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): Memory map: Starting Size File address Offset .init 80003100 00002430 000001c0 extab 80005540 00000048 00002600 extabindex 800055a0 0000005c 00002660 .text 80005600 00368c38 000026c0 .ctors 8036e240 000003c8 0036b300 .dtors 8036e620 00000010 0036b6e0 .rodata 8036e640 0003823f 0036b700 .data 803a6880 0003dd74 003a3940 .bss 803e4600 00022b80 003e16c0 .sdata 80407180 00000cec 003e16c0 .sbss 80407e80 00001ce4 003e23c0 .sdata2 80409b80 00008bc4 003e23c0 .sbss2 80412744 00000000 003eaf84 .debug_srcinfo 000000 00000000 .debug_sfnames 000000 00000000 .debug 000000 00000000 .line 000000 00000000 Linker generated symbols: _db_stack_addr 80424748 _db_stack_end 80422748 __ArenaLo 80424760 __ArenaHi 81700000 _f_init 80003100 _f_init_rom 80003100 _e_init 80005530 _fextab 80005540 _fextab_rom 80005540 _eextab 80005588 _fextabindex 800055a0 _fextabindex_rom 800055a0 _eextabindex 800055fc _f_text 80005600 _f_text_rom 80005600 _e_text 8036e238 _f_ctors 8036e240 _f_ctors_rom 8036e240 _e_ctors 8036e608 _f_dtors 8036e620 _f_dtors_rom 8036e620 _e_dtors 8036e630 _f_rodata 8036e640 _f_rodata_rom 8036e640 _e_rodata 803a687f _f_data 803a6880 _f_data_rom 803a6880 _e_data 803e45f4 _f_bss 803e4600 _e_bss 80407180 _f_sdata 80407180 _f_sdata_rom 80407180 _e_sdata 80407e6c _f_sbss 80407e80 _e_sbss 80409b64 _f_sdata2 80409b80 _f_sdata2_rom 80409b80 _e_sdata2 80412744 _f_sbss2 80412744 _e_sbss2 80412744 _f_stack 80412744 _f_stack_rom 80412744 _e_stack 80412744 _stack_addr 80422748 _stack_end 80412744 _heap_addr 003dfff0 _heap_end 003dfff0 _nbfunctions 00003249 _rom_copy_info 80005494 _bss_init_info 80005518 _SDA_BASE_ 8040f180 _SDA2_BASE_ 80411b80 _ctors 8036e240 _dtors 8036e620 _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
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
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.
=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 =/
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.
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.
WHAT? Linkplz! On topic-ish: I still want to play the version of Sunshine that was first shown off at the same Spaceworld... =(
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.
Would it be possible to hack TP Map Select together by porting unique files and calls to said files into the full version?
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
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.
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.
Not sure what you mean, but you can check out the latest Super Mario 64 hacking developments here: http://jul.rustedlogic.net/forum.php?id=41