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Super Monkey Ball 3D

From The Cutting Room Floor
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Title Screen

Super Monkey Ball 3D

Developer: Sega
Publisher: Sega
Platform: Nintendo 3DS
Released in JP: March 3, 2011
Released in US: March 27, 2011
Released in EU: March 25, 2011
Released in AU: March 31, 2011


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.


Another entry in Sega's monkey-in-a-ball series, but in 3D.

Unused Graphics

SMB3D-f128.png

A leftover from the "NW4C/F Layout Editor" samples found among the graphics for the title screen.


(Source: Ferrox)

Build Date

Found in smbctrver.

4599 2011-01-27 16:01:05


(Source: Ferrox)

Development Text

Hmmm...
To do:
See if any of the debug menus can be accessed

Present throughout code.bin is some development related text as well as some text for possible debug menus.

0x4518C

openID[%d] = %d (START : RESTART)
type : %s (X : TYPE CHANGE)

0x4A62C

MODE : %d 
type : %s (X/Y : TYPE CHANGE)
(START : RESTART)

0x53C90

file : %s
anim : %s
icon : %d
pos : %0.2f, %0.2f, %0.2f
STOP
Play
[U,D]ModeChange, [L,R]ParamChange
[A]RePlay, [B]Play/Stop

0x543DC

MODE : %d 
ranking type %d
ranking world %d

0x54748

fade type : %d
fade frame max : %d
fade with top : %d
fade screen : %d
camera near:%f
camera far:%f

0x54B98

call draw icon : %d
text draw num %d
TEXT::Draw
cursor = %d
color pos: %0.2f, %0.2f, %0.2f
gray[%d] pos: %0.2f, %0.2f, %0.2f

0x55368

MODE : SELECT GAME
MODE : SELECT CHARA
MODE : LOAD
MODE : MOTION MAIN
MODE : MOTION FIGHT
MODE : CAMERA
MAIN 
FIGHT

0x55A79

<< MOTID %3d %s
MOTID: %3d:%d %s

0x5FF3C

GRSC(MEM)
2D DRAW_TOP
2D UPDATE
2D DRAW_BTM
[%d]:%s
anim : %s
icon : %d
bgcol : %d, %d, %d, %d
num : %d
STOP
Play
----------------------------------------
[START+U/D]ModeChange,[L/R]ParamChange
[A]RePlay, [B]Play/Stop
[X]ScreenChange

0x6099C

Memory Leak
-> %s
Rev.%s
Update.%s
lang[%s]
region[%s]

0x67230

BANANA(FUSA) GET
BANANA(COLLECTION) GET
BANANA GET

0x69A2C

BALL POS
X  % 6.3f
Y  % 6.3f
Z  % 6.3f
BANANA %d/%d

0x700A4

text id  :[%d]
text pos :[%0.2f,%0.2f]
text size:[%0.2f,%0.2f]
waku rect:[%0.2f,%0.2f - %0.2f,%0.2f]
(L)textid-1, (R)textid+1

0x7C854

EHON_DISP::LOAD
world : %s
chara : %s
Press [A] to Ehon Start

0x7CC1C

SOUND TEST
SOUND : %d
BGM   : %d
STRM  : %d
STOP     : B
ALL STOP : Y

0x821CC

A: Read
B: Write
SEQ: WAIT
SEQ: ACCESS

0x85838

GAMECOIN TEST
GameCoin : %d
(A): GetGameCoinCount
(B): UseGameCoin
debug (Y): SetGameCoin(100)

0x85C5C

PUSH START : MODE CHANGE 
PUSH Y :     ALL CLEAR 
PAGE %d
[%d] %s    %d/%d/%d
CAMERA MODE
PUSH B : DEFAULT CAMERA
KEY LR : ANGLE Y
KEY UD : ANGLE X
TRG LR : KYORI
POS( %3.1f, %3.1f, %3.1f )
TGT( %3.1f, %3.1f, %3.1f )
ROT( %3.1f, %3.1f, %3.1f )
>>> PARTICLE PLAYING : %d <<<

0x8B7F8

----------------------------
[+] : SELECT    (A) : DECIDE
(Y) : INPUT CHANGE
KATAMUKI
STICK
(Y): INPUT %s

0x1263B6

<< SPEED_LOSTCONTROL  %6.2f
<< SPEED_COMPRESSED  %6.2f

0x136720

MAINGAME/xang  %4x
MAINGAME/INTEREST_OFS_Y  %5.2f
MAINGAME/CAMERA_DIST  %5.2f
MAINGAME/CAMERA_NEAR  %5.2f
MAINGAME/CAMERA_FAR  %5.2f
MAINGAME/CAMERA_FOVY_DEG  %5.2f

