Super Mario 64 Hd Remake Continued Discord

Title Screen

Super Mario 64

Developer: Nintendo EAD
Publisher: Nintendo
Platforms: Nintendo 64, iQue Player
Released in JP: June 23, 1996
Released in US: September 26, 1996
Released in EU: March 1, 1997
Released in AU: March 1, 1997
Released in CN: November 17, 2003 (iQue)


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


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

Super Mario 64 is one of the best 3D plumbing simulators around and one of the three launch titles for the Nintendo 64. It introduced the third dimension to the Mario universe and revolutionized the Mushroom Kingdom.

The game is also notable for the sheer level to which it's been dissected, to the point of getting successfully decompiled and unofficially ported to PCs.

Hmmm...

To do:
  • Add everything else, making sure to verify with decomp.
  • Check every stage and verify which stage models are used.
  • Add file names of everything possible, using the source code.
  • There is some incorrect info here; again check against decomp.
  • Some unused stuff in this video.
  • There's still more stuff from the decomp that isn't documented yet - see posts by Revo in the TCRF discord.
  • Remnants of scrapped and removed objects exist in macro_presets.h and behavior_data.c in decomp. Motosman is among the ones which have leftover data.
  • Stuff posted by Alieneer/DerpDerp on the TCRF discord.
  • Unused sound definitions exist.
  • Consider documenting some of the developers' foresights and easter eggs, as the "jumping fish" one.

Contents

  • 1 Subpages
  • 2 Unused Animations
    • 2.1 Mario
    • 2.2 Bully
    • 2.3 MIPS
    • 2.4 Piranha Plant
    • 2.5 Ukiki
    • 2.6 Koopa
    • 2.7 Bowser
    • 2.8 Chuckya
  • 3 Unused Sounds
    • 3.1 Unused Mario Jump Sound
    • 3.2 Unused Trapdoor Sound
    • 3.3 Unused Boing Sound
    • 3.4 Unused Instrument
  • 4 Unused Level Effects
    • 4.1 Blizzard
    • 4.2 Flowers
  • 5 Unused Text
    • 5.1 Blanked-Out Text
    • 5.2 Boo's Taunt
    • 5.3 Shoshinkai '95 Level Select
  • 6 Shifting Sand Land Pyramid Explosion Cutscene
  • 7 Luigi/Multiplayer Remnants
  • 8 Oddities
    • 8.1 Actor Group Oddities
      • 8.1.1 Secret Slide
      • 8.1.2 Over the Rainbow
      • 8.1.3 Cool Cool Mountain
      • 8.1.4 Wet-Dry World
    • 8.2 Object Placement Oddities
      • 8.2.1 Mystery Goomba
      • 8.2.2 Dire Dire Docks Shadow
      • 8.2.3 Jolly Roger Bay Ghost Ship
    • 8.3 Unreachable Coins
      • 8.3.1 Snowman's Land
      • 8.3.2 Tiny-Huge Island
    • 8.4 Level Geometry Oddities
      • 8.4.1 Whomp's Fortress
    • 8.5 Level Collision Oddities
      • 8.5.1 Over the Rainbow
      • 8.5.2 Whomp's Fortress
      • 8.5.3 Tall Tall Mountain
      • 8.5.4 Inside The Castle
      • 8.5.5 Tower Of The Wing Cap
      • 8.5.6 Castle Grounds
      • 8.5.7 Whomp's Fortress
    • 8.6 Object Collision Oddities
      • 8.6.1 Water Level Diamond
    • 8.7 Other
      • 8.7.1 Unused Demo
      • 8.7.2 Level 32 References
      • 8.7.3 Koopa The Quick's Mouth
      • 8.7.4 Castle Sequence Flags

Subpages

SM64Debug2.png

Debug Content
A good amount of debugging leftovers, mostly from "YJ" (Hajime Yajima).

Unused Animations

The names are from sm64/data/Anime/aaa in the leaked source code.

Mario

Mario has a total of 209 animations, indexed from 0 to 208. Some of these are unused in the game.

SM64 Unused Mario Animation Putting on Hat Fast.gif

HatWaitEnd

File Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.

SM64 Unused Mario Animation Start Forward Spinning.gif

JumpStep3

File Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin. It may have been an early triple jump according to the name.

SM64 Unused Mario Animation Bending Knees.gif

LandBoard

File Date: December 26, 1995 Animation #84. According to the iQue build's source code, it would have been used when landing from a jump on a Koopa shell.

