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Super Mario 64 DS

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Title Screen

Super Mario 64 DS

Also known as: Shényóu Mario DS / 神游马力欧 DS (CN)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: December 2, 2004
Released in US: November 21, 2004
Released in EU: March 11, 2005
Released in AU: February 24, 2005
Released in KR: July 26, 2007
Released in CN: June 21, 2007


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

Super Mario 64 DS is a remake of the N64 game of the same name for the DS, most notable for adding minigames, new playable characters, and improved graphics.


Hmmm...
To do:
  • Unused scenario for Peach's Castle that was meant for multiplayer. The final version uses a separate level, unlike the other multiplayer courses.
  • Check the different (main, multiplayer and "Loves Me...?" minigame) Peach's Castle models for odd differences.
  • Compare renders with models (1, 2, 3, 4, 5, 6, 7, 8, 9, 10)
  • Parameter 2 of entrances lets you spawn as other actors. It is a bit glitchy and you can't really control the actor.
  • Check the object layouts used in cutscenes for odd differences.
  • obj_hatena_switch_red appears to be unused. It has different lighting to the used model.

Subpages

Blank.png
Unused Text
Leftover or originally mentioned.

Map Select

Super-Mario-64-DS-Map-Select-1.png

The game contains a map select screen that can be reenabled using the Action Replay codes below. It appears upon loading a save file, and allows access to every map in the game, including test levels. The ROM's build date is displayed at the top of the screen.

To use the map select, enter 2202xxxx 00000002 into your Action Replay, and use the table below to replace xxxx with the value that matches your version.

Japan USA Europe USA Kiosk Demo
A07C 9E00 AED8 A098
Japan Rev 1 USA Rev 1 Korea China
A0B4 A0B8 9EB8 C208


(Source: Skelux)
Super-Mario-64-DS-Map-Select-2.png

Selecting a map that doesn't have a star select screen from the map select menu brings you to a plain screen with a wooden Bowser emblem. In addition, a Bowser jingle will play instead of the standard level jingle when loading the Bowser boss maps.

Build Date

Within the ROM there is a text file called BUILDTIME that contains the following build dates:

Japan USA Europe US Kiosk Demo
2004-10-25 18:50:33 Administrator 2004-10-15 23:29:24 Administrator 2005-01-13 08:50:39 Administrator 2004-11-11 11:16:17 Administrator
Japan Rev 1 USA Rev 1 Korea China
2004-11-09 12:31:12 Administrator 2004-11-05 21:13:01 Administrator 2007-05-18 22:30:30 Administrator 2007-05-16 11:41:10 yosimoto

Unused Areas

Test Maps

Hmmm...
To do:
Expand on the different functions of the objects/terrain in the levels, including info on which objects appear during which missions

There are two test levels in the game. Either input the Action Replay codes listed on the Notes page, then hold Select when loading a used save file, or use the map select. The levels don't have proper star select screens, so they just display text from other parts of the game. The names for these levels come from the crash debugger and map select.

Test Map (test_map)

SM64DS-TestMap MiniMap.pngThe starting point

This is where the real meat is. Lots of stuff used for terrain and object testing, as well as general level testing stuff.

The checkerboard textures from Super Mario Sunshine's debug room make their third appearance here. They must really get around.

There are some tiles in the top-right corner of the map with Japanese characters. Each one exhibits the corresponding ground type's behavior when stepped upon:

  • Top Row - 雪 (Snow), 花 (Flower), 氷 (Ice)
  • Middle Row - 水 (Water), 土 (Soil), 木 (Wood)
  • Bottom Row - 岩 (Rock), 砂 (Sand), 草 (Grass), 無 (Nothing)

Onimasu Test Map (test_map_b)

Test Map B
SM64DS-TestMapB Overhead.png

This level mostly consists of a flat checkerboard plain with a bunch of Tox Boxes trundling around. This map was used for testing them as the name "Onimasu" (オニマス) is the Japanese name for Tox Box.

There is also an icon for the spiked balls from the Bowser battle in the top left corner of the map.


(Source: Parasyte, Mega-Mario)

Original Peach's Castle Room

Inside the unused room. The square box is the sign.

In the original game, the room containing The Princess' Secret Slide is a small hexagonal room with a sign and three stained-glass windows of Peach. The DS remake replaced this with a much larger room with the sign, two stained-glass windows, doors that allow you to swap characters, and a door going to Peach's Rec Room.

