Super Mario Run
|Super Mario Run|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Decrypt the base game's .compressed files, they have a portion of the game's content. There appears to be debug events set to happen if Takebayshi or other first names of developers is set as the player's name.
Super Mario Run is a free-to-start Mario game built off the Unity engine, adapting the "endless runner" game style to the Mario series.
Bowser has kidnapped Peach (again) and has even destroyed her castle (with the Toads setting up a tent in its place), so Mario sets out to rescue her (again), rally Toads to his side to help rebuild the castle, and embark on a separate journey to rescue Daisy (who has also been captured by Bowser but held separately elsewhere).
Revisional Differences (addition of Remix 10, altered app icon and title screen, etc.).
- 1 Debugging Utilities
- 2 Lua Script Managers
- 3 Developer Mentions
- 4 Anti-Modding and Tampered Device Detection
- 5 Developer Notes
- 6 Unused text
- 7 Leftover Multi-platform Assets
- 8 Internal Project Name
- 9 Developer directories
Show this in the current version. What DLLs mention this?
A Debug Menu is present in the game files based off the Unity assets and library code.
Font tests, font material tests, ghost generation, global devices, coins, FPS, visibility settings, input, additional, additional random, flags, developer root, item GUI text, reel, selector, Takebayashi, toast and utl calls are others existent.
Lua Script Managers
Two Lua script managers, AutoPilotLuaMgr and SmokeTestLuaMgr are also present, both have little typos in function naming.
What is AutoPilot?
Lua script manager for AutoPilot.
Gets the hardware name in Base64.
Runs on the start of the game, purpose is unknown.
Runs every frame, purpose is unknown.
Download Lua script.
Download update for Lua script?
Some debugging functions also reference the first name of some developers of the game.
Anti-Modding and Tampered Device Detection
Find more protections, list all the ones the iOS version has, check if the oldest iOS version uses an iOS unique protection setting file.
This game is notorious for being well protected against modding or tampered devices. Unfortunately, that affected unmodded devices getting the game from the platform specific app store, causing many complaints until the protection was fixed to prevent false alarms. On Android, it is known for having Google's SafetyNet, and the game checks for the SHA1 hash of the current APK, rooted/custom ROM'ed devices, USB debuggers, Java debuggers, native debuggers, denies debugger attachments, emulators, checks signature and build serial, if any of those mismatch or state security violations, the game will either crash after the Nintendo logo, crash during the loading screen or throw error 804-5100 randomly during gameplay. The latest iOS version uses the same protection setting file from the Android version. On iOS it checks for jailbroken devices, debuggers, emulators and likely the IPA hash.
The game assembly and likely assets mention developer notes in Japanese.
What assembly file are they from?
|, のあいている部分を埋めてください||Please fill in the gap between|
Leftover demo text
The demo text data file (message/RG/demo_RGln.bytes, RG is region, like US, and ln is language, like en) says: This version of SUPER MARIO RUN has been created specifically for demonstration purposes.. It is still present in the final release of the game and CDN assets.
Debug money select
According to the project file, this is meant to be a debug function, but unfortunately data in the text file was stripped...
Leftover Multi-platform Assets
Leftover assets from the Android version are present in the newer iOS revisions and vice versa.
Internal Project Name
Given by many calls for the game using RedBull and the message project file also uses that name, RedBull is the internal project name. rb is another similar mention to that name.
|D:\\home\\takebayashi\\project\\RedBull\\work\\tmp\\ghost_data_sample\\100001_content.bin||From main assembly.|