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Super Mario 64 (Nintendo 64)
Super Mario 64 |
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Developer:
Nintendo
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Super Mario 64 foi um dos três títulos de lançamento para o Nintendo 64, e introduziu a terceira dimensão para o universo do Mario e revolucionou o Reino do Cogumelo.
The game is also notable for the sheer level to which it's been dissected by fans, to the point where 2020 saw the game get successfully decompiled by dataminers and unofficially ported to PCs. The same year, its partial original source code was leaked, leading to the discovery of early Luigi models and textures. L was real all along.
A Nintendo DS remake was released as a DS launch title in 2004, and a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.
To do:
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Contents
- 1 Conteúdo de Depuração
- 2 Unused Animations
- 3 Efeitos de Níveis Não Usados
- 4 Texto Não Usado
- 5 Unused SSL Cutscene
- 6 Luigi and Multiplayer Remnants
- 7 Esquisitices
- 8 Diferenças Regionais e Entre Versões
- 9 Funções Não Usados
- 10 Plataformas Quadriculadas
- 11 Inimigos Não Usados
Conteúdo de Depuração
Conteúdo de Depuração Um número de funções de depuração divertidas permanecem no jogo. |
Unused Objects Boo Keys, trampolines, early stars, and Yoshi eggs, oh my! |
Regional and Version Differences Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway). |
Unused Textures Early, leftover, and just plain unused textures. |
Unused Animations
The names are from sm64/data/Anime/aaa in the leaked source code.
Mario
Uma corrente.
To do: Rip the animations in better quality. |
HatWaitEnd
File Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.
JumpStep3
File Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin appears to be an early triple jump according to the name.
LandBoard
File Date: December 26, 1995 Animation #84. According to the iQue build's source code, It would of been used when landing from a jump on a Koopa shell.
OshinWait1, OshinWait2, OshinWait3
File Dates: February 6, 1996
Animations #98, #99, #100. "Oshin" translates to "nausea". According to the source code, it would have been related to an environmental effect, possibly the gas in Hazy Maze Cave. An animation called OshinWalk also exists in the code.
Running, TurnCont
File Date: July 18, 1995 Left: Animation #114. This is the normal running animation. Right: Animation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".
Um misterioso círculo sombreado.
Slipping, Slip
Slipping File Date: December 19, 1995 Slip File Date: March 18, 1996
Left: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but maybe to save on space? ...Perhaps this was the original sitting animation, before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.
UJumping, JumpBack
UJumping File Date: December 19, 1995 JumpBack File Date: August 23, 1995 Left: Animation #191. This is the normal sideflip animation. Right: Animation #73. According to the source code it would've been used for side flipping.
Bully
To do: Find offset for how to load in the regular non-extended US-version. |
The bullies have an unused animation for kicking. A video showing this animation can be seen here. To view this in-game, replace the value in the extended US-version offset 0x882956 with 42A4. The internal name of this animation is called BackDown.
MIPS
To do: Find offset for how to load in the regular non-extended US-version. |
In an official strategy guide interview, producer/director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. There is an unused animation that appears to have MIPS bounce on the ground while recovering from a fall, likely a result from being thrown. A video showing this animation can be seen here.
To view this in-game, replace the value in the extended US-version offset 0xA4C1E1 with 013338. Interestingly code still exists for MIPS to trigger this if he was thrown. The only way to see this without hacks is if you use glitches to bring MIPS into the water-draining room.
void bhv_mips_thrown(void) { obj_enable_rendering_2(); o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; o->oHeldState = HELD_FREE; o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; SetObjAnimation(2); obj_become_tangible(); o->oForwardVel = 25.0f; o->oVelY = 20.0f; o->oAction = MIPS_ACT_FALL_DOWN; }
Piranha Plant
To do: Replace the sleeping animation with this, instead of the attacking animation. |
This plant has an unused animation that is similar to the sleeping animation seen in footage from Nintendo Shoshinkai 1995. It features the plant showing its teeth as it sleeps, although differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. The internal name of this animation is called sleep_tmp. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x1D5DF9 with 01AAE4.
Unused Sleeping with Teeth | Nintendo Shoshinkai 1995 |
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Ukiki
The monkey has an unused animation of falling or tackling. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x15FDE0 with EACC to substitute the head-bobbing animation with this.
