
The DS remake replaced this with a much larger room in a separate map with the sign, two stained-glass windows - with the one on the right warping to the slide, doors that allow you to swap characters, and a door going to Peach's Rec Room.ĭespite this, the original room is still a part of the castle model, complete with the sign and Secret Slide warp, though most of the textures are incorrect and it doesn't have any collision. In the original game, the room containing The Princess' Secret Slide is a small hexagonal room with a sign and three stained-glass windows of Peach. The names for the unused maps come from the crash debugger/map select and model/directory names, respectively. The levels don't have proper star select screens, so they just display text from other parts of the game.
Either input the Action Replay codes listed on the Notes page, then hold Select when loading a used save file, or use the map select.
file-id - Unknown, may be the last file ID that was read from the ROM's file system. The first number is the type ID (in the above screenshot it is 3, which corresponds to STAGE). ProfName - Identifies which actor type caused the problem. LoopProc - Which part of the main loop was running at the time of the crash corresponds to a specific virtual function on the problem actor. PlayerID - The character that was being used at the time. The BUILDTIME text file is printed on the top of the screen. Here's an explanation of some of the info on it: It was used by the developers to debug crashes and other errors in the game since it helps pinpoint exactly where an issue occurred in the code. This screen also exists in Animal Crossing: Wild World and New Super Mario Bros. Super Mario 64 DS is a remake of the N64 original, adding minigames, new playable characters, new areas, improved graphics, and 30 more Stars to collect. This game has hidden development-related text. The Super Mario 64 DS Downloads tabs just takes me to a page that only has downloads for Whitehole and Wiiexplorer.Also known as: Shényóu Mario DS / 神游马力欧 DS (CN) Where can I get the latest version of the editor? Oh nvm, didn't read through your response correctly, sorry!Įdit: Finally got it to work, thanks so much for the help! If you want to use the collision types available in one level in another, you can copy them over using the CLPS editor. It's set to zero by default which in most levels is solid. Change the collision type per material to the ID of the collision type you want (you can view/edit a level's collision types in the CLPS editor (CLPS in Level Editor)), click on 'Assign Types' and then import the model. Yes there is: when you load a model to import, either in the KCL editor or Model Importer there's a table that lists the materials and the collision types they'll be imported with.
I still don't get how we're supposed to use the KCL editor, I mean, theres just a bunch of yellow lines and numbers :I I'm again sorry for being so noobyĮDIT: If i get it correctly there's no way to make a collisions based on textures, like it is in the SM64 model importer?