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Talk:Super Mario Sunshine

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Test11 height map?

Does anybody recognize this area?

SMS-test11-height-render.png

The test map has a height-map (ymap.ymp) just like a bunch of other levels, but it doesn't look anything like any levels in the game, let alone the level it's paired with. From a different game, or from an earlier version of a level, maybe? I dunno. (sorry for the poor lighting, I couldn't find any easy/nice height map renderers) --Impiaaa (talk)

This definitely looks like that early town map from the first trailer. SunakazeKun (talk) 08:05, 26 February 2016 (EST)
Very cool! Looking at the trailer again, I was able to match up some of the locations shown to areas of the map, including the narrow ledge that Mario walks on to grab the barrel. --Peardian (talk) 18:55, 26 February 2016 (EST)
I couldn't find any better viewer, but I at least adjusted the image to see it better. Where in the article should I add it, the test level section or the unused map geometry section? --Impiaaa (talk) 01:54, 27 February 2016 (EST)
I think putting it in the section for the test level would be the best fit. Also, if you know of a way of exporting the height map to a common model format, I could make some more renders from it. --Peardian (talk) 10:46, 27 February 2016 (EST)
I think getting the map into a nice-looking model (with holes) is part of the issue. I uploaded the original map, though, in case you want to try anything. Note that the original had areas blotted out with 0xFF/full height, which I removed, assuming that they were undefined areas or holes. --Impiaaa (talk) 13:38, 27 February 2016 (EST) SMS-test11-height.png\

early sounds?

I used to play sms with an action replay and found that if you have no dying on. jump into insta kill water or lava, then Jump out, Mario makes different noises from normal damage noises

among "wah!" "oh!" "AYYYYYYYYY" Cclassic sm64 crush sound "BLOWAFF"

interesting fact, mario may make these noises when touching Hinokuri. There was a video about the test level and mario hit Hinokuri. And made the "AYYYYYYYY" sound. The preceding unsigned comment was added by Vw1 (talk • contribs)

This video shows some unused Mario voice clips. --CeilingFan (talk) 17:36, 9 July 2016 (EDT)
Also, some of these sounds are used when Mario is hurt by the spikes in Corona Mountain. And to be honest, the sound he says when he gets hurt in Super Mario 64 sounds more like "whore!". "Another door?!" and "Hello, door." seem to be unused. --CeilingFan (talk) 14:54, 20 July 2016 (EDT)
Yeah, some of Mario's voices sound unused. Here's what I think is unused (these are all in w2ndLoad_0.aw)"
  • 0F4: "Primo"
  • 0F5: "Cool"
  • 0F6: "Too cool"
  • 0F7: "Perfect ten"
  • 0F8: "Excellent"
  • 11B: "Aren't I done yet"
  • 11C: "There's more?!"
  • 118: "Another door?!"
  • 119: "Hello door."
  • 137: "Feeling good."
The preceding unsigned comment was added by Cheddarandchocolate (talk • contribs)
I know 11B to 119 are used if Mario enters an M portal with low health, but I'm really curious to know if/where 0F4 to 0F8 are used?? (Sorry for replying to an old comment but these were never added to the page)--Stickerform (talk) 03:19, 16 November 2016 (EST)

stu generator beta?

from early article draft

Included in with the Stu generator drawing is an early version of the pile-of-goop generator. It consists of five nearly-flat rings using this texture. It was likely included by accident due to the name similarity. None of its proper animations are included, and the final version's animations aren't compatible with it due to using a different number of joints. The preceding unsigned comment was added by Vw1 (talk • contribs)

Merge Sections?

