad expression.

USA Japan Europe Japan (Shindou)
80152AC2 0064
80152AC3 00E8
8014FC32 0064
8014FC33 00E8
80151EC2 0064
80151EC3 00E8
8014FC62 0064
8014FC63 00E8

Pit Block Graphic Variant

Name: "gfx_mecha_obj08_b"

In Tick Tock Clock, there's a block that moves up and down near the star - The Pit and the Pendulums. This block has 2 vertical stripes on each of its sides. However, there's an unused variant that has 3 vertical stripes on each of its sides.


(Source: pannenkoek2012)
Used Unused
SM64 TTC Pit Block Normal.png
SM64 TTC Pit Block Unused Graphic.png

Small Koopa Shells

SM64RedShell.png


Date: "June 16, 1995"

Name: "RCP_GfxRedNoko, RCP_GfxGreenNoko"

These red and green Koopa shells feature unusual blue bottoms. They can be loaded in-game via codes or hacking, but they're completely non-functional. To replace the Koopa Shell with one of these shells in-game, replace the value at US-version offset 0x2AC356 with 0ADC for the red shell or 0B08 for the green shell. They were meant to be used with the unused throwing object and were one of the first objects created for SM64.

(Source: VL-Tone)

Unused Goomba Parts

Hmmm...
To do:
Replace the 2D body with the 3D body. The 3D body can overwrite the 2D body by inserting at 01D360 at 0x200FFD, but it doesn't scale properly.

Name: "RCP_kuribo_walk2, RCP_kuribo_walk3"

The Goomba has a variant with a darker head. Although it lacks textures, the color matches its feet. There is also unused 3D mesh for Goomba's body, later used as the basis of the 2D billboard. The unused 3D head mesh can be loaded in the US version of the game by replacing the value at offset 0x201021 with 01D0D0.

Unused Used
SM64-Goomba3DUnused.png SM64-Goomba.png

Whomp's Fortress Tower Platform Graphic Variant

Name: "gfx_ca_n_lift0_0"

In Whomp's Fortress, there's an unused, trapezoid-shaped mesh for the platforms of the tower. It's likely that the static platforms, i.e. every other platform, were originally intended to use this model, as when it's loaded, there are no gaps between platforms surrounding the tower. They are similar to the ones used in the SpaceWorld 1995 demo. In the US version, this model can be loaded in place of the current tower platforms by overwriting the value in the offset 0x49E57A with EDC0.


(Source: pannenkoek2012)
Tower Platforms with Normal Graphics Tower Platforms with Unused Graphics
SM64 WF Tower Normal.png
SM64 WF Tower Unused Graphic.png