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Talk:Super Mario Sunshine
Contents
- 1 Video of hidden book
- 2 Hinokuri
- 3 More Unused Stuff
- 4 Court cutscene version difference
- 5 Unused 2D Goomba?
- 6 3D Panoramic views
- 7 Random Discoveries
- 8 Goop textures
- 9 Level Select Menu found?
- 10 Anybody really good at song lyrics?
- 11 Debug Menu?
- 12 unused blocks and lift?
- 13 The crate smashing mini-game's room
- 14 Anybody up for a hacking challenge?
- 15 Corona Mountain banner
- 16 Are these worth mentioning?
- 17 Going to investigate
Does anyone know what might have caused the video to be removed? --Bloodstar 15:58, 11 May 2010 (EDT)
I blame Viacom Drag 16:26, 11 May 2010 (EDT)
No idea... it was there yesterday, who was the author? Also, Getting the Book --Sukasa 16:32, 11 May 2010 (EDT)
We really need better pictures of the debug room. That test enemy is amazing. :( --BMF54123 23:11, 26 May 2010 (EDT)
Hinokuri
There is actually just one Tramplin' Stu; the one from Spaceworld is the one from test level, but it's wearing an onoin'like mask. If you look at the top of the model, you will see an opening with an eye, the same eye from the one of the test level. This starnge, as when it was shwn in the trailer, it "pooped" out goop from the top of its head, but it turns out there is an eye there. Oh and by the way, is it possible load the Tramplin' Stu in the game? Someone could make a Youtube video out of that. EDIT: I am talking about loading the Spaceworld Hinokuri, not the Test Level Hinokuri, since we all pretty much understand the Test Level one.--Holyromanemperortatan 07:33, 4 November 2010 (EDT)
- The enemy object is present in the test level, and the test level can be accessed in game, so logically it should be possible to edit level files and place one in a regular stage. There wouldn't be much of a point to recording it, unless it exhibits different behavior outside of the test level.
More Unused Stuff
http://forums.x-cult.org/topic/4929-mario-sunshine-leftovers-122509/ I know you guys have heard about this already, but no one mentioned the Rainbow Butter Goop Generator/Portal, The blue door, the grey "?", and the grey Swoopin' Stu splatter.--Holyromanemperortatan 20:33, 22 November 2010 (EST)
- The door texture is interesting. There are similar doors in Delfino Plaza but none are blue like that. I'm not sure what the ? could be for, but I think the grey splat is used. It's colorless so that it can be recolored to whatever color is necessary.
When I first saw this forum in January 2010, I searched all over Delfino Plaza and Ricco Harbor for the blue door, but I had no luck. The grey "?"'s seem to be used, but they always appear to be more black than grey. The grey splat could be used if the game automatically colors it, but I'm sure yet...--Holyromanemperortatan 07:35, 30 November 2010 (EST)
I think the rainbow sludge on the side of a building texture is just a static image they used before they could program the goop physics. --Oaa 17:31, 30 November 2010 (EST)
Also the gray thing might be one of the particles that are used when mario collides with something. --Oaa 17:33, 30 November 2010 (EST)
First or all the rainbow could have been like the Yellow Butter Generators (that only Yoshi can destroy), or like the "M" protals. Second, the grey (or gray?) splatter looks like the Swoopin' Stu splats. The paricles that appear when Mario collides with something are red; the exact same ones are used in SM64DS.--Holyromanemperortatan 19:31, 30 November 2010 (EST)
Court cutscene version difference
On the Japanese version, the lawyer in the court cutscene will say "Delfino Isle" instead of "Isle Delfino" like in all the other versions. His pronouncation will be different until the point he says "the truth is obvious". However, in the intro cutscene the Palmas will still say "Isle Delfino".