Efeitos de Níveis Não Usados
Nevasca
A blizzard can be triggered in a level via the "Enviroment Effect" option in Messiaen's program, OBJ Importer. It interacts with Mario in the same way as normal snowflakes do.
Flores
Como a nevasca, estas flores felizes, saltitantes podem ser geradas em um nível pela opção "Enviroment Effect" em Messiaen e no programa de Skelux, OBJ Importer. Enquanto o alcance de seu ponto de geração é dependente da posição de Mario, de outra forma eles não interagem com ele de outra maneira. Eles anexam-se a superfícies horizontais sólidas de um nível. Estranhamente, seu gráfico é encontrado entre recursos para a Lethal Lava Land.
Texto Não Usado
Texto Apagado
Um número de mensagens presentes na versão Japonesa foram apagados para lançamentos no exterior, prevenindo-nos de serem traduzidos.
Estas linhas foram encontradas depois do resto dos nomes de Estrelas:
Japonês | Tradução |
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100まいコインの スター | Estrela de 100 moedas |
マウンテンのへやが ひらく! | A sala da montanha abre! |
みずとゆき2つのへやが ひらく! | As salas da água e neve abrem! |
おおきなほしの ドアがひらく! | A Porta da Grande Estrela abre! |
クッパへの とびらがひらく! | A porta para Bowser está aberta! |
3がいへの とびらがひらく! | A porta para o terceiro andar está aberta! |
Esta mensagem pequena é encontrada entre as linhas "THE SECRET AQUARIUM" e "CASTLE SECRET STARS":
Japonês | Tradução |
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おいしいケーキ | Bolo Delicioso |
Provocação de Boo
Essa mensagem vem após o encontro que aparece quando Mario entra em Big Boo's Haunt pela primeira vez. Quando esta mensagem não usada é ativada, uma curta risada de Boo começa enquanto a caixa de texto aparece. Enquanto ela foi traduzida para as versões Americanas e Francesas do jogo, ela foi, estranhamente, nunca traduzido para o lançamento Alemão.
Roteiro Japonês | Tradução | Roteiro Inglês | Roteiro Francês |
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クックック・・ とりついてやる。 ヒッヒッヒ! カベも とおりぬけてやる。 こんなこと できるか? ケッケッケ! |
Eh he he... Eu irei lhe assombrar. Hee hee hee! E eu irei passar pela parede. Você pode fazer isso? Heh, heh, heh! |
Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh! |
Hé...hé...hé... Ciao bello Mario! Moi j'traverse les murs! Tu peux le faire, toi? Hin...hin...hin... |
Para ver o texto dentro do jogo, use o código GameShark para a versão Americana:
Version | Gameshark code |
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Japan | 80330420 0000 81330424 0063 |
USA | 80331480 0000 81331484 0063 |
Europe | 802FD640 0000 812FD644 0063 |
Japan (Shindou) | 80310AB0 0000 81310AB4 0063 |
iQue | 8031310C 0000 81313110 0063 |
A primeira linha faz com que o texto apareça branco sobre o fundo preto translúcido, e a segunda linha determina a ID da mensagem.
Early Level Select
- Main Article: Prerelease:Super Mario 64 (Nintendo 64)
Located at the beginning of the game's text, in both the Japanese and localized versions of the game, is text for an early level select that was used by the playable demo of the game featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game. It was likely only made for the demo as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo, the date being September 6th 1995, one month before the demo.
Japonês | Trandução |
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STAGE SELECT つづける? 1 マウンテン 2 ファイアーバブル 3 スノースライダー 4 ウォーターランド クッパ1ごう もどる </div> <div class="mw-translate-fuzzy"> PAUSE つづける? やめる ? |
SELECIONE ESTÁGIO Continuar? 1: Montanha 2: Bolha de Fogo 3: Escorregador de Neve 4: Terra d'Água S.S. Bowser 1 Voltar </div> <div class="mw-translate-fuzzy"> PAUSA Continuar? Sair? |
Os níveis acessíveis acessíveis deste menu eram:
- Montanha - Whomp's Fortress
- Bolha de Fogo - Lethal Lava Land
- Escorregador de Gelo - Cool, Cool Mountain
- Terra d'Água - Dire, Dire Docks
- S.S. Bowser 1 - Bowser in the Dark World
To do:
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To load the message overlays of the debug menu in-game, overwrite the values in the extended Japanese version at offset 0x810276 with 0800001E00C80000020087E. For the pause menu, overwrite the values in the extended Japanese version at offset 0x810276 with 03000064009600000200883C. This will replace the three-star-door "not enough stars" message with the menu overlays.
