the cutting room mirror

es

This is a sub-page of Super Mario 64 (Nintendo 64)/Debug Content.

To do:
añadir la información de Dennis

Muchos menús y herramientas debug siguen en el juego final. Estos se pueden activar con hacks o códigos de GameShark. por que algunos caracteres en la fuente usada por el texto debug fueron sobreescritas para Norte America, jugadores que usen características debug verán que algunas letras no se muestran bien.

Visualización Debug clásica#

Este menú debug fue de los primeros que se encontraron en el juego con el uso de un GameShark. muestra información de el Angulo, velocidad y acción de Mario, también información de memoria.

Access#

To enable the classic debug display, enter the appropriate Gameshark code for your version of the game.

Japan

USA

Europe

Japan (Shindou)

iQue

A032C658 0059
A032D598 0059
A02F9748 0059
A030CCC8 0059
A030F228 0059

Items#

Label

Meaning

Description

ANG

Angle

The steepness of the floor Mario is standing on.

SPD

Speed

Mario's current speed.

STA

State

Mario's current action (in hex). Shows only the 9 least significant bits of a 32-bit value.

MEM

Memory

Current RAM usage.

BUF

Buffer

Size of the display list buffer.

Complex Debug Display#

This more comprehensive debug display depicts everything from map information to the current number of loaded objects.

To do:
Add yoshielectron's info.

Access#

To enable the complex debug display, enter the appropriate Gameshark code for your version of the game.

Japan

USA

Europe

Japan (Shindou)

iQue

8033BEF3 0001
D0339C30 0008
8032FF34 0001
D0339C30 0001
8032FF34 0002
D0339C30 0004
8032FF34 0003
D0339C30 0002
8032FF34 0004
D0339C31 0020
8032FF34 0005
8033D263 0001
D033AFA0 0008
80330E94 0001
D033AFA0 0001
80330E94 0002
D033AFA0 0004
80330E94 0003
D033AFA0 0002
80330E94 0004
D033AFA1 0020
80330E94 0005
8030AE93 0001
D0309260 0008
802FD054 0001
D0309260 0001
802FD054 0002
D0309260 0004
802FD054 0003
D0309260 0002
802FD054 0004
D0309261 0020
802FD054 0005
8031F423 0001
D031D560 0008
803105C4 0001
D031D560 0001
803105C4 0002
D031D560 0004
803105C4 0003
D031D560 0002
803105C4 0004
D031D561 0020
803105C4 0005
80321DD3 0001
D0320610 0008
80312B24 0001
D0320610 0001
80312B24 0002
D0320610 0004
80312B24 0003
D0320610 0002
80312B24 0004
D0320610 0020
80312B24 0005

Options#

D-Right - Map Info#

Press D-Right to display the "MAPINFO" screen.

Option

Meaning

Description

Notes

AREA

Area

What cell of the collision grid Mario is in.

WX

World X

Mario's current X coordinate.

WY

World Y

Mario's current Y coordinate.

WZ

World Z

Mario's current Z coordinate.

BGY

Boundrary Ground Y

Y coordinate of the ground below Mario.

ANGY

Angle Y

Y angle of the ground below Mario.

BGCODE

Boundrary Ground Code

Type of the triangle below Mario.

Terrain types can denote slipperyness, camera mode, special properties (sand, snow, wind, water flow), special triangles (painting entrances)

BGSTATUS

Boundrary Ground Status

Status bits of triangle below Mario.

1 means the triangle is part of an object, 2 means the camera won't collide with this triangle. 3 means both apply.

BGAREA

Boundrary Ground Area

Which room the floor triangle belongs to.

In the castle, Hazy Maze Cave and Big Boo's haunt the area is split up into rooms which are defined by this property of triangles.

DPRINT OVER

Debug Print Overflow

Appears when text doesn't fit on the screen anymore.

WATER

Water level

Y coordinate of surface of water if Mario is standing or swimming in it

Only appears when you ensure DPRINT OVER doesn't happen

OBJ

Objects

Number of objects currently loaded.

Only appears when you ensure DPRINT OVER doesn't happen

D-Down - Stage Info#

Press D-Down to display the "STAGEINFO" screen.

Option

Meaning

Description

Notes

STAGE PARAM

Stage Parameter

At what time you entered Tick-Tock Clock.

0 means that the long hand was pointing to 3, resulting in slow time; 1 means that the long hand was pointing to 9, resulting in fast time; 2 means that the long hand was pointing to 6, resulting in things moving at random; 3 means that the long hand was pointing to 12, resulting in a still stage.

OBJ

Objects

Number of objects currently loaded.

D-Left - Effect Info#

Press D-Left to display the "EFFECTINFO" screen.

Option

Meaning

Description

Notes

A

?

Currently unknown.

Value does not seem to change.

A0

?

Currently unknown.

Value does not seem to change.

A1

?

Currently unknown.

Value does not seem to change.

A2

?

Currently unknown.

Value does not seem to change.

A3

?

Currently unknown.

Value does not seem to change.

A4

?

Currently unknown.

Value does not seem to change.

A5

?

