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NDDEMO

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Title Screen

NDDEMO

Also known as: Welcome to GameCube World!! (opening sign), Peach's Castle
Developer: Nintendo
Platform: GameCube


SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.


NDDEMO, called Welcome to GameCube World!! in-game and informally known as "Peach's Castle", is a 2001 tech demo that Nintendo distributed to developers.

The player controls a red arrow in a unique version of Peach's Castle (based on the Super Mario 64 design and called "Peach Castel" in-game), with each room showing off different graphical capabilities of the GameCube. Metal Mario, Goombas, and dolphins make appearances along the way.

An included Readme file indicates that at least four versions of the demo were distributed. The last one listed is v1.08, dated September 12, 2001 (a mere two days before the GameCube's release), suggesting that this is the version documented here.

Unused Textures

Hmmm...
To do:
There's more.

Two sets of textures are used to display the names of the various rooms in the Castle: one for on-screen overlays (part of /TEX/TITLE01.DTX), and one for wooden plaques on the upper part of the doors (/TEX/2_KANBN.DTX). The one for overlays is fully used, while the one for wooden plaques is not.

#0 Peach Castel ENTRANCE

NDDEMO-PeachCastel-Number0-Wooden.png

The entrance uses a different door than the other ones, with no wooden plaque.

#3 Antialiasing HANGAR

NDDEMO-PeachCastel-Number3-Wooden.png

Can be accessed by using a door at the bottom of #2 Bump & Shadow SPIRAL STAIRCASE, but the wooden plaque is missing.

#4 Local Lighting CAVE

NDDEMO-PeachCastel-Number4-Wooden.png

Can be accessed by using a Warp Pipe in #3 Antialiasing HANGAR, but the wooden plaque is missing.

(Discovery: WaluigiBSOD)

GO AHEAD!!

NDDEMO-PeachCastel-1 BI STE.png

A sign of Princess Peach presenting some area, found in /TEX/1_BI_STE.DTX. This is notable for being the only official risqué piece of media for Peach.

(Discovery: Yoshi2, who also created the Python script used to extract it)

Unused Camera Mode

Setting the current camera mode to 0x03 (RAM address 8013F9F4) causes the camera to become unresponsive until changed back. This camera mode is listed internally as CAM_MODE_MARIO_VIEW, which may imply it was meant to be used in the Metal Mario statue room, or potentially the cinema theater's animated projection, which for some reason is internally named "MARIO".

Unused File

Present in the /audio/ directory is a C/C++ header file named nddemo.h, which was created on June 5, 2001 (DolphinExport uses the MM/DD/YYYY date format).

//
// C/C++ MusyX Defines Include
// Generated by DolphinExport 11:45:08 6/5/2001
//


#define	GRPGM_Set		0
#define	GRPSFXgroup		1


#define	SNGgcdemo		0
#define	SNGentrance		1
#define	SNGdome		2
#define	SNGspiral		3
#define	SNGhangar		4
#define	SNGcave		5
#define	SNGcinema		6
#define	SNGmetal		7
#define	SNGcoins		8


#define	SFXjump_oneshot		0
#define	SFXknock_oneshot		1
#define	SFXdoor_oneshot		2
#define	SFXcoin_oneshot		3

Oddity

Internally, the textures for the projected animation within the "Cinema Theater" are named MARIO00 through MARIO74, despite the fact that Mario is nowhere to be found in the animation.

Revisional Differences

A short summary of version updates is present in the readme.txt included with the demo.

v1.05

Dated March 15, 2001, and listed as being the first release.

v1.06

Dated April 4, 2001.

  • Added sound.
  • Added sequences and the ability to toggle the sound on and off to the menu.
  • Added triangle and vertex counts to the system info display.

v1.07

Dated June 5, 2001.

  • Rebuilt using the May 22 version of the SDK and MusyX.
  • Adjusted the MIDI data for the sound sources bundled with MusyX.

v1.08

Dated September 12, 2001.

  • Progressive render mode is now supported.
  • Added wireframe view, enabled by pressing Y.
  • Added reset handling.
  • Added item selection menu for profiling objects.