I read the todo to clean up the page, but I feel I should ask before doing anything big. Should "Map Oddities" be merged with "Unused or Unseen Map Geometry"? They are sort of related to each other and would reduce clutter on the mainpage.--Cheddarandchocolate (talk) 14:37, 1 July 2016 (EDT)

Also I think that the 2D graphics should have their own subpage. What do you all think? --Cheddarandchocolate (talk) 15:35, 1 July 2016 (EDT)
Yeah, I too was thinking that maybe Map Oddities should be moved to Unused/Unseen Map Geometry. As for the graphics, I guess that should be done. --CeilingFan (talk) 18:06, 1 July 2016 (EDT)
Alright, I merged the sections but I will leave the unused graphics as is for now. The rocket nozzle oddity probably should go to the bugs page, but I'm unsure if it counts. What do you think? --Cheddarandchocolate (talk) 23:18, 1 July 2016 (EDT)
Not quite sure. I mean, if jumping on it with Yoshi, for example, made the nozzle box go into the bell tower or if the bell tower originally had an opening it would be a map oddity. It seems to be both unused/unseen map geometry and a bug. --CeilingFan (talk) 00:09, 3 July 2016 (EDT)
Something to look into or we could ask Cately. Also I think "The Test Map" section could go in the "unused/unseen map geometry" subpage. What do you think? --Cheddarandchocolate (talk) 16:03, 5 July 2016 (EDT)
Well, the Test Map should probably remain on the main page since its more than just unused/unseen map geometry. It's basically the definition of unused Super Mario Sunshine content. --CeilingFan (talk) 00:12, 6 July 2016 (EDT)
Fair enough. I do suggest that there be a debug section that contains the test map and the level select instead of leaving the test level by itself.--Cheddarandchocolate (talk) 01:15, 6 July 2016 (EDT)

Weird Pollution Map in Delfino Plaza Turbo Nozzle Level

So we all know about pollution bitmaps and pollution maps (models). As it turns out, one of Bianco Hills' secret levels, bia_ex1.szs, has an unused pollution map. By now, this should not be a surprise but what is surprising is the pollution model but I'll get to that in a moment. So OK, in bia_ex1.szs\scene\map\pollution, each pollution model corresponds to it's appropriate pollution bitmap. The pollution model, pollution02.bmd, is one goop splat and is shaped just like the goop splat in the pollution bitmap, pollution02.bmp. Same with the pollution01.bmd and pollution01.bmp pair.

SMS Weird Cones.PNG

Remember how I said above the pollution model is where things get interesting? The bitmap, pollution00.bmp, has three goop splats. In this picture of the model, pollution00.bmd, it has a goop splat which is shaped just like one of three splats in the bitmap but instead of having two more splats that are shaped just like the other corresponding two splats in the bitmap, the model has two 3D cones. The only time in the game that goop covers cones is the roofs of Sirena Beach's huts but those are wide cones and bia_ex1's unused pollution map's cones are thin like the traffic cone-like objects in the Blooper Surfing Safari. Even then, they come close but don't quite really seem to fit. Other that, there's really nothing else in the game shaped exactly like the pollution map's two cones, not even in pre-release Super Mario Sunshine such as the Spaceworld 2001 trailer. --CeilingFan (talk) 00:12, 6 July 2016 (EDT)

Interesting find. Have you considered those might be for closed umbrellas? That's my best guess other than being for a scrapped test map or just a dev messing around.--Cheddarandchocolate (talk) 01:15, 6 July 2016 (EDT)
My guess is that it could have been for a boss arena like the Petey Piranha battle or King Boo battle since they seem to be small. If they were closed umbrellas they would have the various features umbrellas would have (i.e. the pole like the open ones in game, maybe even embroidery) but with early things in other games sometimes having barely any defining detail, who knows?
Oh! Corona Mountain has a stalagmite model called normalvariant2. While it's not the same as the cones in the goop map, it is still basically a cone. Notice that it's called normalvariant2. Of course, this is just speculation but it's certainly possible this goop map could have been for Corona Mountain. --CeilingFan (talk) 01:58, 6 July 2016 (EDT)
So I took a look and discovered bia_ex1 is Delfino Plaza's Turbo Nozzle level. And yes, it has no cone-shaped platforms or anything --CeilingFan (talk) 17:36, 9 July 2016 (EDT)