Currently unknown.

Value does not seem to change.

A6

?

Currently unknown.

Value does not seem to change.

A7

?

Currently unknown.

Value does not seem to change.

OBJ

Objects

Number of objects currently loaded.

D-Up - Check Info#

Press D-Up to display the "CHECKINFO" screen. This screen shows info related to collision checking.

Option

Meaning

Description

Notes

AREA

Area

What cell of the collision grid Mario is in.

DG

Data Ground?

Amount of floor triangle checks / such triangles in Mario's area.

Two columns

DW

Data Wall?

Amount of wall triangle checks / such triangles in Mario's area.

DR

Data Roof?

Amount of ceiling triangle checks / such triangles in Mario's area.

LISTAL

List Area Length?

Amount of triangle nodes loaded.

STATBG

Static Boundraries

Amount of level triangles loaded.

MOVEBG

Moving Boundraries

Amount of object triangles loaded.

NULLBG

Null Background

How often a floor-check couldn't find a triangle this frame.

OBJ

Objects

Number of objects currently loaded.

L - Enemy Info#

Press L to display the "ENEMYINFO" screen.

Option

Meaning

Description

Notes

B

?

Currently unknown.

Value does not seem to change.

B0

?

Currently unknown.

Value does not seem to change.

B1

?

Currently unknown.

Value does not seem to change.

B2

?

Currently unknown.

Value does not seem to change.

B3

?

Currently unknown.

Value does not seem to change.

B4

?

Currently unknown.

Value does not seem to change.

B5

?

Currently unknown.

Value does not seem to change.

B6

?

Currently unknown.

Value does not seem to change.

B7

?

Currently unknown.

Value does not seem to change.

OBJ

Objects

Number of objects currently loaded.

Debug Resource Meter#

This function causes coloured bars to appear along the bottom of the screen, which serve as a visual representation of the time different threads take. The bottom four bars are for reference and each mark 1/60 of a second. On top, the time of the audio thread (red), game logic thread (yellow) and video thread (orange) are plotted. When the top bars reach the orange reference bar, processing the frame took longer than 1/30 of a second and a lag frame is introduced. A little red bar appears in the middle whenever this happens.

Japan

USA

Europe

Japan (Shindou)

iQue

8032C654 0001
8032D594 0001
802F9744 0001
8030CCC4 0001
8030F224 0001

Debug Spawn#

This function causes various objects to spawn that alter Mario's movement. Press the D-Pad buttons to spawn either nothing, a normal Koopa Shell, a water Koopa Shell, or a Crazy Box. Don't try to use it inside the castle, though, or the game might crash.

Japan

USA

Europe

Japan (Shindou)

iQue

8032FF34 0003
8133BF6E 0001
80330E94 0003
8133D2DE 0001
802FD054 0003
8130AF0E 0001
803105C4 0003
8131F49E 0001
80312B24 0003
81321E4E 0001

Free Movement Mode#

To do:
Make codes for the other versions.

This function enables a free-movement mode that lets Mario zoom about freely, though not pass through obstacles because floor checks and wall checks are still done. When holding B, you go fast enough to clip through the hitboxes though.

Controls:

  • D-Down+Z: Enable free-movement mode.
  • Joystick: Move Mario horizontally.
  • D-Up: Move Mario up.
  • D-Down: Move Mario down.
  • B: Multiply movement speed by 4.
  • L: Multiply movement speed by 0.01.
  • A: Exit free-movement mode.

Japan

USA

Europe

Japan (Shindou)

D1339C30 2100
8126976E 5F0D
D1339C30 8000
8126976E 97D1
D133AFA0 2100
81269BDA 5FAB
D133AFA0 8000
81269BDA 98D5

(Source: dudaw)

Old Debug Display#

To do:

  • Find a way to attach this to an object.
  • Add Out Scope to the code.

An old, debug display can be seen here. It was meant to be used for object movement flags. For the debug display to function it needs to be attached to an object. With the code on, press the GS Button while in game to enable it. Don't press it at the main menus.

The text means as follows

  • Bound: Object has landed
  • Touch: Object is on the ground
  • Takeoff: Object has left the ground
  • Dive: Object has entered water.
  • S Water: Object is moving at the water's surface
  • U Water: Object is moving below the water's surface
  • B Water: Object is moving on the ground in water.
  • Sky: Object is moving in the air.
  • Out Scope: Removed movement flag, unknown what this was for, probably would have been used when an object has either unloaded or is out of the camera's view.

If you're using Project 64 for this code, it will only work on 2.0 or higher.

USA

89248BE8 0000
89248BEA 0000
89248C12 2CE5
8833D263 0001
812CB3AC 0000
812CB3AE 0000
812CB3DC 0000
812CB3DE 0000
812CB40C 0000
812CB40E 0000
812CB43C 0000
812CB43E 0000
812CB46C 0000
812CB46E 0000
812CB49C 0000
812CB49E 0000
812CB4CC 0000
812CB4CE 0000
812CB4FC 0000
812CB4FE 0000
812CB52C 0000
812CB52E 0000

(Source: Punk7890)

Level Select#

Access#

Japan

USA

Europe

Japan (Shindou)

iQue

A032C64C 0001
A032D58C 0001
A02F973C 0001
A030CCBC 0001
A030F21C 0001

Options#

This level select features an early version of the title screen. When enabled, it replaces the file select screen. The courses are listed in the order that their data appears in the game's memory.