- I looked into it a bit and found this [1] YouTube video of a Japanese TAS, as that was the only one I found containing the Japanese court scene. (The relevant part is around 4:40.) The lawyer does indeed say "Delfino Isle". As stated above, the guy in the intro still says "Isle Delfino". However, even the judge - in the same scene as the lawyer(!) - says "Isle Delfino" in the Japanese version. Sheesh, I can understand if the intro was an oversight, but being inconsistent within a single cutscene? Meh. Oh, and as an extra bonus, the voice actor misreads "shine" as "shrine" at least twice in the take used in the Japanese version. --Smallhacker 19:07, 15 April 2011 (EDT)
Unused 2D Goomba?
This may be of interest... http://www.youtube.com/watch?v=bjAY5XfWwqE&feature=related --Oaa
- Very interesting indeed! I'll take a look at it next time I'm home. I like the idea of a 2D enemy running around, though it doesn't fit very well with the theme. --Peardian 19:52, 23 May 2011 (EDT)
Ta-dah! Here it is, in all of its single-texture glory. --Peardian 02:32, 9 July 2011 (EDT)
- For some reason, this makes me think of those "shoot the target" games often found at carnivals. Perhaps a scrapped idea for Pinna Park? Shooting moving targets with FLUDD to win prices would fit quite well. Is this texture loaded anywhere? --Smallhacker 18:41, 11 July 2011 (EDT)
- That would be a probably idea if it weren't for the animations it has of walking around and being stomped. Copies of models are packaged in with the level they belong to, so this guy only shows up in Pinna Park. Considering the name of the model "Kug" and the animations, it's safe to say this was meant to be an enemy. --Peardian 20:49, 11 July 2011 (EDT)
3D Panoramic views
These are, in fact, USED. Before jumping into one of these levels, look at the "M" that you jump into. The videos are playing in them!
- Alright, it's gone. -- Liliana 23:32, 5 July 2011 (EDT)
Random Discoveries
I poked around in a few folders, and one of them had a tiny file named delete.me, with the only contents being "dummy". I wonder how many other folders have this.
Update: Yep, found it in a few other folders as well. Also, can someone verify for me when/where Nokis run and jump in the game? --Peardian 02:33, 9 July 2011 (EDT)
This file, in bitmap format, is found in multiple level packages, in the pollution directory, along with a copy of the pollution map used in the debug test map. Yeah. --Peardian 03:00, 9 July 2011 (EDT)
...I'm going to bed. --Peardian 03:24, 9 July 2011 (EDT)
This is the pollution map for the test level, shaped like a Goomba of sorts.
This is the model used for the creepy pollution map above. It's an early design of Bianco Hills! --Peardian 13:26, 9 July 2011 (EDT)
Images are up now. Also, did you know the test level has a sky? It's in the folder, but it seems you can't see it when you go to the level.
Explanation
I'm still not quite sure what these pollution maps are... The "pollution" isn't even present for most levels, as they start without any goo anywhere. And what about those levels that create goo dynamically, like that electric manta ray shine in Sirena Beach? I suppose those images are textures that are posted on the map's model, and the game uses them to generate pollution, but like I said, it doesn't make much sense. Could someone please explain better what they are, and maybe even give an example with existing maps? {EspyoT} 13:21, 11 July 2011 (EDT)
- I'll explain. All rooms in the game are divided up into directories, including a map directory. The map directory is divided up into more directories, for things such as the actual level geometry, common objects, and such. One of those directories is "pollution", which is for the goop on the map. As you said, most of the rooms don't have goop to begin with, so many of the main level files (Gelato Beach, for example) have the directory completely removed. For all the other rooms, though, they have an unused pollution directory (probably as a result of copy/paste).
- To explain about the pollution maps themselves, the game uses bitmaps to keep track of goop on a surface, which the game dynamically alters as goop is added and cleared away. The bitmap acts as a mask on the goop, though the actual presence of the goop is defined by a model that maps out the goop to the terrain. (This is what defines valid surfaces for the goop to appear on.) In ordinary level, this model is loaded in with the other level models, and the bitmap file is loaded as the mask texture. While the pollution model may already have its own textures, they are instantly overwritten by the other files in the directory, so they are never seen. And for levels that don't even use the goop, the directory goes unused altogether. Not that it really matters, though, as the geometry in those unused copies are from the Test level/Bianco Hills/Sirena Beach anyway, and wouldn't match with the level. Furthermore, this means that if anyone were to try and load that early Bianco Hills goop map, the bizarre pattern would be overwritten by the 512x512 memo image.
