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Talk:Super Mario Sunshine/Archive 1

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Video of hidden book

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)

Debug Room

We really need better pictures of the debug room. That test enemy is amazing. :( --BMF54123 23:11, 26 May 2010 (EDT)

Get Dolphin and have at it --Xk-sig.png Xkeeper (talk) 23:13, 26 May 2010 (EDT)
I would of got better pictures, but my computer chugs too much with dolphin. -- Dd-sig.png - Darkdata 08:51, 27 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. The preceding unsigned comment was added by Peardian (talk • contribs)
I found some videos someone made where they managed to load Tramplin' Stu completely in Dolphin (I have no idea if he had to mod Stu any bit to load the cap/face(?)). A video of Stu fully loaded, where they could not figure out how to defeat him. This video shows that you must oversaturate him with water to get to his test level form, but cannot defeat part 2 (missing scripts?). Video 1 is much better at conveying Stu's habits. He has a very pronounced... well, anus, where he drops enemies. He tends to walk in circles. Perhaps he was meant for very early builds where he'd follow mott-like paths, or his files are small, incomplete, etc. Stark Nebula 00:23, 19 July 2013 (EDT)
There's a video showing off its animations here including a bunch of really unused ones. I think all three of these videos should be on the page itself and maybe even the test level video too. The test level one already has its onion-head removed. When spawned with the onion-head he exhibits completely different behavior and spawning animation than the test level hinokuri2. Once the onion-head is removed by applying enough water it becomes the one spawned in the test level. After the onion-head is removed it runs towards (0,0) which is why it runs to a point and then around in circles in the second video Stark Nebula linked, and a specific direction in the test level. What those videos fail to show is that water applied to the top/third eye of the post-onion head or test level form will kill it, which is shown in the test level video complete with spinning death animation and coin drop. Also if eggs come out of it then it's called a cloaca, not an anus. --Heran Bago (talk) 01:58, 3 November 2014 (EST)

aaay!!!! MiluaCES found out how to get tramplin stu's mask on! the hinokuri without the onion is set at level 0 with onion is level 1 with mask is level 2 its a variable in the game. The preceding unsigned comment was added by Vw1 (talk • contribs)

What? I don't understand a single thing you said except the fact that it's a variable. -Phrossi (talk) 11:23, 24 May 2016 (EDT)
From what I can tell, the hinokuri actor has a parameter that controls what it has on. Setting the parameter to 0 spawns it without its familiar orange onion-like head, and setting it to 2 spawns it with the skull mask. --Peardian (talk) 01:24, 29 May 2016 (EDT)

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. The preceding unsigned comment was added by Peardian (talk • contribs)

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)

This video shows an unused Gelato Cart that to my knowledge is not on the site. It is called "yatai" and is almost shaped like a speedboat but with wheel and a tarp over top (and an animation). Could anyone look into this? Stark Nebula 17:10, 22 July 2013 (EDT)

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". The preceding unsigned comment was added by Mugg1991 (talk • contribs)

I looked into it a bit and found this 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... https://www.youtube.com/watch?v=bjAY5XfWwqE --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)

SMSkug.png

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! The preceding unsigned comment was added by Devann (talk • contribs)

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)

SMSpollution00.PNG

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)

SMSpollution.png SMSpollutionblue.png

...I'm going to bed. --Peardian 03:24, 9 July 2011 (EDT)

SMStestpollution.png

This is the pollution map for the test level, shaped like a Goomba of sorts.

