Mario Kart: Double Dash!! (July 5th, 2004 debug build): Difference between revisions
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{{Prototype | {{Prototype | ||
|titlescreen=MKDDDebug Title.png | |titlescreen=MKDDDebug Title.png | ||
|Page name=Mario Kart: Double Dash (July | |Page name=Mario Kart: Double Dash!! (July 5th, 2004 prototype) | ||
|builddate= | |builddate=July 5th, 2004 13:04:10 | ||
|status=Released | |status=Released | ||
|dumper=Anonymous | |dumper=Anonymous | ||
|releasedby=Forest of Illusion | |releasedby=Forest of Illusion | ||
|filereleasedate=May 13, 2022 | |filereleasedate=May 13, 2022 | ||
|final_builddate={{RegionDate|EU|October 3rd, 2003 00:41:20}}{{RegionDate|US|October 6th, 2003 18:03:54}}{{RegionDate|JP|October 9th, 2003 18:35:51}} | |||
|origin_type=NR disc | |origin_type=NR disc | ||
|game=Mario Kart: Double Dash | |origin_label=MarioKartDD USA 2004.7.5 No. 04629 | ||
|game=Mario Kart: Double Dash!! | |||
|system=Nintendo GameCube | |system=Nintendo GameCube | ||
|genre=Racing | |genre=Racing | ||
|release_date={{RegionDate|JP|November 7, 2003}}{{RegionDate|EU|November 14, 2003|}} {{RegionDate|US|November 17, 2003}} {{RegionDate|AU|November 19, 2003}} | |release_date={{RegionDate|JP|November 7, 2003}}{{RegionDate|EU|November 14, 2003|}}{{RegionDate|US|November 17, 2003}}{{RegionDate|AU|November 19, 2003}} | ||
|unreleased=No | |unreleased=No | ||
}} | }} | ||
Line 18: | Line 20: | ||
|external=https://archive.org/details/mario-kart-double-dash-debug | |external=https://archive.org/details/mario-kart-double-dash-debug | ||
}} | }} | ||
A debug-enabled build of '''Mario Kart: Double Dash''' built | A debug-enabled build of '''Mario Kart: Double Dash!!''', built roughly 7 months after the game's release and nearly 8 months after the Japanese retail version was completed. The build's purpose is unknown, though a sticker on the NR disc notes that this belonged to Nintendo ''Research & Engineering Division'' (''RED''). | ||
==Notes== | ==Notes== | ||
===Debug Features=== | |||
{{Tcrf link|Mario Kart: Double Dash!!/July 5th, 2004 Debug Build}} | {{Tcrf link|Mario Kart: Double Dash!!/July 5th, 2004 Debug Build}} | ||
*Holding '''D-Pad Left''', '''Up''' or '''Right''' on the Nintendo logo triggers one of three Lakitu animations. | |||
*Pressing '''Z''' + '''Start/Pause''' on the title screen or any subsequent menus brings up a debug menu that lets you access various game modes and menus. | |||
**'''Race''' contains various game modes; Time Trials, Grand Prix, Versus and Battle Mode. | |||
**'''Test''' freely lets the player go to any menu, display dialog boxes, show the Award Ceremony or skip to the Ending. The option to display the opening cutscene does not work. | |||
**'''Record''' toggles various unlockables and earned cups. | |||
*Holding '''Z''' + '''X''' or '''Z''' + '''Y''' before the start of a race forces 2 laps or 1 lap respectively. | |||
*Pressing '''Z''' + '''D-Pad Down''' during a race displays a frame counter on the bottom of the screen. 60 frames equals to 1 second. | |||
*Pressing '''Z''' + '''R''' on a controller plugged into port 2 toggles debug pages and a process bar on the bottom of the screen. The debug pages are as follows: | |||
**'''USR PAGE''' displays detailed information during a race, including - but not limited to - player type, coordinates and item box chances. Use the '''C-Stick Left'''/'''Right''' to toggle between pages. Everything after page 3 is empty. | |||
**'''PROC TIME''' lets the player measure CPU usage. Press '''C-Stick Down''' to start, stop or clear measured data. | |||
**'''MEMORY MAP''' shows parts of memory in detail. Pressing '''A''' brings up more detailed information in '''HEAP SPEC'''. | |||
*Pressing '''Y''' on the LAN Mode connection screen displays detailed network information. | |||
*Pressing '''L''' + '''D-Pad Down''' disables the game's music. | |||
*The exception handler is enabled by default, and will show up after a fatal game crash. | |||
A handful of unique debug features are also present, but otherwise go unused. See ''The Cutting Room Floor'' for details. | |||
===Misc=== | |||
*The original disc file name is referenced in the game title: <tt>43 2004.07.05 MarioKartUM.gcm</tt>. | |||
*Only a handful of files were changed between the North American retail release and this debug build. | |||
**An extra file is present for resolving addresses into function names <tt>debugInfoM.MAP</tt>. | |||
**The item box chance lists are identical to the Japanese retail version despite this being a North American build. | |||
==Gallery== | ==Gallery== | ||