Pollution Map Debug Strings

Time for some speculation but it's backed by evidence. Open up bia_ex1.szs's Pollution00.bmd in BMDView2, click Debug > Section info... and if you scroll down in the "Bmd sections" window that was open, you will see this:

String table (2 entries)
  0x4f12 - rak_tex_ex1_02
  0x4f12 - rak_tex_ex1_02

"ex1" suggests it was meant for a secret level. Now do the same with the Casino's unused pollution map. You should find this:

String table (2 entries)
  0x8888 - L_delfino_raku
  0x5f4c - B1raku

Only Hotel Delfino is called "delfino" internally and station.bmg suggests that Sirena Beach and Hotel Delfino were at one point separate levels. Now open the Airstrip's pollution map and make sure you are viewing the pink graffiti that is in the shape of Mario's face. Alright, go open the Corona Mountain Boss' unused pollution and hold 1. You will notice the Corona Boss' unused goop map goes right over the Airstrip's graffiti. As for the holes in the goop map (not the goop texture which "has 'holes' in the alpha channel" but the openings in the goop map), I remember seeing a pre-release screenshot of the airstrip which had unused pedestals that weren't covered in goop and those openings could be were the pedestals where. And don't forget to view the debug info for the Corona Boss' unused goop map. You should see this:

String table (5 entries)
  0xbfa3 - airport06_rakugaki
  0x1988 - 00dpt
  0x1873 - 01_01
  0xc1 - 01
  0xc0 - 00

As we all know, only the Airstrip is called "airport" internally.

Of course, this doesn't confirm for which levels those unused goops maps where but I think this should be mentioned in the article. --CeilingFan (talk) 17:56, 6 July 2016 (EDT)

Interesting find. Personally, the debug info for all the goop maps should be covered on the subpage because names like "airport graffiti" are notable. Though hopefully that page doesn't become too cluttered than it already is. As for Sirena and Hotel Delfino idea, I have added it to the page, but I didn't include any speculation and only pointed out the inconsistency. --Cheddarandchocolate (talk) 18:30, 6 July 2016 (EDT)
Oh, and I forgot to mention some strings that are in the debug info of the unused mirror map models in the files for places like Noki Bay and Corona Boss.

mirror00.bmd:

String table (1 entries)
  0xb45f - 00mado_mirror

mirror01.bmd:

String table (1 entries)
  0xb45f - 00mado_mirror

puddle_ind00.bmd:

String table (1 entries)
  0xb9f5 - maizutamari_indirect

puddle00.bmd:

String table (1 entries)
  0xdf9e - maizutamari_mirror
This shows those "windows" are indeed windows, specifically mirror windows and the "puddle" is also indeed a puddle. However, the small mirror that you go through in Hotel Delfino that is behind the Boo painting (not the Dolpic one, the one with the lake, woods, and sunset) does not really fit and the puddles in both Noki Bay and the Spaceworld 2001 unused grassy village level do not fit either. --CeilingFan (talk) 21:44, 6 July 2016 (EDT)

Jumping Blooper behavior

I managed to spawn a Jumping Blooper (MameGesso) in Delfino Plaza through hacking to check if it used its unused animations, and indeed it does behave accordingly. What's more interesting though is that it can chase Mario! Like a lot of other enemies, the Jumping Blooper refers to rail waypoints to tell it where to jump to. Without any waypoints to follow, it makes a hyperspeed superjump to the 0,0,0 coordinates, but by spraying it before it could jump, it caused it to stop caring about waypoints and bounce after Mario instead.

https://www.youtube.com/watch?v=yQXR_utaA6c A video of this behavior in action

When sprayed or stomped while on land, the Jumping Blooper will not expand into a platform like in water. Instead, it flops helplessly for a few seconds before righting itself. Mario can't kill it, but he can bounce off it while it's stunned. If it jumps from land to water and vice versa, it will change its behavior to match, but will continue to pursue Mario even while submerged. If offscreen for too long, it disappears in a puff of smoke and returns to its original position, returning to any rails it was supposed to follow. --DrTapeworm (talk) 19:57, 10 July 2016 (EDT)