SM64 Unused Mario Animation Crying.gif

OshinWait1, OshinWait2, OshinWait3

File Dates: February 6, 1996

Animations #98, #99, #100. "Oshin" translates to "nausea". According to the source code, it would have been related to an environmental effect, possibly standing on the ship in JRB. An animation called OshinWalk also exists in the code.

SM64 Unused Mario Animation Running.gif

TurnCont

File Date: July 18, 1995

Animation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".

SM64 Used Mario Animation Sitting.gif SM64 Unused Sitting Animation.png

Slipping, Slip

Slipping File Date: December 19, 1995 Slip File Date: March 18, 1996

Left: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but maybe to save on space? ...Perhaps this was the original sitting animation before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.

SM64 Sideflip Animation.gif SM64 Unused Mario Animation Forward Flip.gif

UJumping, JumpBack

UJumping File Date: December 19, 1995 JumpBack File Date: August 23, 1995 Left: Animation #191. This is the normal side flip animation. Right: Animation #73. According to the source code, it would've been used for side flipping. This early animation (alongside an earlier version of the crouch animation) can be seen in prerelease footage given out during Shoshinkai 1995.

Bully

Hmmm...

To do:
Find offset for how to load in the regular non-extended US-version.

SuperMario64 Bully Kick 42A4.png

SM64 BullyAttackAnimation.gif

The bullies have an unused animation for kicking. To view this in-game, replace the value in the extended US-version offset 0x882956 with 42A4 . The internal name of this animation is BackDown.

MIPS

SM64 Mario Throwing MIPS.png

Ooofff!!!


In an official strategy guide interview, producer/director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. Code still exists meant for when MIPS gets thrown by Mario, which isn't possible without hacks. The code also triggers an otherwise unused animation depicting MIPS bouncing on the ground while recovering from a fall.

To view this in-game, apply the patch above to a non-extended US ROM. The only way to see the unused animation without hacks is if you use glitches to bring MIPS into the water-draining room.

void bhv_mips_thrown(void) {     obj_enable_rendering_2();     o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;     o->oHeldState = HELD_FREE;     o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;     SetObjAnimation(2);     obj_become_tangible();     o->oForwardVel = 25.0f;     o->oVelY = 20.0f;     o->oAction = MIPS_ACT_FALL_DOWN; }          

Piranha Plant

Hmmm...

To do:
Replace the sleeping animation with this, instead of the attacking animation.
In-game Shoshinkai 1995
Piranha plant with unused teeth.png SuperMario64 PiranhaPlant Sleeping Shoshinkai95.PNG

Woah that teeth is clipping beneath its mouth

This plant has an unused animation that is similar to the sleeping animation, as seen in the Nintendo Shoshinkai 1995 footage. It features the plant showing its teeth as it sleeps, although it differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. The internal name of this animation is sleep_tmp. To view this in-game, replace the value at US-version offset 0x1D5DF9 with 01AAE4 .

Ukiki

Ukiki unused animation.png

SM64 MonkeyDeathAnimation.gif

The monkey has an unused animation of falling or tackling. To view this in-game, replace the value at US-version offset 0x15FDE0 with EACC to substitute the head-bobbing animation with this.

Koopa

SM64 nokonoko s run anm.gif

S_run

SM64 nokonoko wake up anm.gif

Wake_up

Bowser

SM64 kopa G swing down2 anm.gif

G_swing_down2

Animation #2. This is a slightly different standing up animation that includes a small bounce in the beginning.

Click to view Bowser's suffering move

Body_tmp

Animation #5. This is a broken animation the developers forgot to remove in the final version. It has only one joint in its animation table unlike any other.

SM64 kopa down anm.gif

Down

Animation #6. An unused defeat animation. The only defeat animation used is when he is flipped upside down.

SM64 kopa jump anm.gif

Jump

Animation #8. A short jump. The only used jump animations are #9 (stop/land from jumping) and #10 (start jumping).

Chuckya

SM64 carry boy wait anm.gif

Wait

Unused Sounds

Hmmm...

To do:
IDs/filenames (from leaked source code if needed)

Unused Mario Jump Sound

An unused sound for Mario jumping exists. This was used in old prerelease footage (used in E3/Pre-E3) dating to 1996 and was later used in games like Super Smash Bros. and Super Mario Sunshine.

Unused Trapdoor Sound

Hmmm...

To do:
Can this be fixed?

An unused sound for the trapdoor leading to Bowser in the Dark World. It can be heard in footage of the Shoshinkai 1995 build of the game. Technically, it is used, but it goes unheard due to the object having the wrong rendering settings.

