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Super Mario Sunshine Japanese Demo leftovers

Discussion in 'Technical Discussion' started by evilhamwizard, Jun 14, 2009.

  1. evilhamwizard

    evilhamwizard

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    I finally got my hands on a possible prerelease of Super Mario Sunshine with possible differences. The only problem is that the game itself only contains maps used for the demo - so sadly it's not a complete game. However, there is something that I want to put out there in case anyone was interested in the technical aspect of the game by posting a complete data mapping of the game (this build, more specifically). Maybe you can find something to talk about? :P

    It comes in two different files, not sure what the significance of the other is - but one is bigger than the other. Both are huge in file size, so I can't just copy and paste what's inside here. Here's an excerpt from the end, which I found interesting:

    Code (Text):
    1. Memory map:
    2.                    Starting Size     File
    3.                    address           Offset
    4.             .init  80003100 00002430 000001c0
    5.             extab  80005540 00000048 00002600
    6.        extabindex  800055a0 0000005c 00002660
    7.             .text  80005600 00368c38 000026c0
    8.            .ctors  8036e240 000003c8 0036b300
    9.            .dtors  8036e620 00000010 0036b6e0
    10.           .rodata  8036e640 0003823f 0036b700
    11.             .data  803a6880 0003dd74 003a3940
    12.              .bss  803e4600 00022b80 003e16c0
    13.            .sdata  80407180 00000cec 003e16c0
    14.             .sbss  80407e80 00001ce4 003e23c0
    15.           .sdata2  80409b80 00008bc4 003e23c0
    16.            .sbss2  80412744 00000000 003eaf84
    17.    .debug_srcinfo           000000 00000000
    18.    .debug_sfnames           000000 00000000
    19.            .debug           000000 00000000
    20.             .line           000000 00000000
    21.  
    22.  
    23. Linker generated symbols:
    24.            _db_stack_addr 80424748
    25.             _db_stack_end 80422748
    26.                 __ArenaLo 80424760
    27.                 __ArenaHi 81700000
    28.                   _f_init 80003100
    29.               _f_init_rom 80003100
    30.                   _e_init 80005530
    31.                   _fextab 80005540
    32.               _fextab_rom 80005540
    33.                   _eextab 80005588
    34.              _fextabindex 800055a0
    35.          _fextabindex_rom 800055a0
    36.              _eextabindex 800055fc
    37.                   _f_text 80005600
    38.               _f_text_rom 80005600
    39.                   _e_text 8036e238
    40.                  _f_ctors 8036e240
    41.              _f_ctors_rom 8036e240
    42.                  _e_ctors 8036e608
    43.                  _f_dtors 8036e620
    44.              _f_dtors_rom 8036e620
    45.                  _e_dtors 8036e630
    46.                 _f_rodata 8036e640
    47.             _f_rodata_rom 8036e640
    48.                 _e_rodata 803a687f
    49.                   _f_data 803a6880
    50.               _f_data_rom 803a6880
    51.                   _e_data 803e45f4
    52.                    _f_bss 803e4600
    53.                    _e_bss 80407180
    54.                  _f_sdata 80407180
    55.              _f_sdata_rom 80407180
    56.                  _e_sdata 80407e6c
    57.                   _f_sbss 80407e80
    58.                   _e_sbss 80409b64
    59.                 _f_sdata2 80409b80
    60.             _f_sdata2_rom 80409b80
    61.                 _e_sdata2 80412744
    62.                  _f_sbss2 80412744
    63.                  _e_sbss2 80412744
    64.                  _f_stack 80412744
    65.              _f_stack_rom 80412744
    66.                  _e_stack 80412744
    67.               _stack_addr 80422748
    68.                _stack_end 80412744
    69.                _heap_addr 003dfff0
    70.                 _heap_end 003dfff0
    71.              _nbfunctions 00003249
    72.            _rom_copy_info 80005494
    73.            _bss_init_info 80005518
    74.                _SDA_BASE_ 8040f180
    75.               _SDA2_BASE_ 80411b80
    76.                    _ctors 8036e240
    77.                    _dtors 8036e620
    78.            _eti_init_info 800055dc
    And since it's a mapping file, and since I love Dolphin so much, I can use this mapping file in it's debugger!

    http://i39.tinypic.com/4sgpyw.png

    Click here to get the file, 7zip needed to open.

    I might post the demo later when I feel like it. It's sorta small, but I might be busy later during the day (porn).

    EDIT: Heh, go figure - Wind Waker/Twilight Princess/etc come with mapping files too. But I never saw one this huge in SMS ~ so I guess that's why I posted it here. :P
     
  2. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    Lol debug building =P

    By the way, are those other games you mentioned also prerelease versions or the final versions? Because if it's the final versions then total fail, seriously =P
     
  3. evilhamwizard

    evilhamwizard

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    Final versions, in a folder called "MAP". :P

    But I looked all over SMS and I never found this mapping file anywhere except in this demo. Other games kinda have their mapping files setup for separate things like objects. But if you find demo versions, they're in there as well. The cool thing is that you can use them as an advantage in Dolphin for easy debugging. :)

    Note the blank addresses for the debug things, probably means they cleared it all out. :(
     
  4. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    What the fuck :psyduck: Are the maps executables or what?
     
  5. Shibunoa

    Shibunoa

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    Sonic CD!
     
  6. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    =P

    Although no idea how those games were made. And I don't think that you'd make a folder called "MAP" and put executables in it... but who knows really >_> They had put the system menu as part of the game executable instead of being firmware code after all =/
     
  7. evilhamwizard

    evilhamwizard

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    Speaking of Sonic CD, the GC/PS2 ports include these elf files for every Zone/Act that contain labels to things. You can load them up in IDA Pro and they actually look like they can be helpful.

    I made a post about a year a go in another topic here.
     
  8. celebi23

    celebi23

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    Hrm, very interesting. Makes me wonder what other leftovers are in Super Mario Sunshine. Maybe even something like the Zelda WW Spaceworld 2001 Forest that was still on the retail disc.
     
  9. WHAT? Linkplz!

    On topic-ish: I still want to play the version of Sunshine that was first shown off at the same Spaceworld... =(
     
  10. evilhamwizard

    evilhamwizard

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    Don't get your hopes up. It's not playable and all the textures are missing. :(

    http://www.jaytheham.com/zc/wwbar.html

    Scroll all the way down. It's the purple+green mess.

    Speaking of WW, there's a Map Select menu that I'm surprised no one has tried hacking out yet. TP uses a similar map select (with 500 maps, not kidding - most of them are completely unused), but the files are only on the in store demo of TP, and only the maps needed for the demo to play are inside. Also, the demo was compiled at a later date. :\

    To view the map select contents of that file from the TP demo, you need to open it in a word processor that's capable of displaying the Japanese format. Otherwise, it'll just be a mess of text with the word MAP all over the place.
     
  11. Afti

    Afti

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    Would it be possible to hack TP Map Select together by porting unique files and calls to said files into the full version?
     
  12. Diablohead

    Diablohead

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    Wow, WW had a lot of stuff, in a way it seems Nintendo give us more beta goodies in their games then Sega do :P
     
  13. Phos

    Phos

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    That's because Nintendo actually did instancing during development between 1996 and 2006 =P

    No seriously, the E3 build of Sonic 06 was basically the final game.
     
  14. Diablohead

    Diablohead

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    Has anyone ripped open mario 64 in such a way like we do with sonic games? I know there are certain left overs which are discovered already but leftover code and other things usually appear when someone rips the data apart in a deep way.
     
  15. evilhamwizard

    evilhamwizard

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