SMSprotobianca.PNG

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. The preceding unsigned comment was added by Peardian (talk • contribs)

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)
Well, it certainly became clearer. Then I just connected the dots, and I finally understood what it's about. Thanks for the explanation, and sorry for wasting your time by making you write such a big block of text. {EspyoT} 10:18, 12 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? The preceding unsigned comment was added by Zeldafan128 (talk • contribs)

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. https://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. https://www.youtube.com/watch?v=jjwd8DqA-zU --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 A B C stone bricks are used in the game, press the "COPY" option when you select a block and it'll turn into those stone blocks. --Errorjack 12:46, 8 July 2013 (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)
Ooh! Very interesting. I don't know know much (or anything, really) about digging through the game's main programming, but I bet we could find something in there. Also, it might be worth it to test out these as well. --Peardian 17:34, 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. The preceding unsigned comment was added by Gamma (talk • contribs)
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: [1]

--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)

Just looked in the game and there is actually files for coro_ex0 to coro_ex6 (no 4), coroex0 seems to simply be a copy of an actual extra level. coro_ex1 to coro_ex5 have no map so they don't work and coro_ex6 is the level that you actually play. If coro_ex4 was there and you counted the corona boss as a seperate level it would make the usual 8. Anyway i can force them to load? SamuelEarl666 04:13, 9 May 2013 (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)
Sadly, no, it's just text files. However, text is proof enough. I'm going to add them to the article in a moment. And by test level, I mean test11, the one listed in the article. --Peardian 23:28, 21 May 2012 (EDT)
I've looked through the scene files briefly. All of the files between the JP and US versions only have differences of less than a KB between versions, which is the size difference you'd expect with localization of the message files. This means that there are no significant changes between packages, so no removed/added object data or images. I'll compare the size of the actual level models later on to look for modified polygons and textures. --Peardian 01:38, 22 May 2012 (EDT)

Sunglasses?

It's been a long time since I've actually played the game, so does anyone remember whether or not sunglasses appeared at all in the title/option screen? Because the ARC has three graphics for them: option_sunglass.bti, monte_sunglass_flame.bti, and monte_sunglass_glass.bti. --Peardian 01:02, 22 May 2012 (EDT)

There are sunglasses in the game... but not in the main menu. I'm not sure if the game saves your "has sunglass" setting when you save a file. If so, maybe, if the last file you played has had Mario with sunglasses, he'll appear in the same way in the main menu. I'll check when I get home. {EspyoT} 09:38, 22 May 2012 (EDT)

The Sunglasses are an unlockable, so I doubt they appear in the menu; not every file is guaranteed to have them unlocked, after all. -Burb 12:37, 22 May 2012 (EDT)

Unused head silhouette

Isn't that unused silhouette from... Baby Mario? That would raise so many questions about the story that was originally planned for this game... --ICEknight 15:12, 22 May 2012 (EDT)

No, it's not. It's just a quick silhouette of Mario. --Peardian 15:26, 22 May 2012 (EDT)
...But it looks like Baby Mario's head shape rather than regular Mario's.
Compare this:SMSjface.png
To this: [2]
--ICEknight 00:00, 22 June 2013 (EDT)
The head looks like it could be a bit smaller than usual and appears to lack some prominent hair, but the shape of the hat is far closer to adult Mario's. Since there's no other traces of a potential "Mario Jr.", I'm assuming this image is just a placeholder. LinkTheLefty 00:59, 22 June 2013 (EDT)
I'd say that the mere inclusion of Bowser Jr. could be a hint towards Nintendo originally wanting to make something more in the lines of a 3D Yoshi's Island than a regular Mario game, which would make more sense than having Bowser Jr., using the same design as Baby Bowser, as a separate character that (almost?) retconned the Koopaling's status. Aren't there even some bonus stages with backgrounds directly lifted from Y.I.?
I mean, for all we know, the original game design could have featured Baby Mario riding Yoshi, since his basic gameplay is already similar to FLUDD's. But that's just speculation, of course.
The point is, that silhouette still looks more like Baby Mario's head than adult Mario's, and it might actually make sense for some reason or other. =|
--ICEknight 10:13, 22 June 2013 (EDT)
Here's adult Mario's head profile, for comparison: [3]
It's much less round as you can see, and features more prominent hair on the back, which would be worth adding to a recognizable silhouette. The hat shape is the same as Baby Mario's, which the dark icon got wrong in any case.
--ICEknight 10:27, 22 June 2013 (EDT)
No, really, it's just a quickly-drawn placeholder image. Even with Bowser Jr. in the game, I can think of no possible logical reason for them to even consider putting Baby Mario in the game. --Peardian 15:16, 22 June 2013 (EDT)
I really don't understand why you're so sure in assuming that it was "just quickly drawn" when, as I just demonstrated, it would fit as Baby Mario's silhouette, regardless of it making sense at this point or not.
Remember that this is the game where Baby Bowser became a brand new character out of nowhere.
--ICEknight 15:45, 22 June 2013 (EDT)
The silhouette indeed resembles Baby Mario more so than Adult Mario. But, there's also no logical reason for it to be Baby Mario. Yes, it's entirely possible that Yoshi would've been the star of the show once more, but there's no references that I'm aware of that have Yoshi being the original plan for this game.
Of course, there could be many other reasons for a Baby Mario as well: scrapped level idea (reverted to a baby for a level), scrapped story idea (time travel), but the point is that it's speculation, and we'll never really know for sure. If you can find a source, ICEknight, that gives a valid reason for Baby Mario to be in the game, then you can bring that up in the article. Until then, it's best to leave it be. --Spiritix 17:03, 22 June 2013 (EDT)

