gridatttack
 Buzzy Beetle Rarity FTW
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Originally posted by PatSter21 Thanks to Ralf helping me 'convert' the Debug Menu code, I've successfully created the Debug Menu code for Super Monkey Ball 2 (NTSC-J)!
Here it is:
13QN-UBG7-FKBHQ
NPDM-4XAU-005MD
3R7R-Z1KT-YGDFU
I will post findings as I discover them!
Wait. Wasnt it supposed to be already a debug code? I have been using it all the time >.<
Anyway, unfortunately, the model viewers and some stuff dont work, because they might be compressed so the game crashes.
Would be interesting to open the files, since apparently, it has all the categories of the previous game.
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gridatttack
 Buzzy Beetle Rarity FTW
Level: 42
   
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Since: 08-26-09
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Sorry for bumping, but I got some notes I would like to share, now that I am finally able to play around with the debug menu in my wii.
So I found out, viewing the models in the debug menu by stage, that a lot of the old SMB1 stages are still in the game, with their textures and all.
Also regarding the weird city texture I posted, you can view it in the model by stage test, pressing x. Some stages even have a similar fashion small image in which appears to be a photo showcasing world 6.
Also I noted that some stages, like stage 139 IIRC, dont have textures, but they have collisions. So I will try to rip the models and see if we can figure out the terrain of such stages.
Also that stage, which freezes when the ball hits the ground, the fault could be something in the level is causing that, or the level is missing something for it to work properly.
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PatSter21

Level: 18
   

Posts: 57/61
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Since: 07-14-12
From: California, US
Since last post: 7.8 years Last activity: 2.7 years
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Originally posted by gridatttack Sorry for bumping, but I got some notes I would like to share, now that I am finally able to play around with the debug menu in my wii.
So I found out, viewing the models in the debug menu by stage, that a lot of the old SMB1 stages are still in the game, with their textures and all.
Also regarding the weird city texture I posted, you can view it in the model by stage test, pressing x. Some stages even have a similar fashion small image in which appears to be a photo showcasing world 6.
Also I noted that some stages, like stage 139 IIRC, dont have textures, but they have collisions. So I will try to rip the models and see if we can figure out the terrain of such stages.
Also that stage, which freezes when the ball hits the ground, the fault could be something in the level is causing that, or the level is missing something for it to work properly.
I haven't been on here in months, because of some issues I've been having accessing the website (regarding my browser's useragent, I found out).
Where can I find these stages in the model viewer?
Also, what software would you use to rip models?
I noticed that in the level, the ball never actually hits the ground, it's slightly above the ground before it crashes. |
gridatttack
 Buzzy Beetle Rarity FTW
Level: 42
   
Posts: 341/375
EXP: 494289 For next: 27073
Since: 08-26-09
Since last post: 5.3 years Last activity: 2.0 years
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Originally posted by PatSter21
Originally posted by gridatttack Sorry for bumping, but I got some notes I would like to share, now that I am finally able to play around with the debug menu in my wii.
So I found out, viewing the models in the debug menu by stage, that a lot of the old SMB1 stages are still in the game, with their textures and all.
Also regarding the weird city texture I posted, you can view it in the model by stage test, pressing x. Some stages even have a similar fashion small image in which appears to be a photo showcasing world 6.
Also I noted that some stages, like stage 139 IIRC, dont have textures, but they have collisions. So I will try to rip the models and see if we can figure out the terrain of such stages.
Also that stage, which freezes when the ball hits the ground, the fault could be something in the level is causing that, or the level is missing something for it to work properly.
I haven't been on here in months, because of some issues I've been having accessing the website (regarding my browser's useragent, I found out).
Where can I find these stages in the model viewer?
Also, what software would you use to rip models?
I noticed that in the level, the ball never actually hits the ground, it's slightly above the ground before it crashes.
The debug select stage shows which stage number they are from 001 to 420. Find that stage in the debug select stage so you know which file is it.
I used gxgma to rip it, then I opened it up in google sketchup.
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Jload
Random nobody
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Since: 10-12-13
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Originally posted by PatSter21 Thanks to Ralf helping me 'convert' the Debug Menu code, I've successfully created the Debug Menu code for Super Monkey Ball 2 (NTSC-J)!
Here it is:
13QN-UBG7-FKBHQ
NPDM-4XAU-005MD
3R7R-Z1KT-YGDFU
I will post findings as I discover them!
I'm Japanese user.
Although the code was used, the debug mode did not come out.
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PatSter21

Level: 18
   

Posts: 60/61
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Since: 07-14-12
From: California, US
Since last post: 7.8 years Last activity: 2.7 years
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Originally posted by Jload
Originally posted by PatSter21 Thanks to Ralf helping me 'convert' the Debug Menu code, I've successfully created the Debug Menu code for Super Monkey Ball 2 (NTSC-J)!
Here it is:
13QN-UBG7-FKBHQ
NPDM-4XAU-005MD
3R7R-Z1KT-YGDFU
I will post findings as I discover them!
I'm Japanese user.
Although the code was used, the debug mode did not come out.
Hello,
The debug menu won't come up immediately - it must be invoked during a stage using L+Start.
Go to any stage (as long as you're playing it), and press the L button and the start button simultaneously.
A window will appear, use the D-Pad to navigate through it. I suggest choosing the BALL option - it's the least intrusive. You can use the analogue stick to move the window raound and the C stick to size it. Sizing it to the max position and filling the entire screen with it is the least intrusive (it only dims the screen a bit).
Anyway, you can then go back to the title screen and press Start to invoke the normal Debug Menu access panel. |
commandhat
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I was bored and had a lot of spare time to use, so I decided to throw my (considerable) weight at the mystery behind the Debug Data and made a small discovery.
Before you try this in Dolphin, let me say that I did this on an NTSC gamecube, so trying to do this in Dolphin may have different results or may actually do nothing at all.
The first thing I did was, before writing the debug data, I checked every menu that did not lead me directly to a level. Single Player -> Practice, Options -> Controller Settings, etc.
Then I wrote the debug data, checked every menu again, and found something.
If you write the debug data, then go to Singleplayer, Practice, Story Mode World 1, the beginner story mode levels are no longer there - instead, you're pointed to the empty test worlds. Which ones I don't know, aside from the fact they play the story mode world select music.
Starting a new singleplayer file still gives you the actual story mode world 1 levels, so no levels are overwritten, just a list of pointers (I think) changed. |