Fruit Label

It is in fact used. Wait for Yoshi to run out of juice and in addition to Yoshi flashing green, the juice meter will say "Fruit" instead of "Juice". In the pre-release version, it said "Hungry" instead of "Fruit". --CeilingFan (talk) 14:20, 20 July 2016 (EDT)

Ricco Harbor Acapella

I don't really have a way of listening to .aw files so may someone please confirm if the Ricco Harbor "Doo" Version is legit unused or if it is fanmade? There's not much information on it seems. Thanks! --CeilingFan (talk) 10:23, 21 July 2016 (EDT)

All the music data is in the folder AudioRes. There are 3 folders and file in it.
  • mSound.asn contains the internal names for all the songs and sound effects as well as their corresponding values. Note that all the names have the BMS extension. This is the file type the game uses.
  • bank folder contains AW files. These files contains data related to the instruments that are loaded into each scene. This is why almost all the files have "scene" in them. These files may or may not contain the instruments
  • seqs folder contains a lone sequence.arc. This file contains all data related to the musical arrangements.
  • Streams folder contains a lone title.afc file. This contains all the FMV stream data with the music and voices combined.

According to a post on hcs64, there are some people working on ripping the BMS sequences. Unfortunately, Sunshine puts all the sequences in one file. From what I recall, the raw BMS files are stored in memory while the game runs.

For you, your best bet is to try loading music tracks into your favourite level. Remember that mSound.asn contains all the titles and IDs.

The audio already on the wiki was easy to get. The spaceworld music is stream data, one is a sound sample, and I assume the yoshi themes can be listened to by putting yoshi into the level.

--Cheddarandchocolate (talk) 20:04, 21 July 2016 (EDT)

Forgot to tell you, there's a soundtrack I have that has 3 tracks not from the game. One is the spaceworld track, one is titled "Delfino Plaza (Accordion Version)", and the other is titled "Pianta Village - Version 2". I have no idea if the last two are even in the game. --Cheddarandchocolate (talk) 20:21, 21 July 2016 (EDT)
"Pianta Village - Version 2" is also known as the "Nighttime Version" and I'm fairly certain it's used in the odd-numbered Episodes, which take place at night. As for "Delfino Plaza Accordian Version", I thought it was fanmade but from what you said, it seems to actually be in the files. --CeilingFan (talk) 05:28, 22 July 2016 (EDT)
There's an instrument pack titled "GameCube - Super Mario Sunshine - Everything" that has the AW filenames in the audio's filenames. Also I should point out that mSound.asn has a lot of "dummy" tracks. Also the acapella voice samples are located in wScene_12.aw and wScene_0.aw. I did not find any synth sample in those folders that are in the track so I conclude that it's fanmade. There are also a lot of fanmade tracks in the website the video links to. --Cheddarandchocolate (talk) 16:44, 22 July 2016 (EDT)

Bianco hills 6 and nodes

I ain't good at wikis, but I wanted to tell y'all that the nodes are only visible in special stages because of an emulator glitch. It ain't part of the geometry unless you count invisible object telling visible ones what to do, but then that's gotta be in every level. Tashiki 12:56, 13 September 2016 (UTC+1)

The nodes really are part of the stage's geometry. The fact that they are invisible alone is worth covering them. On the subject of what they do, I don't think they actually have a functional purpose. Other secret stages don't have the same kind of nodes, which means that the game's engine can't be relying on them for platform movement as suggested. --Peardian (talk) 22:27, 16 September 2016 (EDT)

Cutscene Music

Are the voices baked in with the music for the cutscenes? The jail scene in particular has a nice piece of music that isn't anywhere else in the game, and I'm curious to know if the music file is stored separately. --Kimimaru (talk) 19:10, 19 January 2017 (EST)

Here you go. --YellowyOshi398 (talk) 15:15, 16 March 2017 (EDT)