Unused Boing Sound

An unused boing sound. It may have been intended for the unused trampoline, or for Moneybags.

Unused Instrument

An unused vibraphone instrument. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.

Unused Level Effects

Blizzard

Name: "Blizzerd"

An unused, faster version of the snowfall animation, making it look more akin to a blizzard. Can be triggered in a level via the "Environment Effect" option in Messiaen's program, OBJ Importer, or setting "geo_envfx_main" to 3 in a level's "geo.inc.c" file in the decomp. It is purely aesthetic and interacts with Mario in the same way as normal snowflakes do. In the source code, this effect is referred to as "Blizzerd".

Flowers

SM64-FlowerAni.gif
Name: "Flower"

An unused effect that, when enabled, causes a bunch of small happy bouncing flowers to spawn around Mario, their spawn point radius dependent on his position. They attach themselves to a level's solid, horizontal surfaces. It is another purely aesthetic level effect that, much like the blizzard, can also be spawned in a level via the "Environment Effect" option in OBJ Importer. Oddly enough, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects, which include Lethal Lava Land's bubbling lava. Setting "geo_envfx_main" to 11 in in a level's "geo.inc.c" file in the decomp triggers the effect. In the source code, this effect is referred to as "Flower".

(Source: Messiaen)

Unused Text

Blanked-Out Text

A number of messages present in the Japanese version were blanked out for the overseas releases, preventing them from being localized.

Japanese Translation
100まいコインの スター 100-Coin Star
マウンテンのへやが ひらく! The mountain room opens!
みずとゆき2つのへやが ひらく! The water and snow rooms open!
おおきなほしの ドアがひらく! The Big Star Door opens!
クッパへの とびらがひらく! The door to Bowser is open!
3がいへの とびらがひらく! The door to the third floor is open!

These lines are found after the rest of the Star names.

Japanese Translation
おいしいケーキ Delicious Cake

This little message is found between the lines "THE SECRET AQUARIUM" and "CASTLE SECRET STARS".

Boo's Taunt

Original Scripts Literal Translation
Japanese
クックック・・  とりついてやる。     ヒッヒッヒ! カベも とおりぬけてやる。 こんなこと できるか?      ケッケッケ!
Eh he he...  I'm gonna haunt you.     Hee hee hee! And I'm gonna go through the wall. Can you do that?      Heh, heh, heh!
English
Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!
Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!
French
Hé...hé...hé... Ciao bello Mario! Moi j'traverse les murs! Tu peux le faire, toi? Hin...hin...hin...
Heh...heh...heh... Bye bye my dear Mario! I can go through walls! You can't do that, can you? Nyeh...heh...heh...
Chinese (IQue Version)
哦呵呵… 你是我的了。 哼哼! 我可以安然无恙 地穿过这面墙, 你能吗? 呵呵…呵呵……
Oh ho ho... You're mine. Hmm! I can pass through this wall without hurting myself, Can you? Hehe...hehe......

This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. While it was translated in the English and French versions of the game and was even translated into Chinese for the iQue Player release, it was, strangely, never translated for the German release. Interestingly, a leftover file in the source code contains older code used for the boos; based on that file, the text was originally used when the Ghost Hunt Boos were defeated.

To view the text in-game, enter the following GameShark codes:

Version Gameshark code
Japan 80330420 0000
81330424 0063
USA 80331480 0000
81331484 0063
Europe 802FD640 0000
812FD644 0063
Japan (Shindou) 80310AB0 0000
81310AB4 0063
iQue 8031310C 0000
81313110 0063

The first line makes the text appear white over a translucent black background, and the second line sets the message ID.

(Source: Mattrizzle - Discovery of Unused Value)

Shoshinkai '95 Level Select

Japanese Translation
STAGE SELECT つづける? 1 マウンテン 2 ファイアーバブル 3 スノースライダー 4 ウォーターランド クッパ1ごう もどる  PAUSE つづける? やめる ?
STAGE SELECT Continue? 1: Mountain 2: Fire Bubble 3: Snow Slider 4: Water Land Koopa 1 Back  PAUSE Continue? Quit?

Located at the beginning of the game's text, in both the Japanese and localized versions of the game, are strings for a level select that was present in the playable demo featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game. It was likely only made for the demo, as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo; the date is September 6th, 1995, one month before the demo.