Map Select (Japanese Version) | Nintendo Shoshinkai 1995 Demo (source) |
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Pause Menu (Japanese Version) | Nintendo Shoshinkai 1995 Demo (source) |
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Unused SSL Cutscene
In the camera cutscene table, there is an entry that is never called and not associated with a level. Forcing this unfinished cutscene code to play seems to most appropriately fit with Shifting Sand Land, as it focuses correctly on the Pyramid Top object given its focal point coordinates.
Luigi and Multiplayer Remnants
The decompilation, and the iQue build's source code, reveal some code that appears to be leftover from when (Luigi) was intended to be in the game.
In several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2, Is labelled as Luigi. The camera for locking it is labelled as 2P camera, which was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labelled as Luigi Animations in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, Game_Mode2P. Similarly, Player 2 can still control the camera to some extent.
Esquisitices
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.
Chill Bullies Pequenos
Wing Mario Over the Rainbow includes actor group 2 consisting of Bully and Blargg as well as group17 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.
No jog final, Bullies normais vêm em ambos tamanhos grandes e pequenos, como visto em Lethal Lava Land. Entretando, o único Chill Bully no jogo é em tamanho grande encontrado em Snowman's Land, deixando essa versão diminuída não usada.
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(), };
Object Placement Oddities
Goomba Misterioso
Dois Goombas podem ser vistos após os blocos vai-e-volta amarelos no nível "Bowser in the Sky". Eles são carregados por um "objeto gerador" que gera três Goombas em um triângulo. Contudo, o terceiro Goomba está em nenhum lugar para ser encontrado. Isto é porque a posição do gerador causa o terceiro Goomba a ser carregado fora da beira da plataforma, significando que ele é gerado no fundo inferior do estágio. Assim sendo, ele desaparece completamente 1 frame após ser gerado, já que está muito longe do Mario para que o joga o possa gerar.
Este Goomba solitário também é impossíbel de ser alcançado. Goombas tornam-se desativados (invisíveis e intangíveis) quando Mario está fora de seu alcance, então o trio inteiro desaparece completamente se Mario sai do alcance do objeto gerador. Isso significa que o Goomba é carregado, visível, e tangível por apenas um único frame.
Dire Dire Docks Shadow
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
To do: is this an otherwise unused object, or a used object with an unused parameter , or what? |
Há uma terceira cópia do navio colocado acima dos outros dois. Ele têm aparência diferente, e usa uma função antiga.
812C1CB4 0000
812C1CB6 0000
Moedas Inacessíveis
O jogo exibe algumas moedas que podem ser vistas mas não coletadas, a menos que explorações são usados. Talvez fossem esquecidos pelos desenvolvedores durante o redesenho de níveis.
Snowman's Land
Um exemplo de uma moeda inacessível está localizada em Snowman's Land. Há uma única moeda presa dentro do boneco de gelo no caminho de madeira, ao lado onde você iria escalar-lo.
Ela pode ser coletada usando uma exploração de física, que requer que o jogador lance o canhão em uma posição específica ao canto da parede próxima.
Tiny-Huge Island
Várias outras moedas inacessíveis são parte da linha que aparece na versão minúscula de Tiny-Huge Island. Em jogabilidade normal, apenas moeda mais baixa é visível. Isso é porque as moedas estão posicionadas ao longo da uma trajetória mais plana que o angulo do terreno real, causando as moedas restantes a bisectarem-se ao solo. Enquando a segunda moeda na linha não é visível, ela ainda pode ser coletada, por causa que sua caixa de colisão cutuca levemente acima do solo.
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.
Há também uma outra linha de moedas na Tiny-Huge Island que há uma moeda nele. Esta é na verdade impossível de coletar, por causa que, devido a uma mecânica á prova de falhas, a moeda é descarregada no mesmo frame em que ela é carregada. Isto é devudo a propriedades de seu objeto gerador. Quando um objeto gerador de cinco moedas é carregado, este gera cinco moedas 300 unidades acima dele. Ele verifica em solo começando a partir de 78 unidades acima das moedas, então move as moedas para o triângulo mais próximo abaixo delas. Portanto, se o solo mais próximo entre este alcance está acima do hitbox da moeda, a moeda irá ser imediatamente descarregada. Já que este gerador na Tiny-Huge Island é carregado abaixo do solo, as moedas são geradas de certa forma que a quinta moeda (na esquerda extrema) aciona o mecanismo.