When a level is selected, Mario will automatically be sent to the first Star, bypassing the Star selection screen. Exiting a course via Star collection, death, or the pause menu will bring you back to the level select screen. Attempting to access one of the removed entries causes the game to reset.

Controls:

  • A: Scroll forward by 1.
  • B: Scroll backward by 1.
  • D-Up: Scroll forward by 1.
  • D-Down: Scroll backward by 1.
  • D-Right: Scroll forward by 10.
  • D-Left: Scroll backward by 10.
  • Start: Enter level.
  • Z + C-Left + C-right + Start: Reboot game without level select

No.

Name

Literal Translation

Final Location

1

none

-

none

2

none

-

none

3

none

-

none

4

TERESA OBAKE

Boo Apparition

Big Boo's Haunt

5

YYAMA1 % YSLD1

Snow Mountain 1 & Snow Slide 1

Cool, Cool Mountain

6

SELECT ROOM

Select Room

Inside Peach's Castle

7

HORROR DUNGEON

Horror Dungeon

Hazy Maze Cave

8

SABAKU % PYRMD

Desert & Pyramid

Shifting Sand Land

9

BATTLE FIELD

Battlefield

Bob-omb Battlefield

10

YUKIYAMA2

Snow Mountain 2

Snowman's Land

11

POOL KAI

Pool Stage

Wet-Dry World

12

WTDG % TINBOUTU

Water Dungeon & Submersion

Jolly Roger Bay

13

BIG WORLD

Big World

Tiny-Huge Island

14

CLOCK TOWER

Clock Tower

Tick Tock Clock

15

RAINBOW CRUISE

Rainbow Cruise

Rainbow Ride

16

MAIN MAP

Main Map

Outside the Castle

17

EXT1 YOKO SCRL

Extra 1 - Side-Scroller

Bowser in the Dark World

18

EXT7 HORI MINI

Extra 7 - Moat (Mini)

Vanish Cap Under the Moat

19

EXT2 TIKA LAVA

Extra 2 - Basement Lava

Bowser in the Fire Sea

20

EXT9 SUISOU

Extra 9 - Fish Tank

The Secret Aquarium

21

EXT3 HEAVEN

Extra 3 - Heaven

Bowser in the Sky

22

FIREB1 % INVLC

Fire Bubble & In the Volcano

Lethal Lava Land

23

WATER LAND

Water Land

Dire, Dire Docks

24

MOUNTAIN

Mountain

Whomp's Fortress

25

ENDING

Ending

"The End" Image

26

URANIWA

Back Garden

Castle Courtyard

27

EXT4 MINI SLID

Extra 4 - Mini Slider

The Princess's Secret Slide

28

IN THE FALL

In the Fall

Cavern of the Metal Cap

29

EXT6 MARIO FLY

Extra 6 - Mario Fly

Tower of the Wing Cap

30

KUPPA1

Bowser 1

Bowser in the Dark World (Boss)

31

EXT8 BLUE SKY

Extra 8 - Blue Sky

Wing Mario Over the Rainbow

32

none

-

none

33

KUPPA2

Bowser 2

Bowser in the Fire Sea (Boss)

34

KUPPA3

Bowser 3

Bowser in the Sky (Boss)

35

none

-

none

36

DONKEY % SLID2

Monkey & Slide 2

Tall Tall Mountain

37

none

-

none

38

none

-

none

For some reason, if Peach's Castle is entered via the level select, no background music will play there. Also, it is impossible to drown in any level entered via the level select, as Mario's health meter doesn't deplete when he is underwater.

While bonus levels marked "EXT1" to "EXT9" are present (standing for "extra"), "EXT5" is missing. It may have been removed during development, or it may be that the label is simply missing from the entry for Cavern of the Metal Cap.

The use of "Donkey" for "Monkey" is a tongue-in-cheek reference to Donkey Kong.

Unused Crash Handler#

In these versions of Super Mario 64 (Europe, Shindou and iQue), there exists unused thread code (from 80241850 to 802422F0 in Europe) for the same crash handler found in Paper Mario; however, it's not initialized in neither of the versions mentioned, so it's not used. The only notable difference between both handlers is that Paper Mario prints the MM value, whereas Super Mario 64 does not.

The error cause texts are located at 0xC2820 in Europe, 0xCEF10 in Shindou and 0xD1860 in iQue.

This handler does not exist in the USA, Japanese or DD versions.

Mario Head Guide Cubes#

To do:
add the line of code

Watch on YouTubePink cubes mark areas where Mario's face can be grabbed on the title screen. Normally, these cubes are invisible but changing a single line of code reveals them. Using the Gameshark codes below will make them visible.

Japan

USA

Europe

8018F2E3 0000
8018F423 0000
8018E453 0000