We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Super Mario 64 DS

From The Cutting Room Floor
Revision as of 14:45, 3 December 2010 by StapleButter (talk | contribs)
Jump to navigation Jump to search
Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.

Title Screen

Super Mario 64 DS

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo DS


AreasIcon.png This game has unused areas.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page
PrereleaseIcon.png This game has a prerelease article

It's Super Mario 64, reworked for the DS.

Changed boss fight

Chief Chilly, the giant ice boss, is only normally able to be fought by Luigi.

However, when using codes to access the fight with Yoshi, he speaks different dialog:

Before fight After fight
Hmm? I see you have no
mustache. Poor, bald, little
creature.
It's not a fair fight for
you, but luckily, I'm not a
fair fighter. Let's go!
I simply cannot believe
that I lost to a hairless
pip-squeak like you!
My mustache was my only
joy. Now what am I
going to do?

Test Levels

Test Map 1
Test Map 2

There are two test levels in the game. The Action Replay codes for the US version are listed below.

To access, hold select when loading a savefile.

Test Map 1

Test Map 1 consists largely of a flat checkerboard plain with a bunch of Tox Boxxes trundling around. Presumably this was a map for testing them out.
Code:

94000130 fffb0000
02097360 00000029
d2000000 00000000

Test Map 2

Test Map 2 is where the real meat is. Lots of terrain and object testing and general testing of level development stuff.
Code:

94000130 fffb0000
02097360 00000000
d2000000 00000000


(Note: If the codes above do not work for you, or if you know you have the ASMEN1J12/ASMEN1J22 versions of the game (check the back of your game card), change '02097360' in the codes above to '020988A4'.)


(Source: Parasyte)

Unused objects: Mario/Luigi/Wario cap blocks

The unused cap blocks

The game contains three M/L/W blocks that give the corresponding cap when hit. Those objects work perfectly, but are unused in the final game. However, they can be found in Test Map 2.

Chances are they were scrapped because they would make it too easy to get the caps.



















Unused enemy: HyuHyu

File:Sm64ds hyuhyu.png
HyuHyu's 3D model

An unused enemy that looks like it could have been the Balloon Boo found in New Super Mario Bros.' World 4 haunted house.

Its model is found in the ROM directory '/data/enemy/hyuhyu' under the name of hyuhyu.bmd, alongside two animation files: hyuhyu_attack.bca and hyuhyu_wait.bca.

However, this object can't be tested as of today; when placed in any level (even Big Boo's Haunt) using SM64DS Editor, the game crashes when entering the level.











Crash debugger

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: Explanation of what this is
Crash debugger

This game has a crash debugger triggered similarly to the one in Ocarina of Time. This one is a bit less technical and more informative, but a lot less in-depth.

To access the crash dump screen, first crash the game; then, hold L, R, A, and Left, let go, hold Down and B, let go, and finally hold Start and Select. This screen also exists in Animal Crossing: Wild World and New Super Mario Bros., though the screen itself is deactivated in the latter.

It was used by the developers to debug crashes and other errors in the game, since it helps pinpoint exactly where an issue occurred in the code.

Here's an explanation of some of the info on it:

  • StageNo, PlayerID, LayerNo, RoomNo -- self-explanatory; the character that was being used at the time, and the level/area that he was in
  • LoopProc -- which part of the main loop was running at the time of the crash; corresponds to a specific virtual function on the problem actor.
  • ProfName -- identifies which actor type causes the problem. The first number is the type ID (in the above screenshot, it is 3, which corresponds to STAGE). The second number is another kind of ID, unsure what.
  • file-id -- Unsure about this, may be the last file ID that was read from the ROM's file system.