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Super Mario Sunshine/Unused Code

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This is a sub-page of Super Mario Sunshine.

Unused Multiplayer Functionality

Woaaaah, look at that camera aperture!.

It would appear that at some point there was a multiplayer mode planned, as a function called SMS_isMultiplayerMap exists within the code. When the scene ID is changed to what the function is looking for (0x0C00), the area's camera will function using an unused multiplayer behavior. This camera behavior can be activated in the European version with the following Action Replay code: 042A8B34 38600001.

Another class called TCameraMultiPlayer was also implemented at one point, but was removed, and instead the multiplayer camera functionality was coded into the CPolarSubCamera class. This class has functions called ctrlMultiPlayerCamera, addMultiPlayer, removeMultiPlayer, and createMultiPlayer. Another class named MultiPlayerData is stored in the CPolarSubCamera class, which holds a few floats relating to the camera.

So close you can count the pixels.

If Shadow Mario is present, the camera will zoom out to show both him and Mario at the same time. The camera is very buggy and will sometimes go right through the level geometry. Moving the C-Stick only makes very subtle camera movements, but not enough to rotate it. If Shadow Mario is despawned, the camera will fixate on Mario and remain there.

If Shadow Mario is defeated in a scene with this ID applied, he won't disappear or trigger an event like he normally does. Instead, he will run to his nearest node point and stay there without reacting to Mario's presence.


(Source: Ralf@GC-Forever, Catley, Gamma, shibboleet)

Pickup Function

Additionally, there is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa. For it to be enabled, collision must be applied to the EnemyMario and EMario actors.


(Source: Miluaces)

Unused Goop Function

Hmmm...
To do:
Add code for NTSC-J version.
MarioSun DirtyMario.png

Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes. This can be observed in both the International, and European versions with the following Action Replay codes:

USA Europe
EVJB-BH5N-WKDX7
9AUG-4A1G-YCF23
NJ82-ADD7-XT0QN
HC1H-XBAH-HJUD0
QZV3-B2GD-8RZE0
RZKD-E472-ZNMC8
PFV0-U7DG-K6HU4
M80D-0RVE-DP4BG
9VQ4-YJDZ-1AYJ0
VY33-ZCX4-MY80T
V1U2-4H5A-JDRYD
PN92-YB5D-DJU31
W1V6-JYMZ-5UZA1
RZKD-E472-ZNMC8
N5CE-CF8R-RB82M
2AHC-1BH2-B2M7D


(Source: Ralf@GC-Forever, Catley)

Unused Pollution Effects

Hmmm...
To do:
Do the codes work? If so, add other versions.

There are many different types of pollution, with three unique effects for when Mario interacts with it: muddy, electric, and firey. However, there are a few pollution effects which go unused.

Value Description
0 Mario begins to sink slowly upon contact with this pollution, losing 2 points of health per second.
  • Mario's sinking animations are unused, as well as some of his damage noises.
  • Mario moves very slowly through the goop, and once deep enough, he cannot use F.L.U.D.D.
  • This pollution effect technically exists in the test map, however it's too high above the floor to be functional.
3 A strange effect that prevents Mario from moving laterally.
5 This effect kills Mario instantly upon contact.
6 This effect paints Mario's clothes without taking damage.
7 An unused duplicate of fire pollution.

Use the following Gecko codes to change all pollution's effect:

Version Gecko Code
NTSC-J 041F2B68 38A0XXXX
NTSC-U 041A0FD0 38A0XXXX

Replace "XXXX" with the pollution effect (Ex: "0000" for the unused sinking goop).

(Source: Noki Doki)

Unused Boo Disguises

Boos have the ability to be disguised as yellow coins, blue coins, and Shadow Mario; However, there are 10 other disguises that are never used.

  • These are accessible by changing a Boo's "type" parameter.
Disguise Type
Shadow Mario 0
Yellow Coin 1
Red Coin 2
Blue Coin 3
Bananas 4
Durian 5
Papaya 6
Pineapple 7
Coconut 8
1-Up Mushroom 9
Wooden Box 10
Wooden Barrel 11
Male Pianta 12
(Source: Inkstar)

NamekuriLauncherManager

Hmmm...
To do:
Investigate this further, possibly even make it functional through reverse engineering

The pile-of-goop generator that spawns Strollin' Stus has an unused manager for spawning Goobles called NamekuriLauncherManager, according to the game's code.

Shadow Mario HP Meter

SMS-Shadow Mario HP meter.png

Shadow Mario has an unused function called drawHPMeter. If its timer is set to anything other than 0, an HP meter will display for that amount of time upon him taking damage.

(Source: MasterF0x)
USA Japan Europe Switch
0403fd94 60000000
0440fa90 RRGGBBAA
04253748 60000000
04411480 RRGGBBAA
0403fbe4 60000000
04407170 RRGGBBAA
0403fbf0 60000000
04404650 RRGGBBAA
  • The "RRGGBBAA" line determines the health bar's RGBA (color/alpha) value, so replace this line with your desired values:

RR = Red
GG = Green
BB = Blue
AA = Alpha

Leftover SPCPrint Function

Hmmm...
To do:
Add codes for other regions.

In various stage's event scripts (used for talking to NPCs, triggering in-game cutscenes, etc.) there are leftover "print()" fuctions which the delevopers used to print text to a logger when certain functions are called. This can be re-enabled and viewed in Dolphin's logger using either of the following codes:

USA Japan
C203DB3C 00000008
9421FFB0 7C0802A6
90010054 7C0902A6
90010000 3C008034
60004644 7C0903A6
4E800421 80010000
7C0903A6 80010054
7C0803A6 38210050
4E800020 60000000
C20DD0A4 00000008
9421FFB0 7C0802A6
90010054 7C0902A6
90010000 3C008008
6000EF64 7C0903A6
4E800421 80010000
7C0903A6 80010054
7C0803A6 38210050
4E800020 00000000

E3 Sun Shade

Hmmm...
To do:
Explain the longer USA code properly

As on the promotional trailers, the sun shade window from the glare used additive blending, while later copies have the normal transparency. When the flag using these codes is enabled, the blend factors change while rendering on-screen.

Retail E3/Promos
SMS SunShineWindow Retail.png SMS SunShineWindow E3.png
USA Europe Japan Switch
0417d4a4 38600001
0417d4a8 38800004
0417d4ac 38a00001
0417d4b0 38c00005
0417d4b4 481e491d
0417d4b8 48000024
0417d4bc 38600001
0417d4c0 38800004
0417d4c4 38a00005
0417d4c8 7CA62B78
0417d4cc 481e4905
0417d4d0 80010064
0417d4d4 48000088
0417d558 4bffff64
022976E6 00000002
02295C9E 00000002
020F3086 00000002
020F12D2 00000002
02295E8A 00000002
02294442 00000002