<gallery mode="packed"> | <gallery mode="packed"> | ||
Mario-kart-double-dash-usa-prototype-disc-front.jpg|NR disc. | |||
</gallery> | |||
<gallery mode="packed" heights="150"> | |||
Gamecube-MKDD-Debug_Opening-1.png|Nintendo logo. | |||
Gamecube-MKDD-Debug_Title-1.png|Title screen. | |||
Gamecube-MKDD-Debug_MainMenu-1.png|Debug mode select. | |||
Gamecube-MKDD-Debug_CharacterSelect-1.png|Debug character select. | |||
Gamecube-MKDD-Debug_CourseSelect-1.png|Debug course select. | |||
Gamecube-MKDD-Debug_MainMenu-2.png|Debug screen select. | |||
Gamecube-MKDD-Debug_SceneTest-1.png|Debug scene select. | |||
Gamecube-MKDD-Debug_MessageTest-1.png|Debug message select. | |||
Gamecube-MKDD-Debug_Dialogue-1.png|Message box. | |||
Gamecube-MKDD-Debug_RecordSet-1.png|Debug unlockable toggles. | |||
Gamecube-MKDD-Debug_Timer-1.png|In-game frame counter. | |||
Gamecube-MKDD-Debug_UsrPage-1.png|In-game "USR PAGE" screen. | |||
Gamecube-MKDD-Debug_ProcTime-1.png|In-game "PROC TIME" screen. | |||
Gamecube-MKDD-Debug_MemoryMap-1.png|In-game "MEMORY MAP" screen. | |||
Gamecube-MKDD-Debug_LANMode-1.png|LAN Mode network information. | |||
Gamecube-MKDD-Debug_FailedAssertion-1.png|Failed assertion. | |||
Gamecube-MKDD-Debug_ExceptionHandler-1.png|Exception handler. | |||
</gallery> | </gallery> | ||
==See also== | ==See also== | ||
*[http://redump.org/disc/94265/ Redump.org entry] | *[http://redump.org/disc/94265/ Redump.org entry] | ||
*[https://web.archive.org/web/20230325220026/https://forestillusion.com/2022/mario-kart-double-dash-usa-prototype Forest of Illusion release post (archived)] | |||
{{Prototype Footer|{{Navbox prototype|Mario Kart: Double Dash}}}} | {{Prototype Footer|{{Navbox prototype|Mario Kart: Double Dash!!}}}} |
Latest revision as of 11:42, August 16, 2024
Mario Kart: Double Dash!! (July 5th, 2004 debug build) | ||||||||||||||||||||||||
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Download Mario Kart: Double Dash!! (July 5th, 2004 debug build) (info) |
Download Mario Kart: Double Dash!! (July 5th, 2004 debug build) from external mirror |
A debug-enabled build of Mario Kart: Double Dash!!, built roughly 7 months after the game's release and nearly 8 months after the Japanese retail version was completed. The build's purpose is unknown, though a sticker on the NR disc notes that this belonged to Nintendo Research & Engineering Division (RED).
Notes
Debug Features
The Cutting Room Floor research
- Holding D-Pad Left, Up or Right on the Nintendo logo triggers one of three Lakitu animations.
- Pressing Z + Start/Pause on the title screen or any subsequent menus brings up a debug menu that lets you access various game modes and menus.
- Race contains various game modes; Time Trials, Grand Prix, Versus and Battle Mode.
- Test freely lets the player go to any menu, display dialog boxes, show the Award Ceremony or skip to the Ending. The option to display the opening cutscene does not work.
- Record toggles various unlockables and earned cups.
- Holding Z + X or Z + Y before the start of a race forces 2 laps or 1 lap respectively.
- Pressing Z + D-Pad Down during a race displays a frame counter on the bottom of the screen. 60 frames equals to 1 second.
- Pressing Z + R on a controller plugged into port 2 toggles debug pages and a process bar on the bottom of the screen. The debug pages are as follows:
- USR PAGE displays detailed information during a race, including - but not limited to - player type, coordinates and item box chances. Use the C-Stick Left/Right to toggle between pages. Everything after page 3 is empty.
- PROC TIME lets the player measure CPU usage. Press C-Stick Down to start, stop or clear measured data.
- MEMORY MAP shows parts of memory in detail. Pressing A brings up more detailed information in HEAP SPEC.
- Pressing Y on the LAN Mode connection screen displays detailed network information.
- Pressing L + D-Pad Down disables the game's music.
- The exception handler is enabled by default, and will show up after a fatal game crash.
A handful of unique debug features are also present, but otherwise go unused. See The Cutting Room Floor for details.
Misc
- The original disc file name is referenced in the game title: 43 2004.07.05 MarioKartUM.gcm.
- Only a handful of files were changed between the North American retail release and this debug build.
- An extra file is present for resolving addresses into function names debugInfoM.MAP.
- The item box chance lists are identical to the Japanese retail version despite this being a North American build.
Gallery
See also