Secret secret

Capitalizing the word Secret was intentional, as all of the stages are found in episodes called "[name] Secret" or "Secret of the [name]". They're not actually secret in the traditional sense of the word. :P --Peardian 19:38, 22 May 2012 (EDT)

Hmm... well, I figured that having that word capitalized in the middle of the others was weird. But yeah, I get it. Minimal question, though. Oh, also, regarding wrapping file names in <code> tags, I did that as to not have so many italics. Also, filenames and the like are kinda technical, so I figured styling them like that would be appropriate, but this is also another tiny thing; no point in actively discussing it. {EspyoT} 12:01, 23 May 2012 (EDT)

system.bmg translation

Oh hai, first edit.

Anyway, I noticed that there's some translation that needs to be done, so add this with proper formatting and terminology.

ご乗車 いたしま~すか? - Can I ride?
はい - Yes
いいえ - No
乗車券を 拝見いたしま~す! - I'll be seeing your ticket
まで - To/Until, not sure
シュッパ~ツ進行!! - Starting Progression
~! 
~! 
またのご利用お待ちしておりま~す。 - We look forward to meeting you again
ただいま - I'm back
にて - At/by
行きスタンプ絶賛発売中で~す!! - Go stamp(?) is now on acclaimed(?) sale.
ただ今 当駅にて - Right now at this station
行きスタンプ 
発売中で~す! - Go stamp(?) is now on sale!
行きスタンプ 
ご購入され~ますか? - Will you buy a go stamp?
はい - Yes
いいえ - No
ご利用 ありがとうご~ざいます! - Thank you very much!
行き - Go
にて販売中で~す! - Currently on sale!
価格は - Prices are...
ソルコインで~す! - Soul coin!
やめる - Stop (it)
やめる

AkiraTrooper 19:05, 23 May 2012 (EDT)

Thanks. Perhaps they were calling tickets "Go Stamps"? - Andlabs 19:46, 23 May 2012 (EDT)
Thank you! Though I have to admit, some of the lines don't make a lot of sense. I guess we'd need context to make more sense of them. --Peardian 15:42, 24 May 2012 (EDT)

Is this important?

This is near the bottom of the main code. Is this important, and/or does it show up in any other games? Please note that some of these lines are not contiguous, but have bits of code in between.