- I hope that explains things. I'll probably explain a bit more of that in the actual article if it looks too confusing. --Peardian 16:13, 11 July 2011 (EDT)
Goop textures
I know somebody ripped the creepy unused goop texture, but could someone get the in-game goop textures too? I kinda need them all for something I'm working on. Thanks. YourBuddyBill 20:36, 4 April 2012 (EDT)
- I ripped them a while ago. When I get the chance, I'll send them to you. --Peardian 18:03, 5 May 2012 (EDT)
Level Select Menu found?
Repeating my post from the forum:
In title.szs, file title.blo, there's what appears to be a list of untranslated level names that I can only assume belong to some kind of level select menu. It also references a font file test_fontEX.bfn. The names are listed below, exactly as they appear in the list, with localized names in parentheses. I've highlighted the interesting ones.
- Airport (Delfino Airstrip)
- Dolpic Town (Delfino Plaza)
- Ricco harbor
- Bianco hills
- Mamma beach (Gelato Beach)
- Sirena beach
- Hotel delfino
- Pina parco (Pinna Park)
- Hotel Lacrima (translates to "tear")
- Mare village (Noki Bay)
- Monte village (Pianta Village)
- Erto rock (translates to "steep" or "elevate")
- Warship island (what!?)
- Fire shrine (note: not Corona Mountain)
- ex map ("ex" is typically used to denote the Secret platforming stages)
- Corona mountain
- Scale map (The... map screen?)
- Test Map 1 (We already know about the test map, but...)
- Test Map 2 (seems there was more than one!)
Another thing to note is that the file seems to indicate there are more than one list windows called. There's also two other files (title5 and title6) with the same level lists, but some differences to the other lists. I don't really know much about working with games like this, but I'll try my best to figure out more. Any assistance would be appreciated. Also, considering what the other windows are, there's a chance that it may contain Japanese. Unfortunately, I don't know anything about how Japanese is represented in hex. Should I post it here? --Peardian 18:03, 5 May 2012 (EDT)
Anybody really good at song lyrics?
Found this in game_6.szs/scrn/message_board_1.blo:
I wanna be loved by you. Just you nobody else but you. I wanna be kissed by you alone. I couldn't aspire
That's all there is. Hmm... --Peardian 17:55, 6 May 2012 (EDT)
- Here's some more. From game_6.szs/scrn/pause_1.blo:
Stand by me
- It appears twice. And from game_6.szs/scrn/scenario_demo_1.blo:
When the night has come
- How odd. --Peardian 18:01, 6 May 2012 (EDT)
- Now I doubt these are lyrics, but they're related. From game_6.szs/scrn/standard_1.blo:
Good morning Hello ! Good morning Hello ! Good morning Hello !
- Again, this appears twice. --Peardian 18:03, 6 May 2012 (EDT)
- The first block of text you posted is from Marilyn Monoe's "I Wanna Be Loved By You" (although the song is actually from 1928 ;P). The next two are from Ben E. King's "Stand by Me". Odd how lyrics from late 50's/early 60's songs are in this game. The last one is of a mysterious origin, as the closest thing I found is from a 2010 song. --From: divingkataetheweirdo 18:07, 6 May 2012 (EDT)
Debug Menu?
I have a friend that says that he once executed a glitch described on IGN as "Glitch - Undertown
Unverified. I found this out on accident. To get below the town, at the beginning, when you appear in front of the statue, head North-West toward the Palm Tree (the one in front of the Pink-Roofed building). Climb to the top of it. Now, switch to the Hover Nozzel and hover toward the roof of the building. Stay low (about the side of the pink roof), as if you would grab on if you ran out of time or hit the side of the building. Keep your nozzel on as you hover into it.