The levels accessible from this menu were:

  • Mountain - Whomp's Fortress
  • Fire Bubble - Lethal Lava Land
  • Snow Slider - Cool, Cool Mountain
  • Water Land - Dire, Dire Docks
  • Koopa #1 - Bowser in the Dark World

Hmmm...

To do:
  • Investigate how to load into the regular non-extended versions.
  • Can these functionalities be loaded into the International version?
Map Select Shoshinkai 1995
SM64 debugMenu Final.png SM64 debugMenu Shoshinkai95.PNG
Pause Menu Shoshinkai 1995
SM64 pauseMenu Final.png SM64 pauseMenu Shoshinkai95.png


To load the message overlays of the debug menu in-game, overwrite the values in the extended Japanese version at offset 0x810276 with 0800001E00C80000020087E . For the pause menu, overwrite the values in the extended Japanese version at offset 0x810276 with 03000064009600000200883C . This will replace the three-star-door "not enough stars" message with the menu overlays.

The original functionality has been "#if 0"'d out, but has been found in sm64\Message\message.sou in the leak. It works similarly to the save dialogs after collecting certain stars.

Shifting Sand Land Pyramid Explosion Cutscene

SSLPyramidCutscene.gif

Name: "CAM_DEMO_PYLEXP"

In the camera cutscene table, there is an entry that is never called and not associated with a level. According to code labels, it was meant for the Shifting Sand Land Pyramid Explosion sequence, which in the final has no cutscene associated with it. Camera shake data exists for this cutscene, and additional data was found commented out in the Pyramid actor, likely meaning it was intentionally removed.

Luigi/Multiplayer Remnants

The decompilation and the iQue build's source code reveal some code that appears to be leftover from when Luigi was intended to be in the game.

In several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2 is labeled as "Luigi". The camera for locking it is labeled as "2P camera", and it was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labeled as "Luigi Animations" in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, "Game_Mode2P". Similarly, Player 2 can still control the camera to some extent.

Oddities

Actor Group Oddities

Actor Groups consist of files in the game which contain model data for different objects. Each level has a set of actor groups assigned to it, and in a few cases, none of the objects in a file they are assigned appear in the level.

Secret Slide

The Princess's Secret Slide includes the actor group for the cap switch levels (group8 in the decomp). The group consists of the cap switch object and the unused springboard object, raising the possibility that one of these was to be included in the stage at some point.

Over the Rainbow

Wing Mario Over the Rainbow includes actor group 2, consisting of Bully and Blargg, as well as group 17, consisting of several Hazy Maze Cave actors. No actors from either group are used in the final level.

Cool Cool Mountain

Cool Cool Mountain includes actor group 16, consisting of Chill Bully and Moneybag, even though neither are used in the level.

(Source: Super Mario 64 decomp)

Wet-Dry World

Heave-Ho can be picked up and thrown if it is close enough to the water in the level; this is due to the fact that grabbing in water does not check for the ungrabbable sub-type.

void bhv_heave_ho_loop(void) {     cur_obj_scale(2.0f);     switch (o->oHeldState) {         case HELD_FREE:             heave_ho_move();             break;         case HELD_HELD:             cur_obj_unrender_and_reset_state(0, 0);             break;         case HELD_THROWN:             cur_obj_get_dropped();             break;         case HELD_DROPPED:             cur_obj_get_dropped();             break;     }     o->oInteractStatus = 0; }          
const BehaviorScript bhvHeaveHo[] = {     BEGIN(OBJ_LIST_GENACTOR),     OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW |  OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),     LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C),     ANIMATE(0),     SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 200, /*Gravity*/ -400, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 600,  /*Unused*/ 0, 0),     SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvHeaveHoThrowMario),     SET_INT(oInteractType, INTERACT_GRABBABLE),     SET_INT(oInteractionSubtype, INT_SUBTYPE_NOT_GRABBABLE | INT_SUBTYPE_GRABS_MARIO),     SET_HITBOX(/*Radius*/ 120, /*Height*/ 100),     SET_HOME(),     SET_INT(oIntangibleTimer, 0),     BEGIN_LOOP(),         CALL_NATIVE(bhv_heave_ho_loop),     END_LOOP(), };          

(Source: pannenkoek2012, SM64 Decomp)

Object Placement Oddities

Mystery Goomba

Two Goombas can be seen after the yellow back-and-forth blocks in the level "Bowser in the Sky". They are loaded by a "spawner object" that spawns three Goombas in a triangle. However, the third Goomba is nowhere to be found. This is because the position of the spawner object causes the third Goomba to load just off the edge of the platform, meaning that it spawns at the bottom of the stage. As such, it vanishes completely one frame after being spawned, as it's too far away from Mario for the game to draw.