Dolphin OS $Revision: 54 $.
Jun  5 2002
02:09:12
Console Type :
Retail %d
Mac Emulator
PC Emulator
EPPC Arthur
EPPC Minnow
Development HW%d
Memory %d MB
Arena : 0x%x - 0x%x
Installing OSDBIntegrator
>>> OSINIT: exception %d commandeered by TRK
>>> OSINIT: exception %d vectored to debugger
Exceptions initialized...
OSCheckHeap: Failed HeapArray in %d
OSCheckHeap: Failed 0 <= heap && heap < NumHeaps in %d
OSCheckHeap: Failed 0 <= hd->size in %d
OSCheckHeap: Failed hd->allocated == NULL || hd->allocated->prev == NULL in %d
OSCheckHeap: Failed InRange(cell, ArenaStart, ArenaEnd) in %d
OSCheckHeap: Failed OFFSET(cell, ALIGNMENT) == 0 in %d
OSCheckHeap: Failed cell->next == NULL || cell->next->prev == cell in %d
OSCheckHeap: Failed MINOBJSIZE <= cell->size in %d
OSCheckHeap: Failed OFFSET(cell->size, ALIGNMENT) == 0 in %d
OSCheckHeap: Failed 0 < total && total <= hd->size in %d
OSCheckHeap: Failed hd->free == NULL || hd->free->prev == NULL in %d
OSCheckHeap: Failed cell->next == NULL || (char*) cell + cell->size < (char*) cell->next in %d
OSCheckHeap: Failed total == hd->size in %d
OSDumpHeap(%d):
--------Inactive
addr	size		end	prev	next
--------Allocated
%x	%d	%x	%x	%x
--------Free
3
4
5
6
7
8
9
>>> L2 INVALIDATE : SHOULD NEVER HAPPEN
Machine check received
HID2 = 0x%x   SRR1 = 0x%x
Machine check was not DMA/locked cache related
DMAErrorHandler(): An error occurred while processing DMA.
The following errors have been detected and cleared :
	- Requested a locked cache tag that was already in the cache
	- DMA attempted to access normal cache
	- DMA missed in data cache
	- DMA queue overflowed
L1 i-caches initialized
L1 d-caches initialized
L2 cache initialized
Locked cache machine check handler installed
------------------------- Context 0x%08x -------------------------
r%-2d  = 0x%08x (%14d)  r%-2d  = 0x%08x (%14d)
LR   = 0x%08x                   CR   = 0x%08x
SRR0 = 0x%08x                   SRR1 = 0x%08x

GQRs----------
gqr%d = 0x%08x 	 gqr%d = 0x%08x


FPRs----------
fr%d 	= %d 	 fr%d 	= %d


PSFs----------
ps%d 	= 0x%x 	 ps%d 	= 0x%x

Address:      Back Chain    LR Save
0x%08x:   0x%08x    0x%08x
FPU-unavailable handler installed
 in "%s" on line %d.

Address:      Back Chain    LR Save
0x%08x:   0x%08x    0x%08x
Non-recoverable Exception %d
Unhandled Exception %d
DSISR = 0x%08x                   DAR  = 0x%08x
TB = 0x%016llx

Instruction at 0x%x (read from SRR0) attempted to access invalid address 0x%x (read from DAR)

Attempted to fetch instruction from invalid address 0x%x (read from SRR0)

Instruction at 0x%x (read from SRR0) attempted to access unaligned address 0x%x (read from DAR)

Program exception : Possible illegal instruction/operation at or around 0x%x (read from SRR0)
AI DMA Address =   0x%04x%04x
ARAM DMA Address = 0x%04x%04x
DI DMA Address =   0x%08x
Last interrupt (%d): SRR0 = 0x%08x  TB = 0x%016llx

Er, sorry, that was longer than I expected... --Peardian 01:14, 10 June 2012 (EDT)

Yeah, that's in every dol AFAIK. It's just stuff for exception handling from the Dolphin SDK I assume. --NWPlayer123

Testing Unused Objects

I remember rooting around SMS's map files awhile back, and I'm sure that I found the file that places actors in the level. I don't remember what it's called. There's no computer around me now, but when there is I'll find out the name of that file. If we can edit that file, we can test the unused actors like Hinokuri and the egg generator(s). Gamma 09:41, 27 June 2012 (EDT)