Despite this, the original room is still a part of the castle model, complete with the sign and Secret Slide warp, though most of the textures are incorrect.

With some hacking, the door leading to the current room can be changed to lead to the old room. However, it seems that the room is lacking collision data, as you'll fall through the floor when entering. Aside from this, the room should be pretty much functional.

The sign is assigned to the same message as the sign in the final room and has exactly the same settings.

Unseen Chunk

SM64DS-Unusedpoly.png

There's a weird grey chunk floating just outside the entrance to the Big Boo Battle room. It is made from three triangles and serves no purpose. There's no collision mapped where it's positioned. The developers probably left this in as a mistake.

Unused Objects and Enemies

Hmmm...
To do:
There are four unused Tick Tock Clock mechanical objects. Check if they exist in the original game. (source: Fiachra)

Cap Blocks (0x0021 to 0x0023)

The unused cap blocks
Internal Name Object Actor Files
  • CAP_BLOCK_M
  • CAP_BLOCK_W
  • CAP_BLOCK_L
  • 33
  • 34
  • 35
  • 23
  • 24
  • 25
/data/normal_obj/obj_hatena_box/
  • obj_cap_box_m
  • obj_cap_box_w
  • obj_cap_box_l

The game contains three M/L/W blocks that give the corresponding character's cap when hit. These objects work perfectly, but are unused in the final game. However, they can be found in the Test Map. They won't release anything unless the character is already unlocked, or the cap object exists in the level via object 254.

Using the following Action Replay code for the appropriate version will cause these blocks to spawn. The NTSC-U code replaces trees with them while the PAL code spawns them near the player.

Block NTSC-U Code PAL Code
M Block 1210443A 00000017 021130EC 00000021
L Block 1210443A 00000018 021130EC 00000022
W Block 1210443A 00000019 021130EC 00000022

Rock Triangle (0x00B6)

Hmmm...
To do:
Is this spawned by falling pillar used in Jolly Rodger Bay?
SM64DS-KI HASIRA DAI.png
Internal Name Object Actor Files
  • KI_HASIRA_DAI
  • 182
  • 59
/data/special_obj/ki_hasira/
  • ki_hasira_dai

A rock triangle only solid on top. Yay.

Multiplayer Stairs and Barrier (0x0128 & 0x0129)

Sm64ds dodai hazad.png
Internal Name Object Actor Files
  • MC_DODAI
  • MC_HAZAD
  • 296
  • 297
  • 340
  • 341
/data/special_obj/
  • mc_dodai.bmd
  • mc_hazad.bmd

The multiplayer Peach's Castle features direct reproductions of the stair and barrier objects as part of the level model, therefore the separate objects are unused.

There is an Action Replay code for PAL here (will appear near you): Multiplayer Stairs: 021130ec 00000128 Multiplayer Barrier: 021130ec 00000129

Fire Ring (0x0141)

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Use the debug menu to debug the crash.
Internal Name Object Actor Files

FIRERING

321

281

Unknown

There is an object called FIRERING that crashes the game. There are no objects that fit this description in either the original or the remake.

This object's actor code is contained in an overlay that isn't loaded via the regular system. Maybe it was meant to be loaded and used as a sub-object by something?

Red Koopa

Sm64ds-red koopa.png

Internal Name Object Actor Files

NOKONOKO

21

203

/data/enemy/nokonoko/
  • nokonoko_red.bmd
  • shell_red.bmd

(and the standard koopa animation files)

This Koopa shows different behavior than the standard green version. He runs into the player rather than fleeing from them, though he doesn't hurt the player. When knocked out of his shell, he will try to re-enter it. When defeated while shell-less, he gives a blue coin, just like green Koopas.

The shell obtained from knocking a Red Koopa cannot be ridden or picked up. The player can kick it to launch it in one direction; it then continues following a straight line, knocking out enemies in its path, until it crashes into a wall and disappears in a puff of smoke. If Yoshi eats a red shell, he can spit fire.

Red Koopa Troopas can be added to a level by changing a Koopa's Parameter1 to 0x0001. They can also be seen with the following Action Replace codes.

Version Code
US v1.1
(replaces trees with Red Koopas)
1210443A 000000CB
Europe/Australia
(will appear near you)
021130EC 00000215

There is also a Action Replay code for the European version to make the red shell appear near you: 021130EC 00000254


(Source: http://Kuribo64.net)

Unused Object Parameters

  • Tox Boxes are able to follow regular paths, and that's what they do in the second test map (Onimasu Test Map). However, in Shifting Sand Land, the only used level where they appear, this ability isn't used; they follow hardcoded paths instead.
  • If the Power Flower object has Parameter1 set to 1, it acts like the Wing. At some point in development, the Wing Cap may have been obtained from a Power Flower instead of causing Mario to float.

