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Posted on 05-29-11, 11:59 am (revision 4)
Kuriboss

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TCRF page about SM64DS

Confirmed
* Chief Chilly dialogues for Yoshi
* The test maps everyone knows about
* The castle room with the Peach stained glasses. The original, small room is still part of the castle's model. Its textures look corrupted for whatever reason, but it still contains the sign object and the warp to the slide, that are present in the new room. However, it appears to lack collision data- attempt to enter it by modifying the door's parameters, will result in falling into the void.
* Player object (not used as a level object)
* M/L/W cap blocks (technically used in the first test map)
* Red Koopa and red Koopa shell (variations of the green objects, just matter of changing one parameter)
* Objects MC_DODAI and MC_HAZAD (can't remember their IDs) -- the multiplayer Castle Grounds features them, but as parts of its model and not objects, making the objects technically unused. Shows that it was originally planned for the singleplayer Castle Grounds to also host multiplayer, much like the other multiplayer levels. However, a separate level has been used for multiplayer for whatever reason, perhaps technical restrictions.

To be confirmed
* Unused painting. Its filename (data/picture/for_vs_cross.bmd) implies that it was made for the Battle Fort level. It is unused since the entrance to that level isn't a painting. (however, it may be used as a decorative painting in some place-- needs checking)
* data/normal_obj/door/obj_door0_star5.bmd -> star graphics for a door that would require 5 stars. However, the door object has no such variation.

All-multiplayer beta remains
Most levels have atleast 4 entrances. In the case of singleplayer levels, the first entrance is where the player enters the level, while the next three are unused.
Probably, earlier versions of the game supported multiplayer in all the levels, or even cooperative gameplay. Perhaps, more of that has been left over in the ROM... the game's code would have to be inspected for beta leftovers.
There's a beta video of that somewhere, but can't find it... gah.
Posted on 05-31-11, 09:20 pm

 

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I'm not sure whether or not these are unused, but...
1. All objects the player can pick up (Bob-omb, King Bob-omb, Chuckya, Crazed Crate, and Small Wooden Box) can be carried underwater, similar to that of a green Koopa Shell. If you press A again, you can throw them. The shell-riding music still plays, but after a while (about 10 seconds) you drop the object (unless it's a Bob-omb, which explodes after about 5).
2. Unused red [!] Block behaviors. One of them gives a Green Koopa Shell, another gives a Super Mushroom, and yet another gives a bunch of coins. All of them are in the large test map.
3. Princess Peach acting like Toad. When you walk up to her and press B (or A), she says the same thing as Bowser when you encounter him for the final time.
4. A behavior for Boo with a Wario hat, and most likely there is another with a Mario hat. Never in the game (without hacking) have I seen a Boo with either of these hats.
5. If you defeat Bowser for the final time as any character besides Mario, the star still appears. However, upon grabbing it, the player is frozen in their standing position while a player clone (Mario) appears behind them, falling for a brief second before landing. After Mario lands, he just stands there doing nothing as the music plays and the camera moves, both players unable to move. After that, the ending starts as normal, but you are Mario again.
6. In the intro (when starting a new save file), Wario points at the castle before all three of the moustached men head in. This animation can be used in-game as well as others which I believe are unused.
7. When using the cap blocks, I discovered this: If you grab a hat, then grab the same hat using the hat block, sometimes you'll get a 1UP.
8. All characters have animations for being picked up by Wario (including Wario himself). This includes Metal Wario too.
Posted on 06-01-11, 10:14 am
Kuriboss

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Hmm, all that sounds interesting...

7. is weird, I never noticed that effect... I guess it must be a glitch. A funny thing is that it is possible to get the same cap twice ingame, in certain situations. For example, in a certain star of BoB, there's a cap placed somewhere, but there's also the Goomba wearing another cap.
8. is used in multiplayer, I think.
Posted on 06-08-11, 09:48 pm (revision 1)

 

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#7: Strangely, you cannot get extra lives from the SL hat glitch. However, you can by using the cap blocks.

#8: Those animations are only used by Yoshi, though. Mario, Luigi, and Wario have them too, but they don't use them unless they're placed with SM64DS Editor or a clone code.
Posted on 06-10-11, 08:25 am


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Posted by Mega-Mario
8. is used in multiplayer, I think.

Wario can pick up all characters (except himself because there is only one Wario cap).
Getting power-ups is not possible in multiplayer, though.
Posted on 06-10-11, 09:32 am
Kuriboss

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I guess it might become possible, with some editing but idk if multiplayer levels even work with a patched ROM.
Posted on 06-10-11, 07:13 pm
Micro-Goomba Micro-Goomba


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About the hats,

In Bomb-Orb battlefield's second act, if you enter it with Yoshi then you can access two Caps (One on a Goomba next to the rocky cannon, and the other on the actual mountain). If you collect both then you do get a 1-up for the second one (But stuff such as the multiple hat glitch wont for some odd reason).
Posted on 06-10-11, 07:56 pm
Kuriboss

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Interesting. Seems like a glitch, because if you do the exact same thing with Luigi, you get no 1-Up. Really feels like having two caps in one level wasn't an intended case.
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