This lonesome Goomba is also impossible to reach. Goombas become disabled (invisible and intangible) when Mario is outside their radius, so the whole trio despawns completely if Mario exits the radius of their spawner object. That means the Goomba is loaded, visible, and tangible for only that single frame.

(Source: pannenkoek2012)

Dire Dire Docks Shadow

Hmmm...

To do:
Confirm that this is in the game, and if it is, get a picture.

The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

Jolly Roger Bay Ghost Ship

Spooky!

There is a third copy of the ship placed above the other two, which is only around during the "Plunder in the Sunken Ship" mission and cannot normally be seen without viewing the stage in an editor or using a Gameshark code. It resembles the other two, has no collision data, and is programmed to fade the closer Mario gets to it. It was likely a reference to urban legends of ghost ships or the Flying Dutchman due to having the word "Ue" in it, which means "upper" or "above". It might also be related to the fog that disappears after "Plunder in the Sunken Ship". In the source code, it is labeled as an optional moving background object. It is also worth noting that this invisible ship is not present in the DS remake. In SM64, it is loaded but never rendered due to being manually disabled in its object code. The following cheats for the US version disable the coding that obscures the ship:

812C1CB4 0000

812C1CB6 0000

void bhv_sunken_ship_part_loop(void) {     if (o->oDistanceToMario > 10000.0f)         o->oOpacity = 140;     else         o->oOpacity = o->oDistanceToMario * 140.0f / 10000.0;     cur_obj_disable_rendering(); }        

(Source: Celux, pannenkoek2012, DarkSpacer1, Fennecey)

Unreachable Coins

The game features a few coins that can be seen but not collected unless one uses exploits.

Snowman's Land

Sm64-ImpossibleCoin1.png

One example of an unreachable coin is located in Snowman's Land. There's a single coin stuck inside the snowman at the wooden path, at the side where you'd climb it.

SM64-ImpossibleCoin2B.png

It can be collected by using a physics exploit, which requires the player to fire the cannon at a precise position on the corner of the nearby wall.

Tiny-Huge Island

SM64-ImpossibleCoin1B.png

Several other unreachable coins are part of a line that appears in the tiny version of Tiny-Huge Island. In normal gameplay, only the bottommost coin is visible. This is because the coins are positioned along a flatter trajectory than the angle of the actual terrain, causing the remaining coins to bisect the ground. While the second coin in the line cannot be seen, it is still collectible, because its collision box pokes slightly above the ground.

Sm64-ImpossibleCoin2.png

The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

There's also another line of coins on Tiny-Huge Island that has an unobtainable coin in it. This one is actually impossible to collect, because, due to a failsafe mechanic, the coin unloads on the same frame that it's loaded. This is due to the properties of its spawner object. When a five-coin object spawner is loaded, it spawns five coins 300 units above it. It checks for ground starting from 78 units above the coins, then moves the coins to the nearest floor triangle below them. However, if the nearest ground within this range is above the coin's hitbox, the coin will immediately unload. Because this spawner in Tiny-Huge Island is loaded underground, the coins spawn in such a way that the fifth one (on the far left) triggers the failsafe.

(Source: pannenkoek2012)

Level Geometry Oddities

Whomp's Fortress

Final Stairs Unused Ramp

SM64 whomps fortress stairs normal.png

SM64 whomps fortress stairs ramp.png

Hidden under the stairs in Whomp's Fortress is unused geometry for a second ramp.

Level Collision Oddities

Hmmm...

To do:
Some of the collision oddities mentioned here and here are worth noting.

The game uses separate polygon meshes for visual (intangible) geometry and for collision geometry in each course. They were apparently not always kept in sync during development, and so one sometimes hints at geometric features that were later changed or removed from the course altogether.

Over the Rainbow

Hmmm...

To do:
Add the other odd hangable ceilings from the video.

Although never possible by the normal game's standards, Mario can hang on the starting cloud of Wing Mario Over The Rainbow. This can only be hanged on if solid ground of any kind is present under this cloud, as shown at 1:06 in the video. This oddity still exists in Super Mario 64 DS. Also shown in this video are hangable ceilings that make no sense, probably left unchanged from an earlier build.

Whomp's Fortress

As shown in daddu's video, "SM64 Janky Hitboxes," the collision for water is longer than necessary. Therefore, it can be interacted with by jumping off the side and staying close to the wall. (Shown at approximately 1:05 in the video.)