Unused Actor Behaviors

  • Some enemies have a behavior for touching the character when they are huge, even if you cannot become huge in that level. Sometimes it is just how they react to metal characters, but sometimes they have a unique behavior for the powerup (mostly just being destroyed).
  • Princess Peach, as she appears in the ending, has a behavior for being talked to; you can do this by placing Peach in a map with a level editor and going up to her and pressing A or B. When talked to she goes into her default pose of standing completely still and upright, which looks quite awkward, and says the same lines Bowser says at the start of the final boss battle. This does not necessarily mean that you could have talked to Peach at some point in development; the behavior could just have been put there for some technical reason.
  • Ice Blocks, Pushable Blocks and the CCM Ski Lift can be smashed by players in Mega form.

Unused Entrances

Most levels have four entrances grouped around their starting point, out of which only one entrance is used for single-player levels, leaving the other three unused. The exceptions are the character painting levels and the Play Room, which suggests that they were created late in development.

Early footage saw multiple players in Bob-omb Battlefield.

The presence of the unused entrances indicates that the full 4-player mode was scrapped after most of the levels were already made, which is actually not that early in the game's development cycle. Since Super Mario 64 DS was one of the console's launch titles, it is quite probable that the cooperative mode was scrapped due to lack of time to finish it. Or simply due to technical constraints; note that Super Mario 64 DS is one of the rare games that includes Download Play but not multi-card play.

In the final game, it was replaced by a competitive game limited to scaled-down versions of four small courses.

It's worth noting that a full-game multiplayer mode was, according to some interviews, planned for the original Nintendo 64 game (and its cancelled 64DD expansion), using the split-screen variation. It appears that they originally intended to revive the concept in this remake.

Unused Graphics

Hmmm...
To do:
Look for unused textures using the latest SVN build of Super Mario 64 DS Editor. Unused Bowser star select screen. More coincentration unused graphics. Look through other minigames. File select castle image is different to the actual castle, shows hole only seen in prerelease materials. Two different ? switches - one with darker shading, is one of them unused?

Goomba Low-Model

SM64DS-kuribo low model.png

An unused low-polygon model for a Goomba. It's possible that the game was meant to switch out the normal model with this one at a certain distance from the camera, as is common in many 3D games, but the low draw distance for objects rendered it useless. Although coins do use a low-model when viewed from a distance, this may be because there are often many on screen at once.

Battle Fort Painting

Bird's eye view of the battle fort in a Level Editor.

It also looks like the Battle Fort level.

Its filename (for_vs_cross.bmd) implies that it was made for the Battle Fort level. It goes unused since the only entrances to the Battle Fort are a hole in the Courtyard and through VS Mode (which uses a generic sky painting). The painting object can be set to display this graphic.

It appears to depict an early design of the course, most notably the sides are multicolored and there are no squares on each edge.

5 Star Door

5+5=10

Star graphics for a door that would require five Stars to unlock...except the door object has no such variation.

The only Star door in the DS game which does not also exist in the original N64 version is the 8-Star one that leads to the Mario painting, although its graphics file is obj_door0_star10.

This would seem to indicate the 8-Star door went through some adjustments during development.

Powerup Item

P Balloon?

File Texture inside nsbmd
/data/normal_obj/
  • obj_powerup_item.nsbmd
  • obj_powerup_kari (object_powerup_temporary)

The name for the Power Flower actor is obj_powerup_item, so it is likely that this was a placeholder graphic for the Power Flower.

Coincentration Graphics

SM64DS-Coincentration spriteset-Unused Graphics.png

Coincentration's sprite set contains some Super Mario Advance 4 ones, which obviously aren't used in the final game.

Also, Coincentration's internal name is "wrecking_crew", a reference to the NES game. It uses this name in New Super Mario Bros. as well.

(Source: Ragey)

Crash Debugger

Crash debugger

This game has a crash debugger triggered similarly to the one in Ocarina of Time. This one is a bit less technical and more informative, but a lot less in-depth.

To access the crash dump screen, crash the game (such as ejecting the game card). After doing so...
Hold L + R + A + Left, then release.
Hold Down + B, then release.
Hold Start + Select.