Bianco Hills fun fact

This isn't unused, nor is it very important, which is why it's being put on the talk page. The files for the first episode of Bianco Hills contain the data for Boo (Telesa directory), but Boos don't show up in the game until Sirena Beach. As it turns out, Boo actually is used in the level, without anyone realizing it. Remember how when the intro for the Episode plays, it shows Shadow Mario standing next to the Proto Piranha on the hill? That's not really Shadow Mario. It's actually a Boo using its fake Mario disguise, as later seen in Hotel Delfino. In fact, Shadow Mario's files aren't even present in the episode. The main reason I'm bringing it up is so that other people investigating the game don't come across the same data and speculate/waste time chasing it like I did. --Peardian 21:56, 29 June 2012 (EDT)

Hehe, that's pretty cool. Why did they do that? - GlitterBerri 00:22, 3 July 2012 (EDT)
It may either be how Shadow Mario is coded, the size of his files compared to Boo, or both. Now that I think about it, his theme song plays whenever he is nearby, so they probably wanted to prevent that. --Peardian 13:06, 3 July 2012 (EDT)

Yoshi music and distance models

Firstly, does anyone know how the Yoshi music is handled? Is it so another layer of bongos is on the music when you're on yoshi, or is it a whole different track? Also, someone please look at this. https://www.youtube.com/watch?v=GneyKtPboc4 While it's technically not unused, do any of the other distance models have something strange like this? --TimTamChimchar 06:30, 30 June 2012

Your back and forth edits are confusing me :S. Anyway, how did you figure out the yoshi tracks on the videos you posted aren't actually real? I'd say the bongos are a different layer, but there's one for every map, not a global one. As for the weird texture, it's mention-worthy; it's weird as hell. But searching for other things like that may be cumbersome. {EspyoT} 07:26, 30 June 2012 (EDT)
Sunshine stores a lot of different textures on the same image. For example, only about three images are used to texture over half of Delfino Plaza. What you're seeing is just a side effect of using the texture wrong. There's really nothing to see. As for Yoshi, I'm not sure. There aren't really any tools for looking into SMS sequences yet, but I might do some research. --Peardian 14:31, 30 June 2012 (EDT)
I'm sorry, I know I shouldn't have edited my post fifty million times but I really wasn't sure :/ and thanks for the help Peardian --TimTamChimchar 19:40, 30 June 2012 (EDT)

Ciao?

I was looking through the sound effects, and one of the sounds in the first bank loaded (the sounds for the intro) is a voice clip of Mario saying "Ciao!" . I'm certain this isn't used in the introduction, and I can't remember it being used in the credits or anything. Does this sound familiar to anyone at all? I'll upload it here for everyone to hear, and it can just be deleted if it really is used. --Peardian 19:10, 3 July 2012 (EDT)

I was trying to search in my memory something about Mario saying "Ciao", but the tone I had imagined is different from this. I mean, if the tone I imagined wasn't 100% asspulled from my imagination to begin with. Anyway, this doesn't sound used: certainly don't remember hearing it. I've played through the whole game except I haven't gotten all shines (dem blue coins...); I hear there's a special ending with all shines, maybe it's used there? {EspyoT} 19:36, 3 July 2012 (EDT)
That's the first thing I checked, and it's not there. The ending is done almost entirely with video files and a couple of graphics, so no sound effects are used. I guess I'll add this to the article then. --Peardian 20:22, 3 July 2012 (EDT)

Is the file used in other versions? AK47Productions 20:24, 3 July 2012 (EDT)

The opening for the game is nearly identical for all three versions. If it was used, this difference would have been caught a long time ago. Besides, there's nowhere really for it to be used. The bank is only used for the sounds in the first 9 seconds of the game being on. --Peardian 20:30, 3 July 2012 (EDT)
Well, "ciao" is sometimes used for "goodbye", even though it's Italian for "hello". Maybe Mario says this when the game loads, every 1/1000 times, like the rare shouts in Pikmin? Nah... somebody'd have caught it by now. {EspyoT} 21:05, 3 July 2012 (EDT)