If you did it correct, you will fall through the building, hear the underground music for a split second, then land under the town. If you plan to run around, jump constantly, because if you stay still for too long, you will die. And if you jump near the underground pipes, you will fall into them and you will no longer be under the town." then he said he found a debug menu. He had an infinite lives or infinite health AR code. Does it actually exist?
- Sounds strange, but it's worth trying. I have doubts that it will work, though. Also, it's worth mentioning that there are at least 11 different copies of Isle Delfino, one for each different setup. It's possible that it works in all versions, but it's also possible that it only works in one/some of them. --Peardian 13:19, 13 May 2012 (EDT)
- I honestly doubt the debug menu's connected to that glitch. The instructions are also kinda weird. But anyway, it is possible to go under the Plaza and walk around on the sea floor, and it's easier than what's described there (at least from what I understood). You have to go to the small waterfalls that originate from Corona Mountain. Once you're on the small pool with a waterfall obstructed by some fences, try to jump up towards the fences a few times. You'll eventually fall through and be under the level. These instructions are kinda poor, but should be good enough. But I don't remember you dying for standing still for too long. It's either something different, or the described glitch is just one of those classic fake tricks. (By the way, sign your posts with ~~~~.) {EspyoT} 14:36, 13 May 2012 (EDT)
unused blocks and lift?
Hello! I made a little Super Mario sunshine unused compilation video back in 2011 and I believe theres some stuff that can be of some interest. Majority of the stuff in the video have already been documented now but theres a few thing that I haven't seen in the wiki before. http://www.youtube.com/watch?v=EFT0o3Ko5ro 1:06 = Theres some blocks that im pretty sure that weren't used, like the a,b,c stone blocks, the classic smb brick and one called juice box, that has no texture. 4:42 = in hotel Delfino, you know that door were the you have to ask the guy to go to the casino? It seems like in one point that you were supports to go in that door and it acted like an elevator. Skip to that time in the video to see what I mean. Now to that Goomba.
This video is pretty interesting, one of my friends showed to me a while back and shows that the 2d Goomba is in game, but hidden under the map. http://www.youtube.com/watch?v=jjwd8DqA-zU&list --Superluigivb64 17:24, 13 May 2012 (EDT)
- I'm slightly disappointed that I wasn't the first one to discover the Level Select text, but I'm not surprised. For the Juice Block, many objects don't actually have their textures with them, and load them from somewhere else. (For example, every common level sky.) It may very well be something like the Watermelon Block. However, that elevator is new to me. Nice find! --Peardian 22:48, 13 May 2012 (EDT)
The crate smashing mini-game's room
Is this noteworthy? {EspyoT} 15:06, 14 May 2012 (EDT)
- Not really. It's just how the game works. Indoor areas like that are located in the air above the map as part of the level geometry. You can see it when you view the level's model data with bmdview2. --Peardian 01:53, 15 May 2012 (EDT)
Anybody up for a hacking challenge?
A quick look through the files indicates that .blo files are scripts of some kind. Also, it turns out that title.szs as a whole is unused. All of the game's title screen is included in option.szs. So, there are two possibilities for how we can get the game to load what is potentially a level select menu.
Option 1: Replace option.szs with title.szs. This won't require any package editing, but won't be guaranteed to not crash. Option 2: Copy over the contentsone of title.szs into option.szs. Also, replace one of the used scripts with one of the title scripts. This will require you to deal with the double layer of compression on the file, but is probably the most stable.
These both assume that the game does not normally load title.szs. So, anybody want to take a whack at it? I'd help, but I can't even run N64 emulators on this machine. --Peardian 02:06, 15 May 2012 (EDT)
- So, what you're trying to do is load the contents of title.szs instead of option.szs? That's easy. I do it with Wind Waker all the time. I think the second option is the best, as there's no guarantee that title.szs was ever meant to be used by the game and, thus, would probably crash. I'll give it a shot. --Gamma 17:00, 15 May 2012 (EDT)
- BWA HA HA HA! I put the font, title.blo and the stuff that title.blo uses in option (replacing title_1.blo) and this is what I got:
http://i50.tinypic.com/153n09s.png
- It's only the graphics, though. The .blo only calls the screen layout (where images are onscreen), so no code was called. And the game crashed as soon when it tried to display the real title (which I deleted from the archive to make room). Perhaps the coding exists somewhere? --Gamma 17:33, 15 May 2012 (EDT)
- The Japanese in the second box apparently translates to "Scene," is most likely where you would pick an episode to enter. As in, perhaps when you select one of the level names the second screen pops up, allowing you to pick from the episode list. Interestingly, it appears that there are more "scene" slots than there are normally episodes. Just something I found out.