The Sunshine Promotional Preview CD

Here's the video: https://www.youtube.com/watch?v=R8ICuET4QLQ

You can ignore the guy's commentary, but there's actually some stuff listed in the article that can actually be seen on the CD like, but not limiting to, the unused Blooper swimming animation, some better shots of the unused log boat, and the unused Spaceworld theme still being used at this point. --Goomther (talk) 01:19, 7 May 2017 (EDT)

Invisible Barrel

See the video: https://www.youtube.com/watch?v=YtIMGPbVLqA
It is unknown who found this. --Mugg1991 (talk) 12:17, 10 May 2017 (EDT)

Unused Collision in Delfino plaza

There is unused collision data in Delfino plaza near the jailcell that goes far away from the shore video --Wascup? 1:56, 29 July 2017

Red Ferris Wheel

I know this is known already, but I don't think it's anywhere on the site yet. During the last cutscene the ferris wheel in Pinna Park is red instead of purple like it is in the final. The preceding unsigned comment was added by Nutrition (talk • contribs)

Uh-huh. It can be seen as red in a few cutscenes. That's because originally the wheel was drastically different and had the color red. They kept the color when changing the wheel's appearance, but then soon after changed it. --Super-Xnot (talk) 13:50, 25 January 2018 (EST)

Ocarina code for Test Map

i convert the test map code from Action Replay to Ocarina for Wii loaders use. I tried it with USBLoader GX and works. 00B86425 00000000 043E9710 00000C01

The preceding unsigned comment was added by Trip Away (talk • contribs)

"Aren't I done yet" Voice clip found in game!

The other day I was playing Mario Sunshine and I was entering Ricco Harbor and then I heard him say Aren't I done yet. On the TCRF page for Mario Sunshine it's listed as an unused voice clip for Mario. To make him say it you need to get a couple of shines (I don't remember how many) once you get them, go back to Delfino Plaza and damage yourself to about 2 or 1 hp and then enter a level (May not work if you enter a pipe or anything besides the M graffiti) Anyways, during the part where Mario gets in the M, you will hear the voice clip, Mario says about 5 different things (or less) so it may take a couple of tries. I don't have any videos to show but next time I play it I will try and do it again and get it on camera. ~MarioMania2460

Missing plaza versions

I have a theory about the missing plaza versions (dolpic2, dolpic3 and dolpic4). In the final game, the progression can be described as follows:

  • dolpic0: Bianco not yet available
  • dolpic1: Unlock Bianco
  • dolpic5: Unlock Ricco and Gelato
  • dolpic6: Ricco and Gelato unlocked, Pinna not yet available
  • dolpic7: Unlock Pinna
  • dolpic8: Pinna unlocked, Corona not yet available
  • dolpic9: Unlock Corona
  • dolpic10: Corona unlocked

There is a recurring pattern of the plaza changing when a new level becomes available and again after the level has been unlocked, but as the events for unlocking Ricco and Gelato can happen simultaneously, they aren’t implemented as different plaza versions. Earlier in development, they may have been planned to happen separately like other level unlocks, leading to this progression:

  • dolpic0: Bianco not yet available
  • dolpic1: Unlock Bianco
  • dolpic2: Bianco unlocked, Ricco not yet available
  • dolpic3: Unlock Ricco
  • dolpic4: Ricco unlocked, Gelato not yet available
  • dolpic5: Unlock Gelato
  • dolpic6: Gelato unlocked, Pinna not yet available
  • and so on.

The preceding unsigned comment was added by Noki Doki (talk • contribs)

Title.szs --> marisun_stage.bmg

I saw on the Website this File says Names of Levels, but with CTools i see something completely different:

[random characters]

Well sh*t

Edit: Wait how did i make that box lol

The preceding unsigned comment was added by Not vladimir helper (talk • contribs) 21:20, 30 November 2020‎ (GMT)

The Unique Look of Test11's Goop

I think this should be on the notes or bug page. --BrewmasterLo (talk)