SM64CollisionOddityWhomp'sFortress.jpg

In Whomp's Fortress, the Bullet Bill's collision box is actually quite small compared to the model itself, which allows Mario to jump over it without being injured.

BulletBillHitboxOddity.jpg

(Source: pannenkoek2012)

(Source: daddu)

Tall Tall Mountain

Visible Model Collision Model Prerelease Image

Sm64-CollisionOddity TTM1.png

Sm64-CollisionOddity TTM1a.png

SM64-Early slide arrow.png

In Tall Tall Mountain's slide area, there is a single rectangular polygon above the exit of the tunnel which has collision but is invisible. This is a leftover from a sign with an arrow pointing to the left that can be seen in prerelease materials. The sign texture is no longer in the files now in the final build of the game.

Sm64-CollisionOddity TTM2.png

The large mushrooms around the outer area of the course have a straight stem mesh for their collision, but visually their stems are bent. This possibly suggests that the stems were originally straight and then edited later to make them bent. This oddity for some reason still exists in Super Mario 64 DS.

Inside The Castle

Visible Model Collision Model
Sm64-CollisionOddity Castle1.png Sm64-CollisionOddity Castle1a.png

In the room of the castle where The Princess's Secret Slide is accessed, the 3 windows showing Peach extend by the same distance. Their collision geometry is cut off, however, so only one of them can have their windowsill walked on by Mario.

Tower Of The Wing Cap

Visible Model Collision Model
Sm64-CollisionOddity WingCap1.png Sm64-CollisionOddity WingCap1a.png

The towers extend much further downward visually than their collision geometry. This means Mario can fly right through the towers at their bases.

Castle Grounds

Visible Model Collision Model
Sm64-CollisionOddity CastleGrounds1.png Sm64-CollisionOddity CastleGrounds1a.png

The two spires at the back of the castle have no collision at all. This is easily noticeable in-game, since this area becomes accessible after the player has collected all 120 stars.

Whomp's Fortress

SM64 unusedPiranhaPlantCollision.png

Near the top of the fortress are the remains of the ground collision that is used for the level's Piranha Plants. A Piranha Plant was likely isolated here at one point during development. Interestingly, Throwback Galaxy from Super Mario Galaxy 2 (a recreation of Whomp's Fortress) added a Piranha Plant near this spot.

Object Collision Oddities

Water Level Diamond

UnusedWaterLevelDiamond.png

At 0x070184C8 in the Wet Dry World level data, a collision list for the Water Level Diamond object can be seen. However, the code for the object handles the hit detection in-code, so this list is not used.

Other

Unused Demo

The game plays a total of six gameplay demo reels in the main menu, seven in non-Japanese versions. However, in the demo data there exists an eighth demo without a header to define what level it was for. The data exists after the demo for the Princess' Secret Slide, but before where the Bowser In The Dark World demo would be in non-JP versions. Although there is speculation as to which level it was for, the best guess seems to be that it was a blooper take of a Cool, Cool Mountain demo attempt where the user attempting the demo ran into the sign by mistake and so restarted the demo recording.

The demo data can be found at the following ROM offsets:

  • US: 0x57B130
  • JP: 0x5790C8
  • EU: 0x55D838
  • SH: 0x555F50

Level 32 References

The code for the fish behavior and switch cap behavior both contain checks for if the level the object is in matches the ID for an unused course, with the ID being that of the 32nd level in memory. In the fish behavior, if the condition is met the fish do not despawn even if the game detects no water at the fish's location. In the cap switch behavior, the condition makes the game bypass checking if the switch has been activated so that the switch is always unpressed. After the gigaleak on July 25, 2020, the stage was found in the source code and was confirmed to be a test level.

Koopa The Quick's Mouth

Koopathequickmouth.png

Koopa the Quick has a red polygon in his head which is intended to simulate the inside of his mouth. This, however, is virtually never seen given the game's usual camera angle, and just how thin his mouth slit actually is. The only time this obscured piece of detailing is ever seen is right after the end of the race in the mission "Rematch with Koopa the Quick".

Castle Sequence Flags

For some reason, each floor of the castle has its own flag for music sequences. However, it always defaults to the theme for Peach's Castle, so this is never actually able to be observed in-game.

vicebrithinew.blogspot.com

Source: https://tcrf.net/Super_Mario_64_(Nintendo_64)

0 Response to "Super Mario 64 Hd Remake Continued Discord"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel