This is a sub-page of Super Mario Galaxy.
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In 2018, a version of Super Mario Galaxy was released for the NVIDIA Shield TV in China. The control scheme was updated to support the lack of motion controls, and the game was enhanced graphically - this is the first time the game was released officially in HD. Excitingly, this version includes several development-related files that were removed from previous releases of Super Mario Galaxy.
Anti-Piracy#
This version uses the NVIDIA Security Interface (NVSI) copy protection to strip functionality of an important gameplay function if the game's license check was bypassed. In this game's case, part of the function that calculates Mario's direction, Mario::calcMoveDir(), has been replaced with a call to lingcod_callNVSISnippet(). If the snippet fails to run, Mario can only move forward, thus rendering the game impossible to beat.
(Source: Skawo, Meatball132)
Language and Localization Files#
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Despite being for the Chinese market, the Shield version still contains the localization data for every region. Further, there are even debug files for each language which don't exist in the Wii version.
English Debug Text#
Message ID |
Text |
Comment |
|---|---|---|
FileSelect00 |
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Probably used for when the team needed to test from the beginning of the game. |
FileSelect01 |
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Judging by the Message ID, it would have probably been used as the next option after "From the Beginning", continuing the player's game from where they had left off last. |
Pause00 |
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Self-explanatory. |
Pause01 |
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Probably would have either returned the player to a debug stage select or the Comet Observatory. |
Pause02 |
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Would have most likely restart the current mission the player is on. |
StageSelect00 StageSelect01 |
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This would have been used for a debug stage selection menu, where the tester could pick from a list of stages and their missions, similar to Super Mario Sunshine's. |
StageSelect02 |
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Possibly would have taken a player to a stage with a stage select in it, however it is unknown. Note the misspell of Scenario. |
StageSelect03 |
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Unknown. As the name suggests, it would have something to do with the Wii SD Card slot, most likely playing a recorded demo. |
StageSelect04 |
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Unknown. |
StageSelect05 |
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A selection of stages for the E3 Demo. |
StageSelect06 & StageSelect07 |
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Text from a difficulty selection, presumably. |
StageSelect08 |
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Unknown, something to do with switching to the production version. |
StageSelect09 |
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Unknown. |
StageSelect10 |
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Either completed a selection or completed a selected stage. |
StageSelect11 |
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Self-explanatory. |
StageSelect12 |
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Probably a menu with options for the debug version, as indicated by the following messages. |
StageSelect13 StageSelect14 |
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Possibly recorded a video of a bug, which would be sent back to the developers for fixing. Includes the options to turn the background music off or on. |
StageSelect15 |
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Most likely a status message showing that the game was completed with both Mario and Luigi, as its listed as one of the last save points in StageSelectSaveMenuXX. |
StageSelectSaveMenuXX |
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Multiple options relating to saves, most likely pre-set save points that could be reverted to if needed. The XX at the end is a number from 00-28, incrementing by 1 for each option. Points of interest include the misspell of Battlerock Galaxy as "Battle Lock" and "After 1 Phantom", which is probably a poorly translated version of Ghostly Galaxy. |
TalkSystemError000 |
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The message itself is self-explanatory, however it is unknown what would have been incompatible. |
TalkSystemTest000 |
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Test message. |
TalkSystemTest001 |
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A test message testing colors, judging by the text. |
TalkSystemTest002 |
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Test message. |
TalkSystemTest003 |
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A message for collecting something. The special characters in the message actually call the coin icon and 'coin collected' sound effect, meaning this message would've told the player they collected a coin. |
TalkSystemTest004 |
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Special characters that, like TalkSystemTest003, call dialogue icons. The icons called in order are The A Button, B Button, C Button, Wii Remote, Nunchuk, 1 Button, 2 Button, Power Star, Launch Star, Pull Star, P1 Pointer, Star Bit, Coconut, Bell, Star Bunny, Joystick, X, Coin, Mario, D-Pad, Press A Prompt, Blue Star Chip, Star Chip, Home Button, - Button, + Button, Z Button, Silver Star, Grand Star, Luigi, P2 Pointer, Purple Coin, Green Power Star, Crown, Crosshair, blank (Unknown), Red Star, Pointer (Grab), Pointer (Point), Pointer (Open Hand), Star Bit (Total), Press A Prompt, Peach, Letter, ?1 (Unknown), Player, 1-UP, Life Mushroom, ?7 (Unknown), Polari, Lumacomète, and Question. |
