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Talk:New Super Mario Bros.
Contents
The "unused" powerups
- These are just glitches. We can't keep having a glitch listed as something "unused". If there was a powerup ID that gives Mario a tail and makes him fly, then yes, it would be an unused powerup. But as it is now, this is not the case. This is why I removed it.Dirbaio 14:21, 12 December 2012 (EST)
3D koopas
The models named nokonoko, net_nokonoko, noko_shell_red are 3D Koopas/shells. However, afaik, every Koopa in the game is a 2D sprite. To be confirmed. --Mega-Mario 15:01, 12 February 2011 (EST)
- The fence koopas are 3D. Dirbaio 17:18, 9 December 2012 (EST)
- I'm late, but the koopa shell in the "wait for ten seconds at the title screen" intro is 3D --Hiccup 03:41, 10 December 2012 (EST)
Beta leftovers?
The page feels veeeery empty. It's nice to see some level maps were implemented onto the page, but I think we gotta dig deeper. Why not see if Mega Mario's unused punching and kicking attacks are still in the rom? There's a LOT of content in prototype screenshots that didn't make the final cut (Heck, look at the footage from 2004 - Where Bowser was out in the open and stomped by Mega Mario like a normal enemy), and I think we should try and look for those. --SMB Madman 01:15, 27 July 2012
- I know about more stuff which I will put on the wiki, but I don't think there is an animation viewer for the model files. --Hiccup 14:59, 28 July 2012 (EDT)
- Wait...So how did people find models in other DS games? Or does there have to be a viewer specifically for the game? --SMB Madman 10:41, 31 July 2012
- They used a model viewer - you can view .nsbmd models, but I have not found an animation viewer.
- NSMB does not use its own format it uses a (probably common) format that is a similar to the one used in Super Mario 64 DS and possibly identical to the one in Mario Kart DS. --Hiccup 12:47, 31 July 2012 (EDT)
- I have found out that MKDS Course Modifier has an animation viewer. --Hiccup 14:11, 31 July 2012 (EDT)
- Wait...So how did people find models in other DS games? Or does there have to be a viewer specifically for the game? --SMB Madman 10:41, 31 July 2012
Nitro?
What is Nitro in the build dates? What does it mean? Chaossy - The Computer Geek 13:50, 2 October 2012 (EDT)
- "Nitro" is the internal codename for the Nintendo DS. --BMF54123 14:06, 2 October 2012 (EDT)
- Oh. *facepalm* Chaossy - The Computer Geek 14:09, 2 October 2012 (EDT)
"Wrecking Crew" Minigame
I have personally confirmed that this doesn't exist—at least, not in the sense that everyone seems to think it does. wrecking_crew.narc and vs_wrecking_crew.narc both contain the graphics and screen layouts for "Coincentration", so obviously wrecking_crew is just the game's internal name. --BMF54123 03:39, 22 November 2012 (EST)
Retro jump sounds
One of these two can be heard in the credits when touching a certain letter so it isn't unused. I'm not sure which one it is. Dirbaio 17:23, 9 December 2012 (EST)
- I will include that in the article but even if both are used, they stay there because of their location (they are with the other player sounds) and the fact that they were both used as jumping sounds in early versions. --Hiccup 03:40, 10 December 2012 (EST)
- And I will keep your text about backgrounds on the page :) --Hiccup 03:40, 10 December 2012 (EST)
Race mode leftovers!
http://nsmbhd.net/thread/1299-coop-experiment-getting-1-1-into-multiplayer/ http://nsmbhd.net/thread/1095-no-more-sprite-set-limitation-in-mvsl Should keep an eye on this --Hiccup 11:40, 10 December 2012 (EST)
- No... co-op was never implemented in the game to begin with. We're just making ASM hacks to get something coop-like. Dirbaio 14:21, 12 December 2012 (EST)
- Ok...*changes title to "Race mode leftovers!" --Hiccup 14:49, 12 December 2012 (EST)
- But but but... The fact that we hacked the sprite set system doesn't imply AT ALL that there was a "race mode" in development. Dirbaio 14:52, 12 December 2012 (EST)
- But previews from game sites like IGN and gamespot explicitly stating that there was a race mode at does imply that there was. --Hiccup 14:58, 12 December 2012 (EST)
- But but but... The fact that we hacked the sprite set system doesn't imply AT ALL that there was a "race mode" in development. Dirbaio 14:52, 12 December 2012 (EST)
- Ok...*changes title to "Race mode leftovers!" --Hiccup 14:49, 12 December 2012 (EST)
Clones and Luigi clones
http://nsmbhd.net/thread/1026-spawning-a-luigi-clone-in-single-player The clones may show unused multiplayer interactions. --Hiccup 03:12, 12 December 2012 (EST)
- I don't think so. Clones behave the same way as Mario/Luigi in MvsL mode (except that more glitchy). The fact that you can actually spawn a clone is not unused either, it's a glitch.Dirbaio 14:21, 12 December 2012 (EST)
- Some sprites such as may have code for coping with two player which obviously goes unused. --Hiccup 15:02, 12 December 2012 (EST)
Unused Class IDs
http://nsmbhd.net/thread/449-tutorial-change-classid-s-of-sprites/ These are completely undocumented. --Hiccup 03:12, 12 December 2012 (EST)
- Class IDs are not "hidden objects". They're just objects that are used from the game internally and were never intended to be spawned as spritesDirbaio 14:21, 12 December 2012 (EST)
- Changed title --Hiccup 14:50, 12 December 2012 (EST)
- Still it's NOT unused stuff!!! Dirbaio 14:52, 12 December 2012 (EST)
- They may be unused class ids, unless you have them all documented without releasing it? And remember that this is the talk page not the article, I never said that any of this was completely proven. --Hiccup 15:00, 12 December 2012 (EST)
- Still it's NOT unused stuff!!! Dirbaio 14:52, 12 December 2012 (EST)
- Changed title --Hiccup 14:50, 12 December 2012 (EST)