0x15A610

%3d:%02d:%02d (%d)
HEAP  
Mode : %d < %d < %d < %d < %d
demo count[%d]
next demo[%s]
--------------------------------------------
chara[%d,%d,%d,%d]  
stage[%d] 
series[%d]
chara  [ %02d,
machine[ course[%d]

0x15DAC8

DEBUG_FLAG/CHARA_DISPOFF  %d
DEBUG_FLAG/STAGE_DISPOFF  %d
DEBUG_FLAG/EFFECT_DISPOFF  %d
DEBUG_FLAG/STOBJ_DISPOFF  %d
DEBUG_FLAG/TENKYU_DISPOFF  %d
DEBUG_FLAG/TENKYUOBJ_DISPOFF  %d
DEBUG_FLAG/DBGPRIM_DISPOFF  %d
DEBUG_FLAG/LYT_OFF  %d
DEBUG_FLAG/LYT_OFF_TOP  %d
DEBUG_FLAG/BGM_OFF  %d
DEBUG_FLAG/SE_OFF  %d
DEBUG_FLAG/TIMER_STOP  %d
DEBUG_FLAG/TOUCH_WAKU_ON  %d
DEBUG_FLAG/FADE_DISABLE  %d
DEBUG_FLAG/MG_PRACTICE_AUTO  %d
DEBUG_FLAG/ST_BANANA_COUNT  %d
DEBUG_FLAG/CPUGPU_FORCE_DISABLE  %d
DEBUG_FLAG/HEAP_CHECK  %d
DEBUG_FLAG/LEVELDESIGN_FAST  %d
DEBUG_FLAG/POS_DISP  %d
DEBUG_FLAG/JIKKITEST  %d

0x17ED77

SIMPLE SERVER
NOW INITIALIZING

0x15E55C

VRAMA: %6x(%4.2f%%)
VRAMB: %6x(%4.2f%%)

0x1B31CC

SELECT Load MainG
SELECT Load Race
SELECT Load Fight

0x1D2E4C

camera near:%f
camera far:%f
color -r : %d
color -g : %d
color -b : %d
fade type : %d
fade frame max : %d
fade with top : %d
fade screen : %d
ranking type %d
ranking world %d
cursor = %d
color pos: %0.2f, %0.2f, %0.2f
gray[%d] pos: %0.2f, %0.2f, %0.2f
text draw num %d
TEXT::Draw
call draw icon : %d.fade : %s
fade play : %d
MODE::SINGLE VIEW
BG ON::%d
Format::%s
PrintNum::%d

0x1D46E0

REGULATION
COURSE
LEVEL
MACHINE
STAGE
WORLD
CHARA
FIGHT
RACE
MAINGAME
GAMETYPE
MODE
TUTORIAL
PUSH (A) BUTTON

0x1D8FBC

MAINGAME_PARAM/BUMPER_NORMAL  %5.3f
MAINGAME_PARAM/BUMPER_SUPER  %5.3f
MAINGAME_PARAM/ULCD_DEPTH_LEVEL  %5.3f
MAINGAME_PARAM/ULCD_DEPTH_RANGE  %5.3f
MAINGAME_PARAM/ULCD_DEPTH_RANGE_REPLAY  %5.3f
MAINGAME_PARAM/BANANA_RAISE_SPEED  %5.3f
MAINGAME_PARAM/BUMPER_SCALE  %5.3f
MAINGAME_PARAM/STAGEPARTICLE_DIST  %5.3f
MAINGAME_PARAM/SUNA_BOUND  %5.3f
MAINGAME_PARAM/SB_CAMROTFRM  %d
MAINGAME_PARAM/SB_FOVYDEG  %d
MAINGAME_PARAM/SB_FOVYFRM_AWAY  %d
MAINGAME_PARAM/SB_FOVYFRM_NEAR  %d

0x1DA914

SIMPLE SERVER
NOW INITIALIZING
%08x
SCANNING
WAIT CONNECT
WAIT INVITE
WAIT ACCEPT
JOINED
DOWNLOADING
CONFIRMING
COMPLETE
RECONNECTING
INVALID
PRESS A TO START
+++ ERROR +++
PRESS A TO RESTART

0x1DD1F4

SELECT DESTRACT
SELECT::Fight
SELECT::Race
SELECT::MainGame
SELECT::GAME_TYPE
SELECT::START_INIT

0x1DEF64

== SOUND DEBUG DRAW == 
FREE CNT : SEQ %d : WAV %d : STRM %d
Load


(Source: Ferrox)