Analyzing the audio

So, I've been looking around in the audio files, and I'm starting to piece together things. I've mostly figured out the format behind mSound.asn, which seems to be a reference for all of the sound effects and music tracks in the game. My next target is to figure out the sequence format used by the game, using a ripped MIDI of Delfino Plaza's music to reverse engineer things. Anyway, one thing I thought I'd share is that there are two Sound Effect entries specifically for Hinokuri. Now, the sound effects in the .AW files don't have IDs or anything to match with the list, so it will take a while to figure out which sound effects those are. Also, there seem to be two conventions for naming Mario voice sounds, and I noticed that some of the voice clips sounded like they were straight from Super Mario 64. I haven't looked at it close enough yet, but I feel I'm onto something. --Peardian 02:05, 8 July 2012 (EDT)

I haven't had much luck in figuring out where BGM is assigned to levels. I've encountered this problem in The Wind Waker, too- there doesn't seem to be a definite place a level's music is set. Placing yoshi in a level is probably going to be easier. On another note, I've studied the sequence files of TWW a bit, and I'd wager a guess that the format isn't that different. However, TWW was easy to study because the .bms files were put into an archive, with names and everything; from preliminary research on SMS' sequence files, it seems to me that they're lumped together in one file.-Gamma 15:13, 9 July 2012 (EDT)
Just as I thought- the format is very similar. I wonder if it's similar enough for me to copy-paste the actual music data to a portion...?-Gamma 18:02, 9 July 2012 (EDT)

Forgot to mention here, but I've given up on analyzing the sequence format. I know very little about audio, and this has been done before several times anyway. If we want to find any unused Yoshi drum tracks, we'll have to go with the "swap track loaded by Delfino Plaza" method. --Peardian 02:30, 26 July 2012 (EDT)

I remember that I downloaded a Super Mario Sunshine OST that was ripped from the game data, and it included a "Yoshi Drums" version of Noki Bay. I've got it here (it's an mp3 though): [4] --Geno2925 17:09, 7 March 2013 (EST)
Nice! That's exactly the kind of thing I was hoping to find. Anybody want to try and hack/cheat/do something to get Yoshi into Noki Bay and see if it properly triggers? Also, should I convert this MP3 into an OGG and upload it? I know it wasn't ripped by us, but considering the sequential nature of the game's music, this may be the best possible rip we could hope for. --Peardian 16:39, 9 March 2013 (EST)

Heh, while re-playing the entire game, I realized that Yoshi Drum tracks for both the Secret Course music and the Pianta Village (Daytime) music are unused. While I already put the first one on the article, I am wondering if the second one is "different enough" to post, considering the only difference between the daytime and nighttime themes for Pianta Village are a few sounds in the background. Also, I wonder if anyone's tried to get Yoshi into any other places he can't go yet? Geno2925 (talk) 18:24, 6 July 2014 (EDT)

more version differences

Some more differences: A lot of the fruit in the plaza is missing on the Japanese version. And Japanese version has trouble handling some of the sound which means sometimes sound effects won't play at all. Also, when racing Piantissimo in J, there is no extra BGM for this and no "you finished" sound effect. And sometimes(?) the "shine appears" sound effect doesn't play in J, for example I've seen it in Pianta village episode 3. --Mugg1991 17:41, 11 July 2012 (EDT)

I can't confirm any of this, but I have the PAL (Australia) version and for some reason in my however many years of playing I have only heard FLUDD say "Mario" in one way. I watched some Japanese speedruns and apparently there's more? I don't know anything about it, sorry. Also ditto for the 'shine appears' sound effect not playing. --TimTamChimchar 02:21, 12 July 2012 (EDT)
I can confirm the lack of Il Piantissimo music cue and the fact that the fruit is only in the fruit market area in the Japanese release. I do notice a delay in certain sound effects if stuff is still quickly loading as well. LinkTheLefty 02:39, 15 March 2013 (EDT)

Debug Mode?