Level Collision Oddities
To do: Some of the collision oddities mentioned here and here are worth noting. |
Diferenças Regionais e Entre Versões
Diferenças Regionais e Entre Versões A pintura original de Jolly Roger Bay era da hora demais para jogadores internacionais (até que o remake para DS veio, de qualquer forma). |
Funções Não Usados
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 unchanged from an earlier build.
Plataformas Quadriculadas
As plataformas de padrão quadriculado têm uma variável que causam-nos a permanecerem estacionários, mesmo quando Mario está acima deles.
Baú
Um comportamente não usado permite-se a geração de um baú que não emite números ou eletrocuta Mario. Ele simplesmente abre, pela frente ou por trás, e solta uma bolha.
Chamas
- Comportamento não usado existe para uma chama pequena que salta em uma linha reta e pode ferir Mario em contato. Ele se afasta se Bowser estiver perto.
- As chamas posicionadas por volta do castelo para luz têm um comportamente não usado que iria causar nove deles a gerarem dentro de si mesmos e fazer nada exceto moverem-se pra frente e para trás. Enquanto as chamas do castelo são normalmente capazes de ferir Mario, estes não o ferem.
Pinturas
Moedas vermelhas têm um comportamento não usado que os possibilitam a ambos permanecerem á frente de Mario e permanecerem a uma distância fixa afastadas dele por todo o tempo, atraindo o jogador á perseguí-los.
Caixa com Caveira
Há uma caixa com uma caveira ao topo do navio em Jolly Roger Bay que desliza pra frente e para trás. Um comportamente não usado o causa a flutuar no ar inofensivamente.
Tower Of The Wing Cap
Inimigos Não Usados
The towers extend much further downward visually than their collision geometry. This theoretically means Mario can fly right through the towers at their bases.
O jogo contém um modelo inacabado para Blargg, um inimigo do Super Mario World. Ele não tem olhos ou texturas. Há um punhado de animações associados com ele que mostram-no flutuando na lava e pulando fora.
Use o código abaixo para colocá-lo em Lethal Lava Land na versão (U) 1.0:
The two spires at the back of the castle have no collision at all. This is easily noticeable in-game as the top of the tower (where Yoshi is) can be reached and walked around.
Whomp's Fortress
Near the top of the fortress is the remains of the ground collision that is used for the level's Piranha Plants. A Piranha Plant was likely isolated here at one point during development. Interestingly, Throwback Galaxy from Super Mario Galaxy 2 (a recreation of Whomp's Fortress) added a Piranha Plant near this spot.
Texture Oddities
Smoke Texture
The smoke texture displayed in-game is the result of a corrupted texture. The smoke texture is supposed to use the IA16 texture format, but instead uses the RGBA16 texture format. When viewed with color, this results in a glitchy-looking texture with random colors. Since the texture is displayed in-game without color the texture does not look out of place. If the IA16 format is used, the texture looks much more like actual smoke. Whether the corrupted texture went unnoticed or was intentionally kept is unknown. In the source code it is labelled as gas_b5, with a note saying that is a newer version.
Smoke in-game with the wrong format | Smoke in-game with the right format |
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Object Collision Oddities
Water Level Diamond
At 0x070184C8 in the Wet Dry World level data, an unused 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
Selecionamento de Nível Antigo
Localizado no começo do texto do jogo, em ambas as versões Japonesas e localizadas do jogo, está texto para um selecionador de níveis antigo que era usado pela demo jogável do jogo destacado na Shoshinkai '95. Ele não é o mesmo que o selecionador de níveis funcional que permanece no jogo final.
The demo data can be found at the following ROM offsets:
- US: 0x57B130
- JP: 0x5790C8
- EU: 0x55D838
- SH: 0x555F50
Reference to Unused Level 32
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 the gigaleak on July 25, 2020, the stage was found in the source code and is confirmed to be a test level.
Koopa The Quick's Mouth
Koopa the Quick has a strange, red polygon in his head, which was most likely intended as the inside of his mouth due to the placement. This is unseen because Koopa the Quick never opens his mouth, even when he talks.
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