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Talk:Super Mario 64 DS

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I have some screenshots for test level one, and I'll make a video sometime here too. Test level two is really boring, so just a screenshot will sum it up nicely. --Krutomisi 16:21, 2 June 2010 (EDT)

Test levels 1 and 2 are swapped around, compared to their internal IDs.
Also, test map 2's internal name is 'Onimasu Test Map' (Onimasu -> Tox Box), just so you know...
If you guys can find a better formatting that keeps the pictures aligned with text, go ahead.
Should I link a quick n' dirty BMD viewer of mine, if people want to view hyuhyu.bmd themselves? --Mega-Mario 09:49, 3 December 2010 (EST)

Use the {{clear}} template to help with that. As for the cap blocks, it's possible they were just created specifically for the test level, like the labeled terrain tiles, for example. --Aoi 11:22, 3 December 2010 (EST)

Thanks ;) Also should I talk about object 0 (the PLAYER object)? Technically, it is unused, but I don't think it was meant to be used... --Mega-Mario 18:44, 3 December 2010 (EST)

Debug modes weren't meant to be used either and we list them, so as long as it's interesting, feel free to do so. --Sanky-sig.gif Sanky ~ talk 18:46, 3 December 2010 (EST)
Is this really an unused object? I'd imagine the player character would be an instance of it. ⬡Rena 18:44, 16 December 2010 (EST)

It has been a while since I've played SM64DS... what makes Hyuyhu different from Fwoosh (the blowing cloud enemy from Tall Tall Mountain)? Is the object ID the only thing different, or do they look different as well? --Peardian 10:01, 18 December 2010 (EST)

Well then. :P --Peardian 18:23, 19 December 2010 (EST)

It is just that there is no object with ID 0x0146 (that ID is just out of bounds). That was an error in the objects list, and due to me not being able to identify it properly (the 3D model I could view is quite distorted due to the lack of support for animation files) or test it, I just thought it was unused. And well, I was wrong. Sorry for the inconvenience. --Mega-Mario 06:19, 20 December 2010 (EST)

Unused objects

I'm not sure we're supposed to be categorizing unused enemies with unused objects, but I'd want to know what everyone else thinks, first. Any opinions, anyone? --Aoi 19:24, 7 December 2010 (EST)

Technically, enemies are objects, so I'd say they fall under the same category. Feel free to prove me wrong tho --Mega-Mario 11:48, 8 December 2010 (EST)

Yes, they are technically objects, but for better reading, they should be separate. It is more pleasing for the readers that way. -- Dd-sig.png ~ Darkdata 12:05, 8 December 2010 (EST)

Hmm... I thought you would've waited for more than one vote, though. :) I probably should ask whether or not the unused models/objects/enemies from Super Mario 64 still exist in 64 DS' files, while I'm at it. (I only have the physical cart. -_- ) --Aoi 01:12, 10 December 2010 (EST)

Also, object ID 0x141 is named FIRERING. I don't remember seeing a fire ring anywhere in the game, so I'm wondering if this is an unused object or just a misnamed one (or my memory being faulty :P ). I however didn't get a chance to test the object or view its 3D model yet. --Mega-Mario 06:28, 10 December 2010 (EST)

I don't recall any, either, offhand, but that's mainly because I haven't actually played through the game in quite a while. Maybe, if I can get around to it, I'll try to look around. :) --Aoi 16:15, 11 December 2010 (EST)

Figured we should also talk about that red Koopa and his (useless) shell. Aside from that, I don't think unused enemies of SM64 are in SM64DS... as an example, there is no small Ice Bully in SM64DS. Only the big Ice Bully in Snowman Land, and Chief Chilly, are present. --Mega-Mario 18:26, 15 December 2010 (EST)

Red Koopa? Actually, what I'd thought is that some of the unused model files/textures might still be present, even if they're not used (though it wouldn't surprise me if, for the sake of space on a DS cart, they had a setup that would scan through the program for anything and everything that wasn't actually linked to anything, and delete it.) --Aoi 18:22, 16 December 2010 (EST)

Well, the Red Koopa is still in. It can be placed using SM64DS Editor- it is the same object ID as green Koopas, but its parameter must be set to 0x0001. I guess the standalone Koopa shell object also supports this, however I didn't test it yet. However red Koopa shells are quite useless as they can't be picked up or rid :/ --Mega-Mario 18:03, 17 December 2010 (EST)

"The shell obtained from knocking a Red Koopa, cannot be ridden or picked up. All the player can do with it is knock it to send it into one direction, it then continues towards that direction until it crashes into a wall. This makes the red shell quite useless." I don't know if that's entirely useless, exactly - once you kick the shell, does it take out any enemies in its path? Might be useful if there were a cluster of enemies, somewhere... except I don't really remember any places where you could hit a lot of enemies in a long, straight line. Plus, for all I know, there could have been issues with the way it only stops when it hits a wall - what happens if you kick it off a ledge? --Aoi 20:24, 19 December 2010 (EST)

The shell does kill enemies on its path when launched, yes. I haven't tried kicking it off a ledge, however. But well, in most current Mario games (not talking about SMB1 :P ), red Koopa shells can be picked up and they bounce when they meet walls, so yeah... perhaps that red shell is just unfinished... --Mega-Mario 10:30, 20 December 2010 (EST)

On Super Mario Wiki beta page, it say that when yoshi eats a red koopa (or shell), he can spit fire. Can someone confirm this? --Jimbo390 22:39, 22 December 2010 (EST)

Well I finally got time to test it myself and yoshi indeed spit fire when he eat the shell. i'll add it in the article Jimbo390 00:19, 28 December 2010 (EST)

Object 0

I think that Object 0 might be used in the mirror room as the reflection. --Oaa 09:06, 8 June 2011 (EDT)

I don't know anything about the technical details, but for that to be the case, wouldn't the object's controls have to be flipped (i.e. you press left, it goes right)? The one in the video mimics input exactly. Supper 13:31, 8 June 2011 (EDT)
Exactly. Also, there is no object in the mirror room that could be the clone. My guess is that the mirror's polygons have a particular collision behavior that mirrors the character... either that, or it's just something hardcoded. --Mega-Mario 19:16, 25 June 2011 (EDT)
Again, I'm pretty sure object 0 is just the player character, which the game automatically loads into each level. 02:14, 15 June 2012 (EDT)
You're right. However the ability to use it as a 'standard' level object isn't used anywhere. --Mega-Mario 13:54, 15 June 2012 (EDT)
True, but that's more a side effect of the design. It's an object like any other, that just happens to be automatically added at runtime and have code to respond to the controller. 06:53, 16 June 2012 (EDT)

Kiosk Demo

Does anybody tried the Kiosk Demo? There are Goombas with Wario/Mario/Luigi hats, you stomp them, they give you it and you'll transform in Wario, Mario or Luigi.--Verne94 10:18, 16 July 2011 (EDT)

...Um, isn't that a mechanic in the final game, too? -WarioBarker 21:06, 16 July 2011 (EDT)

yeah, but for example in Wet-Dry World there is a goomba with a Wario hat that there isn't in the final game...--Verne94 03:46, 17 July 2011 (EDT)

To make it clear: there is a goomba with a Wario cap in Wet-Dry World.

Regional difference

The Korean version does NOT have the mini game menu at the title. The main menu also looks different. ~ExtremeSpyro