TalkSystemTest005 |
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Empty message, the only text is the message end character, which is removed from the other messages here since it is not needed. |
TalkSystemTest006 |
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Special characters that call racetime, a player's achieved time in a racing minigame (Penguin racing, Ray Surfing). |
TalkSystemTest007 |
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Another empty message. |
TalkSystemTest008 |
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Special characters that call the name of whichever brother the player is controlling (Mario/Luigi). |
TalkSystemTest009 |
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'Weird', followed by special characters to call the name of either Mario or Luigi. |
TalkSystemTest010 |
Empty. |
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TalkSystemTest011 |
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A test message, probably copied from existing text. |
TalkSystemTest012 |
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Test message, probably copied from when you catch the Star Bunnies. |
TalkSystemTest013 |
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Similar to TalkSystemTest012, but seemingly having to do with a Honeybee character. |
TalkSystemTest014 |
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Lots of special characters. |
TalkSystemTest015 |
Empty. |
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TalkSystemTest016 & TalkSystemTest017 |
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The message itself is a test, but the text may have been used for telling if Luigi had gone to look for another power star. |
TalkSystemTest018 |
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TalkSystemTest019 |
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Color testing. |
TalkSystemTest020 |
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Color testing. |
TalkSystemTest021 |
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Color testing. "Info" is spelled wrong on the last string. |
TalkSystemTest022 |
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Could be a remnant of a narrator option, however it is uncertain. |
An empty message lacking even a class name. |
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(Source: ecumber05 & CometMedal)
System Text#
Message ID |
Text |
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DISC_01 |
Please insert the SUPER MARIO GALAXY Game Disc. |
DISC_02 |
Please insert the SUPER MARIO GALAXY Game Disc. |
DISC_03 |
The Game Disc could not be read. Please read the Wii Operations Manual for more information. |
TITLE_MAIN |
SUPER MARIO GALAXY |
TITLE_SUB |
Launch into a cosmic adventure! |
Found in UsEnglish\MessageData\System.arc. As the NVIDIA Shield does not make use of game discs, these Nintendo Wii-specific messages go unused.
(Source: CometMedal)
Symbol Maps#
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In the original Wii version, there are two folders named AllTargetAddressMap and AllTargetModuleData. In that version, the folders are empty, however in the Shield version the folders have debugging symbols for every region. Due to an SDK update, only the Korean version matches its corresponding retail Wii release.
In addition, not only are there symbol maps for every region, but ones for development versions too! This includes the ones that were used by developers when they were adding new features, and the map used by the Super Mario Club to find bugs in the game.
Download Super Mario Galaxy Address Maps File: SMG_Shield_AddressMaps.7z (3.6MB) (info) |
(Source: ecumber05)
Movie Placeholder Icons#
A collection of icons from LayoutData\MoviePlaceHolder.arc with unknown purpose. Save for Dummy, each icon is labeled with the filename of a pre-rendered cutscene file in the game's files.
(Source: CometMedal)
Unused Movie File#
A file made for testing cutscenes can be found in MovieData. It's a simple, short video of a blue screen with "仮ムービー" (Japanese for "Temporary Movie") written in white.
(Source: CometMedal)
Config Files#
Various commented configuration files can be found at smg_assets.pak/ini, which exist in every other Wii game released on the Shield as well. This is an excerpt from smg_assets.pak/ini/smg/smg.ini:
###################################################################################################
# Super Mario Galaxy use preprocessor define USE_SMG_REL
###################################################################################################
# DVDRoot = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source\Resource\dvdroot
# ELF Files = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source\bin
# Source Code = %P4ROOT%\odin\northport\GamesSource\smg\source\home\source
###################################################################################################
@include "smg/smg_controller.ini"
####################################################################
### Use this block to boot Super Mario Galaxy release version
####################################################################
@if USE_SMG_REL
[ELF_FILE]
ELF_LAUNCH=product.elf
ELF_SAVE_GAME=default # You can use this .INI setting to switch between different 'save' game files
ELF_SOURCE=%P4ROOT%\odin\northport\GamesSource\smg\source\home\source\
[DATA_ASSET_MANAGER]
DATA_LOCATION=%P4ROOT%\odin\northport\GamesSource\smg\source\home\source
FILE_CACHE_SIZE=32 # Size of the disk-file cache in MB
pakfile1=smg_prd.pak
dvdroot1=Resource\dvdroot
dvdroot2=bin\RVL_Release_us
Internal paths to the game's source code can be seen. The location of the files on disc in the source tree, Resource/dvdroot, is corroborated in the demomario.xnim file in the original Wii releases.
Download Super Mario Galaxy Shield Configuration Files File: SMG_Shield_ini.zip (33KB) (info) |