Are there any leftovers from Super Mario 128? Pikmin has some, but i'm spacially interested about the debug mode seen in Spaceworld 2000 demo of Super Mario 128, which showed the CPU usage of Gamecube. The preceding unsigned comment was added by 989Nintendo898 (talk • contribs)

About the vents in Hotel Delfino

Hello! I believe I may have found something of interest in the vents of Hotel Delfino. After building a beefer PC I was able to load larger maps in bmdview2 at much better then my frame rate then my old computer(1 fps xD). I decided to go straight up to the ceiling and found this.

Hotel vent pic

The vent's have a ceiling and it kinda looks like MGS. My memory is pretty hazy but I don't think you ever saw the inside of the vents, I think it was top down view like Zelda. Hopefully this is something new, if its seen in game just delete this xD --Superluigivb64 17:24, 13 Oct 2012 (EDT)

No, pretty sure you don't even see the walls or the ground. You just see the game from a top-down view with Mario's silhouette, like in the Delfino Plaza sewers. So yeah, it's unused. Which raises the question: are the sewers rendered? {EspyoT} 07:20, 14 October 2012 (EDT)
You can see those in game by moving the camera, and even move around freely while in that view. So...they're not unused. - Skawo.

"E3" Video

This video was added to the article by NWPlayer123, under the "Unused Audio Stream" section. He claimed it was from an "unknown" E3. I removed it because it had nothing to do with that particular section. Can someone a little more intimately familiar with the game check this out and see if there's anything noteworthy in it? (Be warned, the quality is pretty atrocious.) --BMF54123 07:23, 29 October 2012 (EDT)

Well I got it a long time ago from the Wayback Machine IIRC and IDR where I even got it but I thought it applied to that section. If not, my mistake. Sorry :P --NWPlayer123

curious

I only know about this because it was all over tumblr, but where in the game does Mario say 'open salami'? He doesn't say anything when opening doors in the hotel, so where is it? Or is it unused?--Fandomname 00:39, 24 November 2012 (EST)

He says it every now and then when you hop into a portal to a different area. If you listen closely, about once every ten times, more or less, you'll hear him say it. Also, remember to sign your posts, please. Spiritix 00:21, 24 November 2012 (EST)

About the Noki Bay underwater goop map

Am I the only one to notice that it seems to have been made in MS Paint? This is probably nothing but the writing is written with a tool that looks pixel for pixel identical with the paint tool, and the random splatter is broken up into points, rather than being consistent throughout the brush stroke.

This is normal pre-Windows Vista MS Paint behavior, included both in Windows NT 4 and Windows 2000, the most likely OS for these to be made on. Less so 2000 as its release would be too soon for the devs to adopt.

SuperMarioSunshine NNBMSpaint.png

Just a curiosity...

Call me skeptical, but that could point to it being either fake (you'd be surprised what people do these days to make fake stuff look legit) or 'very' early in development. --M&L27 (talk) 14:08, 14 February 2015 (EST)
It's not fake. --BMF54123 (talk) 15:58, 14 February 2015 (EST)
Yeah, the moment I ripped the image, I could tell it was made in Paint. If I was a game developer, I'd make temporary textures in Paint, too. --Peardian (talk) 01:02, 16 February 2015 (EST)

The Sky

If you look closely at the .thp that shows Peach's airplane landing at the Airstrip, the sky is using that unused cloud layer. What's funny is that the sky at the beginning of the .thp depicting the trial seems to lack the cloud layer. Guess Nintendo didn't bother updating the take of that scene when they changed the sky's design. Doesn't surprise me, though; a variety of screenshots displayed in-game in The Legend of Zelda: The Wind Waker show an older design for the skybox. -Gamma 12:30, 28 December 2012 (EST)

Worth a mention, though I'm honestly not surprised, given that they would have to re-record the entire scene with the new skybox, and they probably didn't have that time to spare. WhoIAm 22:35, 15 February 2013 (EST)