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Super Mario Galaxy/Chinese NVIDIA Shield Port

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This is a sub-page of Super Mario Galaxy.

In 2018, a version of Super Mario Galaxy was released for the NVIDIA Shield in China. The control scheme was updated, and the game was given numerous graphical enhancements. What's interesting is that this version adds back files from when Super Mario Galaxy was being developed.

Language and Localization Files

Hmmm...
To do:
Find out what the special characters are in the TalkSystemTest messages.

Despite being for the Chinese market, the Shield version still contains the localization data for every region. Further, there are even debug files for each language which don't exist in the Wii version.

English Debug Text

Message ID Text Comment
FileSelect00
From the Beginning
Probably used for when the team needed to test from the beginning of the game.
FileSelect01
Continue
Judging by the Message ID, it would have probably been used as the next option after "From the Beginning", continuing the player's game from where they had left off last.
Pause00
Return to Game
Self-explanatory.
Pause01
To Stage Selection
Probably would have either returned the player to a debug stage select or the Comet Observatory.
Pause02
Reenter the Stage
Would have most likely restart the current mission the player is on.
StageSelect00

StageSelect01

Scenario List (Normal)
Scenario List (Others)
This would have been used for a debug stage selection menu, where the tester could pick from a list of stages and their missions, similar to Super Mario Sunshine's.
StageSelect02
To Scenerio Select Scene
Possibly would have taken a player to a stage with a stage select in it, however it is unknown. Note the misspell of Scenario.
StageSelect03
Play SD Data
Unknown. As the name suggests, it would have something to do with the Wii SD Card slot, most likely playing a recorded demo.
StageSelect04
Rescan
Unknown.
StageSelect05
Scenario List (E3)
A selection of stages for the E3 Demo.
StageSelect06

& StageSelect07

Beginner
Expert
Text from a difficulty selection, presumably.
StageSelect08
Change to Production Sequence
Unknown, something to do with switching to the production version.
StageSelect09
Special Save Data
Unknown.
StageSelect10
Complete
Either completed a selection or completed a selected stage.
StageSelect11
You helped Luigi
Self-explanatory.
StageSelect12
For Debug
Probably a menu with options for the debug version, as indicated by the following messages.
StageSelect13

StageSelect14

Report Material (BGM ON)
Report Material (BGM OFF)
Possibly recorded a video of a bug, which would be sent back to the developers for fixing. Includes the options to turn the background music off or on.
StageSelect15
Mario & Luigi Complete
Most likely a status message showing that the game was completed with both Mario and Luigi, as its listed as one of the last save points in StageSelectSaveMenuXX.
StageSelectSaveMenuXX
After Event
After getting 1 Grand Star (Cleared Heavens)
After clearing 1 Egg
After clearing 1 Honey (Meet up with Toad)
After getting 2 Grand Stars (Party formed)
After Battle Lock 1 (Prankster Comet appears)
After getting 3 Grand Stars
After 1 Phantom (Saved Luigi)
After getting 4 Grand Stars
After getting 5 Grand Stars (Countdown)
After getting 6 Grand Stars
60 Power Stars (Koopa Flag)
Just after ending (Collect 120)
Start of Luigi event
Luigi lost from Observatory
Luigi hiding in Egg
Luigi hiding in battle
Luigi hiding in Honey
First appearance of green luma
Acquired green lumas: 1
Acquired green lumas: 2
Acquired green lumas: 3
Done acquiring red stars
A letter from Peach has arrived
Prankster Comet complete
Complete
Mario & Luigi complete
All comets available for play
Multiple options relating to saves, most likely pre-set save points that could be reverted to if needed. The XX at the end is a number from 00-28, incrementing by 1 for each option. Points of interest include the misspell of Battlerock Galaxy as "Battle Lock" and "After 1 Phantom", which is probably a poorly translated version of Ghostly Galaxy.
TalkSystemError000
Not compatible with test stages!
The message itself is self-explanatory, however it is unknown what would have been incompatible.
TalkSystemTest000
test
test
Test message.
TalkSystemTest001
BlackBlackBlackBlack
RedRedRedRedRedRedRed
GreenGreenGreenGreen
BlueBlueBlueBlueBlue
YellowYellowYellowYellow
PurplePurplePurplePurple
A test message testing colors, judging by the text.
TalkSystemTest002
test002
test001
Test message.
TalkSystemTest003
You got \x1a\u0e06\x02!
A message for collecting something. The special characters in the message actually call the coin icon and 'coin collected' sound effect, meaning this message would've told the player they collected a coin.
TalkSystemTest004
\x1a\u0603
Special characters that, like TalkSystemTest003, call dialogue icons. The icons called in order are The A Button, B Button, C Button, Wii Remote, Nunchuk, 1 Button, 2 Button, Power Star, Launch Star, Pull Star, P1 Pointer, Star Bit, Coconut, Bell, Star Bunny, Joystick, X, Coin, Mario, D-Pad, Press A Prompt, Blue Star Chip, Star Chip, Home Button, - Button, + Button, Z Button, Silver Star, Grand Star, Luigi, P2 Pointer, Purple Coin, Green Power Star, Crown, Crosshair, blank (Unknown), Red Star, Pointer (Grab), Pointer (Point), Pointer (Open Hand), Star Bit (Total), Press A Prompt, Peach, Letter, ?1 (Unknown), Player, 1-UP, Life Mushroom, ?7 (Unknown), Polari, Lumacomète, and Question.
TalkSystemTest005
\x00
Empty message, the only text is the message end character, which is removed from the other messages here since it is not needed.
TalkSystemTest006
\x1a\u0609\
Special characters that call racetime, a player's achieved time in a racing minigame (Penguin racing, Ray Surfing).
TalkSystemTest007
\x00
Another empty message.
TalkSystemTest008
\x1a\u0805
Special characters that call the name of whichever brother the player is controlling (Mario/Luigi).
TalkSystemTest009
Weird \x1a\u0805\x00
'Weird', followed by special characters to call the name of either Mario or Luigi.
TalkSystemTest010 Empty.
TalkSystemTest011
It's peaceful, isnt' it?
A test message, probably copied from existing text.
TalkSystemTest012
You got me...
Test message, probably copied from when you catch the Star Bunnies.
TalkSystemTest013
You got me, even though I'm a bee...
Similar to TalkSystemTest012, but seemingly having to do with a Honeybee character.
TalkSystemTest014
\x1a\u0601\x03\u30c6\u30b9\u30c8\u30c6\u30b9\u30c8\n\u30c6\u30b9\u30c8\x1a\u0601\x01\n\x1a\u0601\x03\x1a\u0604\x00
Lots of special characters.
TalkSystemTest015 Empty.
TalkSystemTest016

