Super Mario Party
|Super Mario Party|
Super Mario Party is the 11th game in the Mario Party series, which is considered to be reboot of the franchise and brings back the original board game format from the first eight entries and a few returning characters from modern entries.
Except Toad and Toadette.
A simple test stage found in /test/test_actor/t04_act_mane
unlock.nxonnx32.bea\flow\unlock\placeholder.csv contains the following text:
This file simply has the following text: このファイルは、アーカイブリスト用のプレースホルダーです。ゲーム用データが追加されたら消去してください。 which translates to: "This file is a placeholder for the archive list. Please delete it when game data is added."
Two sizes of a dummy image, used in numerous spots throughout the game.
Three placeholder images that say "Map 2", "Map 3", and "Map 4" respectively. They follow a single, presumably used map image.
A placeholder for the title logo, aptly named menu_titlelogo. The text translates to "Title".
Three placeholder images used for shader testing.
Three placeholder controller guide images. Each one says "temporary" on the bottom right.
An additional controller guide image with crudely drawn players.
Another dummy image found in the files of the game.
A screenshot taken during development with Debug tools enabled, a Windows mouse cursor is present, proving the screenshot was originally taken off a PC.
A cute doodle of the entrance to the fairgrounds. Named yeah_practice_bg_alb
A very simplified bird's eye view of the main HUB world. Named ground_test_alb
Some other miscellaneous textures
A seemingly early version of the Minigame selection screen.
test_arrow has an arrow... probably for testing. Complete with a texture!
there are also duplicates of bdr001_balloon_01, bdr001_dice_single00_01 and bdr001_mass50_01 called test_balloon_01, test_dice_single00 and test_mass50 respectively.
The file names for the playable characters each have a corresponding ID at the beginning of the name, but there are some gaps. Specifically, IDs 08, 09, and 57 are missing. These IDs correspond to Mario Party 10's internal character IDs. 57 would have been Blooper, but that character was turned into a boss for Super Mario Party. Additionally, 08 and 09 would have been Toadette and Toad respectively.
Some effect files have "10stars" in their name. "10stars" is Mario Party 10s codename, so these are probably reused from that game.
Internal Project Name
Super Mario Party's internal project name is "buffet", according to RomFS\.nrr\buffet.nrr and the string "E:\work\buffet\buffet\Programs\Outputs\NX64\buffet\NX_Master\buffet.nss" in the code.
Empty MSBT file
Mess/bin/XXxx/notused.msbt is a completely empty MSBT, it only has the default MSBT data without any form of text grouped or not.
The game has a large variety of debugging features in the LUAs and executable code, some LUA files for are missing on the final release, but are mentioned in CSVs and executable code.
List all the functions.
A large portion of them have debugging features mentioned but they are hidden from normal users, it is currently unknown on how to enable them. DBParam (Debug parameter) text and number values are also handled, setting them to unique ones (often less than 0) appears to enable/disable unique settings or change parameters for the game/unique area(s), these include disabling timers, modifying time, enabling friendly fire, printing a log, showing a debug display, object debug logs and more. Log outputs are sometimes in Japanese.
Mariothon Score Editor:
Show this in game.
The file mgm003.lua mentions EDIT SCORE printed and prints out >> as its cursor, the Left Stick moves it, it can also target specific players, A/B adds/loses 10 points (going beyond will reset to 0), X/Y adds/loses 100 points (going beyond will lock the score at 1000) and R ends the score editing mode. The method to call it will be private to prevent online cheats.
The games executable mentions these debugging features and calls:
- DevControllerImGui cannot be used before initializing Engine.
- Start DevCamera
- Show Entity Info
- Show Script GC Profiler
- Show Profile Meter
- Show Load Meter
- Show UI in DevMode
- Show Dashboard Always
- Enable DevMode
- Frame Advance of devmode
- Enable ViewerCamera When DevMode
- Dice::DiceRollDebug(%d) pid_=%d, diceId_=%d, faceNum_=%d, diceNum_%d, coinNum_=%d\n
Leftover Mario Party 10 audio
There may also be leftover/recycled audio in BFSARs, search them.
Just like bringing over previous textures (and forgetting to use some of them), the game also has some BFSTMs related in the ROMFS filesystem, with the start of the name as: TEST, which are often full music from the previous game (or reused in this game), some are have durations cut. The few with the 10S (10stars) mention in the name proves the file being originally used in Mario Party 10.
- TEST_SM_BGM_BDS001_RES_WINNER.dspadpcm.bfstm is the Who Won? music, this is unused.
- TEST_SM_BGM_MGM02_A.dspadpcm.bfstm is a cut version of the Coin Challenge theme, removing some intro length.
- TEST10S_SM_JIN_BDS001_OP_SM_JIN_BD001_OP.dspadpcm.bfstm is the Welcome to Mushroom Park theme.
- TEST10S_SM_BGM_BDS001_RES_SM_BGM_SBD001_RESULT.dspadpcm.bfstm is the Nice Job! theme.
- TEST_SM_BGM_QUE000_OP.dspadpcm.bfstm is the Picture Time! theme.
Various files in the BEA archives have been named and/or mention(s) demo, these are likely files from E3/PAX demo versions of the game and are leftover in the final game.
The file menu_starbattlesingles.lxml has a developer documentation in on how to create layout-based XMLs and an internal developer documentation webpage by Mr. Yoshida, other notes are also in CSVs, other LXMLs and LUA print logs, often in Japanese but sometimes English, archives in BEAs always have none.