- Good news. I've located some code that refers to title.arc, as well as title.blo. Better news is that it is present in all three versions of the game. Unfortunately, I don't know anything about the game's coding, so I don't know how it works, but I do see references to scenes, and I can tell you that it is located at 0x3A0E08 (US) / 0x371A98 (JP) / 0x398890 (EU). --Peardian 00:01, 21 May 2012 (EDT)
Corona Mountain banner
I found this a long time ago, I still have it on MFGG tough. It's unused cause when you enter the level, it doesn't show. I don't know about Europe/Japanese versions tough, but here is the submission: [2]
--Gabrielwoj 14:40, 15 May 2012 (EDT)
- Ah, nice find. I'll poke through the files to locate the original file and upload it. --Peardian 14:49, 15 May 2012 (EDT)
- Thanks. The file I might have somewhere... but I don't remember where. --Gabrielwoj 19:45, 15 May 2012 (EDT)
- Thanks for adding it. --Gabrielwoj 22:39, 18 May 2012 (EDT)
Are these worth mentioning?
The game has three BIN files mixed in with the SZS files. They contain a mix of filesnames, Japanese text, and other data. stageArc.bin contains a list of the different scenes, including removed test maps. scenecmn.bin contains a list of all the different objects in the game, and which directories they correspond to. PerformLists.bin contains what looks like a list of different commands. I have no idea if these are used or not, but I found the Japanese labels interesting. Would these be worth mentioning in the article? Would they go on a "notes" page? --Peardian 16:00, 15 May 2012 (EDT)
Going to investigate
I'm going to check the Japanese version's files to see if there's anything different aside from localization. Also, I'm going to compare the main executable file from all three versions to see if there's anything significantly different. Too bad I know nothing about Gamecube code!
- Score! I found two subtle differences in the THP files, as well as a SZS file that was removed from the US release: message.szs. It seems to expand on that list of levels from the level select list! --Peardian 14:57, 20 May 2012 (EDT)
- This discovery is fantastic. It reveals that the game was going to have A TRAIN! Oh, and it seems the test level is actually not present in the Japanese ISO. --Peardian 23:45, 20 May 2012 (EDT)
- The Wiggler boss on Gelato Beach uses a train whistle sound after it takes damage. Maybe this sound is a remnant of their old train idea? Come to think of it, the skybox for most special stages has a train and traintracks on it. I always thought that was random, considering there were no trains in the game.-Gamma 08:06, 21 May 2012 (EDT)
- Could be. Of course, we have no proof, and they could merely be coincidences. Of the two, reusing sound assets is the most plausible one. --Peardian 15:45, 21 May 2012 (EDT)
- Bloody 'ell that's an amazing discovery Peardian, is it a model file you found? I'm certainly interested. Also by test level did you mean the second mysterious test level referenced in the files or the first one? --Vinnyboiler 18:38, 21 May 2012 (EDT)
- Could be. Of course, we have no proof, and they could merely be coincidences. Of the two, reusing sound assets is the most plausible one. --Peardian 15:45, 21 May 2012 (EDT)
- The Wiggler boss on Gelato Beach uses a train whistle sound after it takes damage. Maybe this sound is a remnant of their old train idea? Come to think of it, the skybox for most special stages has a train and traintracks on it. I always thought that was random, considering there were no trains in the game.-Gamma 08:06, 21 May 2012 (EDT)
- This discovery is fantastic. It reveals that the game was going to have A TRAIN! Oh, and it seems the test level is actually not present in the Japanese ISO. --Peardian 23:45, 20 May 2012 (EDT)

