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Talk:Super Mario 3D Land

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Can you explain how you managed to find this song? Considering the 3DS ROMs are completely encrypted? --AquaBat (talk) 21:36, 3 February 2014 (EST)

What I did was use a fcram dump. Since the 3DS has such poor memory management, half the game code (It gets copied to the RAM in a decrypted form) is still in the RAM even if the game is closed. I can further prove this with an Ocarina of Time 3D text dump and a rip of SML3D's title screen theme using the same method. --Team Fail (talk) 21:56, 3 February 2014 (EST)
Is there anything else you're able to dump? This is really cool. --Lemurboy12 (talk) 10:30, 4 February 2014 (EST)
Unfortunately, no other methods have been reverse-engineered at this point. I could try, but I'm not making any promises. I do know that SML3D has NARC files. I'll have to peel those open and investigate those. --Team Fail (talk) 11:10, 4 February 2014 (EST)
Three questions:
  • Are they the same sort of NARCS used in DS games?
  • Can you look through other games?
  • Could you give me some files to look though (such as sounds, models). --Hiccup (talk) 11:22, 4 February 2014 (EST)
You can unpack these with Tinke. A lot of them have the same type of structure as Wii .arc files. .bcmdl is obviously models. This is only half the game, right? Lemurboy12 (talk) 10:39, 5 February 2014 (EST)
I don't know how much of the ROM this consists of (It could be very little, or a large majority). I won't know until it gets decrypted, but having these decrypted files is definitely a start. --Team Fail (talk) 13:22, 5 February 2014 (EST)
Speaking for myself, I'm more than happy with this "start". This may be the only way to probe around files for a long time. I'm not holding my breath on the ROMs getting decrypted anytime soon. --Cuber456 (talk) 22:20, 7 February 2014 (EST)

Citation Needed

"featuring a reference to The Legend of Zelda."The preceding unsigned comment was added by PharosAM (talk) • (contribs)

I think the person who made that edit has confused this game with its sequel, Super Mario 3D World, which features a Zelda-themed bonus room featuring a Link sprite and the classic item jingle. - Burb
Nope, there's a big Zelda reference in the game. In one of the desert levels, there's a hidden part with four torches and one isn't lit. If you throw a fireball at it, the sound it makes when you find a secret in Zelda will play and a gate will open with a star coin in it. Lemurboy12 (talk) 13:56, 6 February 2014 (EST)
Also including an entire level is in homage to The Legend of Zelda. -Einstein95 (talk) 14:19, 6 February 2014 (EST)
All this said, I think the reference is trivial at best, and not unused; I don't see how it merits a place in the game's description. I'll remove it for now unless something more is made of it. WhoIAm (talk) 19:22, 7 February 2014 (EST)

Trailer?

The page suggests that the Yoshi sound was used in one of the prototype trailers, but I can't find it. It would be nice to link it for the page for other people, too. --989Nintendo898 (talk) 07:23, 7 February 2014 (EST)

Interesting files to look at

(Source: Team Fail's fcram dump (see above))
  • Link
  • Stage lists - Each stage seems to have a WikiWord title like GrassOverworld or KillerBattleship, there may be some unused ones, the names may have also oddities or just be worth a mention.
To be continued
--Hiccup (talk) 03:05, 7 February 2014 (EST)
126D580 contains a bunch of byml files including a couple of interesting ones (9 DemoObject files and DemoScene, E3CourseSelect and E3CourseSelectButton, NutLiftTest)
18CBA80 and 18D5A80 have the text files. Like the DS and Wii BMG format, the actual text is stored as unicode (UTF-16).
1267380 has a file called AudioEffectTable.byml and contains a list of audio tracks.
1241880 contains an interesting text file called ProjectData.msbp.
Uncheck
2Checking_Jp_Miyamoto
3Checking_Jp_CharacterCheck
4Translation
5Checking_Translation_Tokyo
6Checking_Translation_Miyamoto
7Checking_Translation_CharacterCheck
8Waiting_NOA_Trademark_Check
Finish_NOA_Trademark_Check
Without_NOA_Trademark_Check
Oh, and here are all the NARC files extracted, so you don't have to use Tinke: Link
-Einstein95 (talk) 03:31, 7 February 2014 (EST)
I searched through the files with grep and found quite a few with debug, test, e3, and temp. More info here. --AttackedbyGlitch (talk) 21:41, 7 February 2014 (EST)
Some definite files of interest here. The only thing that sucks is that, besides text files, we really don't have the tools to probe these files as of yet. I have been looking at what file types we have here, just out of curiosity. The only files that we *might* (and that is a huge might) be able to check out are the KCL files. I tried to open them myself but failed so either they aren't "regular" KCL files or I just suck and I simply failed to open them using available tools (entirely possible). The only other thing I have to say is that the BCMDL files are most likely model files in the same vein that BMD/BDL files were for the NGC/Wii. Perhaps I'm stating the obvious but it is worth stating. --Cuber456 (talk) 22:20, 7 February 2014 (EST)
Oh, I should mention that smealum's working on a CGFX->OBJ converter. It should be noted that CGFX (what the BCMDL files actually are) is the new BMD, being used in Pokemon X/Y as well as SM3DL. -Einstein95 (talk) 22:24, 7 February 2014 (EST)
Do the CGFX files really need to be converted? Apparently a few programs, one major one in particular, can open and edit CGFX files. --AquaBat (talk) 23:49, 7 February 2014 (EST)
Although I'd like to see such a program, I believe that they're actually for CgFX files, which is a different (non-proprietary) format. -Einstein95 (talk) 23:55, 7 February 2014 (EST)