This screen also exists in Animal Crossing: Wild World and New Super Mario Bros. It was used by the developers to debug crashes and other errors in the game, since it helps pinpoint exactly where an issue occurred in the code.

Here's an explanation of some of the info on it:

  • The BUILDTIME text file is printed on the top of the screen.
  • StageNo - Internal name of the stage.
  • PlayerID - The character that was being used at the time.
  • LayerNo - Unknown.
  • RoomNo - Unknown.
  • LoopProc - Which part of the main loop was running at the time of the crash; corresponds to a specific virtual function on the problem actor.
  • ProfName - Identifies which actor type caused the problem. The first number is the type ID (in the above screenshot it is 3, which corresponds to STAGE). The second number is unknown.
  • file-id - Unknown, may be the last file ID that was read from the ROM's file system.

Regional Differences

International Japan Korea China
Super Mario 64 DS-title.png SM64DS-title jp.png SM64DS-title ko.png SuperMario64DSChinaTitle.png

The Japanese logo features metal around the text and a more emphasized "DS" with a black outline around the letters. The Korean logo has slightly darker colors. The logo used in international versions is closer to the original design of the Super Mario 64 logo, with wood around the letters and gold around the "64". The "DS" is also less emphasized. Strangely, the word "Super" is all cyan rather than multicolored. The background gradient was also changed to match this cyan, whereas the Japanese version uses a deeper blue that matches the bottom screen colors. The Chinese version breaks tradition by rendering the majority of the title in Chinese, rather than using a subtitle.

Possibly to circumvent Korean anti-gambling laws that assign an automatic "adults only" rating to any game with interactive gambling content considering the presence of several casino/gambling-themed mini-games, the Rec Room in the Korean version was removed. It also lacks a backlight setting.

(Source: http://www.themushroomkingdom.net/)

Revisional Differences

Hmmm...
To do:
  • There's more, this is just a start.
  • Add a Glitches exclusive to the second revision or merge together

Glitches exclusive to the first revision

  • There are various bugs related to Yoshi's eating ability. Generally, if Yoshi or an object changes state while he's eating (e.g. a Power Flower disappears, or Yoshi takes damage), the game can glitch in various ways or freeze entirely.
  • In Bob-omb Battlefield and Tiny-Huge Island, the mini Koopa Troopa lacks the ability to climb some steep surfaces, and will just walk in place.
  • In Whomp's Fortress, if you grab the Super Mushroom, warp to the top of the fortress, make your way to the wooden plank and run up to the side of it, you'll get 100 lives just from touching the plank.
  • In Dire Dire Docks, when the submarine is present, you can jump under one of the back fins and immediately ground pound to be pushed through the water surface, allowing you to walk underwater.
  • In Tall Tall Mountain, when Yoshi licks and eats a character transformation hat while Ukiki is jumping in the air, the game will freeze just before Yoshi finishes his transformation process.
  • If the player collects or eats a transformation hat and their animation state changes (e.g. by collecting a Power Flower or grabbing hold of a ledge), then the transformation hat will remain stuck to the character's feet until another hat is collected or the player leaves the course.
  • In Shifting Sand Land, if the player is wearing a transformation hat and lets Klepto bump into them while they are standing still and holding an item, the game will freeze.

Glitches exclusive to the European revision

  • In Course 5 of Snowman's Land, "Snowman's Silver Stars", entering and exiting the igloo after collecting all five Silver Stars will cause them to respawn. Collecting one will cause everything but Mario to freeze (or cause the game to freeze, if you're riding on a Koopa shell).
  • A glitch was introduced that allows you to carry Stars by jumping on a Goomba and eating a Star as Yoshi.
  • One form of the Yoshi tongue glitch is possible in Jolly Roger Bay by licking up a cap and getting squashed by a pillar before the cap goes into Yoshi's mouth.

Glitches present in the Japanese first revision

  • The freeze that occurs when Yoshi eats a disappearing Power Flower is still present.

Naming Oddities

VS Painting Room

Mario64ds-E3startroom.jpg

The model data for the room where the Yoshis jump into a painting in Vs. mode is named e3_start_map_r00.bmd. E3 likely stands for Electronic Entertainment Expo; presumably, the room was originally created for the demo version of the game shown at E3, and then kept around and reused in the final version.

Oddities

Trasform into Yoshi with other characters

With Action Replay codes you can turn into Yoshi with other characters. When you do, it will be the character you chose without his cap on the mini-map and the character can't lose his transformation of Yoshi.

(Source: Original TCRF research)