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User:Hiccup/New Super Mario Bros.
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To do:
So I just found an unused trigger in NSMBDS to get to the debug menu In retail, pressing Start and Select on the world map takes you to the titlescreen ...for whatever reason But if you were to nuke that, there's a second check that makes it take you to the unused debug scene Cheeky monkies pretty bad coding So apparently NSMBDS has a param for each sprite which offsets its x and y position by a bit by default So All the sprites that just appear as an effect and cover the entire level are offset by 8 pixels for no discernible reason today on "why the fuck, Nintendo" In NSMBDS, the World Map is drawn by Player WorldMap actor why the fuck does the world map even load time left at one point
xD I found a unused round counter in MvsL Mario: 1st is obj36 2nd is obj39 (unused) 3rd is obj37 4th is obj40 (unused) 5th is obj38 Luigi: 1st is obj43 2nd is obj46 (unused) 3rd is obj44 4th is obj47 (unused) 5th is obj45 [[:File:NSMB-unused round counter.png]] There are 5 round win slots, looks like Nintendo gave up on the 5 round mode and just changed the order of the objects leaving the original ones there there are also some unused objects offscreen
/* Notes: > there is a unused state which checks if the player is in range then it changes state and updates the animation. > there is a partially unused feature in the onStomp function, which changes the MoneyBag y scale when you stomp on it. ( partially because the part of the code actually runs, but you need to set some members to make the enemy to scale ) */ struct MoneyBag : StageEntity3DAnm { PTMF executeFunction; u16 moneyBagState; // 0 = escaping player, 1 = idle u16 droppingCoinFrame; // from groundpound hit u16 invincibilityTimer; // for every hit u16 stompHitCount; u16 stompScalingTimer0; // increases by 1 every every frame and it wraps around // when it reaches 4, // used to run the whole y scaling code u16 stompYSizeElement; // used to change the y size to an array with this value // as array element, // used for the y scaling u16 stompState; // 0 = no stomp / after stomp 1 = during stomp, // only used for the y scaling u16 stompScalingTimer1; // another timer used in the scaling section of the // onStomp function, used to set the stompState // and the stompYSizeElement at the right moment u16 fireballHitCount; u16 fireballInvincibilityTimer; u8 groundCollisionState; // 0 = no collision, 1 = first collision frame, 2 = collision. u8 stateStep; u8 unused4d7[2]; };
https://www.youtube.com/watch?v=v-_dg1Fgk4g discovered some unused code in the StageFX actor (the actor that is responsible to show text on screen like Times Up and Mario Clear apparently nintendo used to draw how many lives players have lost in a MvsL game (or even in Co-op when the flagpole is reached?) over_asm(0x020FB5FC, 10, "mov r0, #1") is the only code needed to force the drawing code to run
for some reason there's directional y rotation values that make the dry bones face the camera unused, of course
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