& TalkSystemTest017

Luigi has disappeared.
Luigi has not disappeared.
The message itself is a test, but the text may have been used for telling if Luigi had gone to look for another power star.
TalkSystemTest018
Where is this?
TalkSystemTest019
!!!!!!!!!!!!!!!!!!!!
Info RedRedRedRedRed
Color testing.
TalkSystemTest020
Info GreenGreenGreenGreen
Info BlueBlueBlueBlue
Color testing.
TalkSystemTest021
Info YellowYellowYellow
Infor PurplePurplePurple
Color testing. "Info" is spelled wrong on the last string.
TalkSystemTest022
Narrator
Could be a remnant of a narrator option, however it is uncertain.
An empty message lacking even a class name.
(Source: ecumber05 & CometMedal)

System Text

Message ID Text
DISC_01 Please insert the SUPER MARIO GALAXY Game Disc.
DISC_02 Please insert the SUPER MARIO GALAXY Game Disc.
DISC_03 The Game Disc could not be read. Please read the Wii Operations Manual for more information.
TITLE_MAIN SUPER MARIO GALAXY
TITLE_SUB Launch into a cosmic adventure!

Found in UsEnglish\MessageData\System.arc. As the NVIDIA Shield does not make use of game discs, these Nintendo Wii-specific messages go unused.

(Source: CometMedal)

Symbol Maps

Hmmm...
To do:
List the symbols related to unused things

In the original Wii version, there are two folders named AllTargetAddressMap and AllTargetModuleData. In that version, the folders are empty, however in the Shield version the folders have debugging symbols for every region. Due to an SDK update, only the Korean version matches its corresponding retail Wii release.

In addition, not only are there symbol maps for every region, but ones for development versions too! This includes the ones that were used by developers when they were adding new features, and the map used by the Super Mario Club to find bugs in the game.

Download.png Download Super Mario Galaxy Address Maps
File: SMG_Shield_AddressMaps.7z (3.6MB) (info)


(Source: ecumber05)

Movie Placeholder Icons

SMGNVIDIA-MoviePlaceHolderIcons.png

A collection of icons from LayoutData\MoviePlaceHolder.arc with unknown purpose. Save for Dummy, each icon is labeled with the filename of a pre-rendered cutscene file in the game's files.

(Source: CometMedal)

Unused Movie File

SMGNVIDIA-DummyTHP.png

A file made for testing cutscenes can be found in MovieData. It's a simple, short video of a blue screen with "仮ムービー" (Japanese for "Temporary Movie") written in white.

(Source: CometMedal)

Config Files

Various commented configuration files can be found at smg_assets.pak/ini, which exist in every other Wii game released on the Shield as well. This is an excerpt from smg_assets.pak/ini/smg/smg.ini:

###################################################################################################
# Super Mario Galaxy use preprocessor define USE_SMG_REL
###################################################################################################
#  DVDRoot     = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source\Resource\dvdroot
#  ELF Files   = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source\bin
#  Source Code = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source
###################################################################################################

@include "smg/smg_controller.ini"

####################################################################
### Use this block to boot Super Mario Galaxy release version
####################################################################
@if USE_SMG_REL
[ELF_FILE]
ELF_LAUNCH=product.elf
ELF_SAVE_GAME=default		# You can use this .INI setting to switch between different 'save' game files
ELF_SOURCE=%P4ROOT%\odin\northport\GamesSource\smg\source\home\source\

[DATA_ASSET_MANAGER]
DATA_LOCATION=%P4ROOT%\odin\northport\GamesSource\smg\source\home\source
FILE_CACHE_SIZE=32			# Size of the disk-file cache in MB
pakfile1=smg_prd.pak
dvdroot1=Resource\dvdroot
dvdroot2=bin\RVL_Release_us

Internal paths to the game's source code can be seen. The location of the files on disc in the source tree, Resource/dvdroot, is corroborated in the demomario.xnim file in the original Wii releases.

Download.png Download Super Mario Galaxy Shield Configuration Files
File: SMG_Shield_ini.zip (33KB) (info)