Notes:New Super Mario Bros. Wii

1-Coin leftover early 7-Tower file differences
-The zone height was originally 1568 blocks, the final one is 1648. -Multiplayer scroll player tracking setting is "1" in the early file (track bottom player), and "6" in the final (track highest player). -Zone Lightning was changed to a more lit version in the final level. -Bounds for the final level were changed; the early file puts "64" in the upper bounds and "16" as lower bounds, while the final level only uses "80" as upper bounds. -Sound modulation was changed to "Underwater Echo" from "None". -The final level uses background IDs 5102, instead of IDs 0202. All three background slots are used in the final, while the original only uses one. Usage of three slots fixed the dissappearing background. -Multiplayer Coin Battle Coins were added. -A Super Guide block was added. -The tilt controlled grinder sprite was repositioned; it's a bit lower than in the early file. -A set of platforms was added above the midway point. -A lot of the brown moving platforms was increased in size. -The secret exit fake wall is now three tiles high instead of early 2. -The secret exit controller's settings were changed. What's strange is that not only the height value was increased by 1, but also the width value. In addition, the "type" setting was changed. -A new platform and a few more cannons were added above the secret exit. -The star coin was blocked by a coin brick wall, and it's platform was redesigned. -An invisible fire flower and coin block were added at the top. -The final boss door platform's layer was fixed.

Contents of CollectionCoinCourseSort.arc
0,1_1,normal 1,1_2,normal 2,1_3,normal 3,1_t1,normal 4,1_4,normal 5,1_5,normal 6,1_c1,normal 7,1_a1,secretNo 1-6 8,null,null 9,null,null 10,null,null 11,null,null 12,2_1,normal 13,2_2,normal 14,2_3,normal 15,2_t1,normal 16,2_g1,normalUnused Ghost House 17,2_4,normal 18,2_5,normal 19,2_c1,normal 20,2_a1,secretNo 2-6 21,null,null 22,null,null 23,null,null 24,3_1,normal 25,3_g1,normalTwo ghost houses in one world 26,3_2,normal 27,3_3,normal 28,3_t1,normal 29,3_g2,normal 30,3_4,normal 31,3_5,normal 32,3_c1,normal 33,3_a1,normal 34,null,null 35,null,null 36,4_1,normal 37,4_2,normal 38,4_3,normal 39,4_4,normal 40,4_5,normal 41,4_t1,normal 42,4_6,normal 43,4_7,normal4-7 is not in the retail game 44,4_c1,normal 45,4_a1,secretNo Ghost House and airship(?) 46,null,null 47,null,null 48,5_1,normal 49,5_2,normal 50,5_3,normal 51,5_4,normal 52,5_g1,normal 53,5_5,normal 54,5_6,normal 55,5_7,normal5-7 is not in the retail game 56,5_t1,normal 57,5_c1,normal 58,5_a1,secret 59,null,null 60,6_1,normal 61,6_2,normal 62,6_3,normal 63,6_t1,normal 64,6_g1,normal 65,6_4,normal 66,6_5,normal 67,6_6,normal 68,6_7,normal6-7 is not in the retail game 69,6_c1,normal 70,6_a1,normalNo airship(?) 71,null,null 72,7_1,normal 73,7_2,normal 74,7_3,normal 75,7_4,normal 76,7_t1,normal 77,7_5,normal 78,7_6,normal 79,7_7,normal7-7 is not in the retail game 80,7_c1,normal 81,7_a1,secretNo Ghost House, but includes a cannon(?) 82,null,null 83,null,null 84,8_1,normal 85,8_2,normal 86,8_3,normal 87,8_4,normal 88,8_t1,normal 89,8_5,normal 90,8_6,normal 91,8_7,normal 92,8_a1,normal? 93,8_c1,normal 94,8_t2,secretA secret tower? 95,null,null end

Yoshi Behaviours
Much to the disappointment of Super Mario World fans, New Super Mario Bros. Wii only had Yoshis appear in a few levels and you could not take them out into the world map either. They only levels Yoshis appear in are: 1-3, 2-5, 3-2, 4-5, 6-4 and 7-6.


 * Water - Mario unmounts from Yoshi automatically without an animation when he gets in contact with water.
 * Poison Water and Lava- Yoshi runs away like he was hit by an enemy rather than Mario dying instantly, Yoshi never does die he just runs away, and may fall off the level.
 * Platforms - Most do not start moving when Yoshi stands on them, if a platform is not in this list this is the case. In some cases this means objects do not react at all and Yoshi just stands on them like solid terrain or completly ignore them.
 * Bramballs - todo
 * W6 mountain "sidestep" edges - Glitchy behaviour
 * If events - Doesn't activate "IF" Events if set to Mario standing on ground
 * Muncher - Yoshi runs away if in contact with the top of them.
 * Castle Bosses - Yoshi can kill them with a ground pound but it does not trigger a cutscene and the game freezes when the battle is won while riding Yoshi because he does not have animations for the cutscene.
 * Tower Bosses - Same as Castle Bosses but has unused(?) animations for cutscenes.
 * Horizontal Pipe Entrances - Can see Mario's head out of the top of the pipe.
 * Ice Flows - Doesn't move along with them
 * Mecha-Koopas - Yoshi gets hurt when he jumps on them but he can eat them.
 * Bob-ombs - Can eat them but not spit them out.
 * Buzzy Beetles - He can lick them up and spit them out like Koopas.
 * Spiny Tops - edible, bounces on them
 * Pipe Cannons - Mario automatically dismounts from Yoshi without an animation when entering.
 * Doors - They cannot be entered while riding Yoshi.
 * ? Switches - Can be pressed by Yoshi even without being ridden on. Same with ! switches and P switches.
 * Sprite Pipe/Rolling Hill Pipe - Yoshi can't enter them; it's just Mario that goes through and leaves Yoshi behind.
 * Hammer, Boomerang, Fire, Ice and Sledge Bros. - As well as being able to spit out hammers in 1-3 yoshi can spit out boomerangs, ice balls, fire balls and sledges.
 * Giant Dry Bones - todo
 * Toad Balloons - Yoshi can eat them but they won't count towards getting the chest to appear.
 * Thwomps - Yoshi cannot bounce on top of them like some stronger enemies.
 * Cooligans - Yoshi gets hurt if jumping on them, but can eat them.
 * Wigglers - Yoshi cannot eat them, but can defeat them using a ground pound.
 * Giant Wigglers - edible

Exception Handler
http://rvlution.net/forums/viewtopic.php?f=28&t=588&start=3960#p17138 http://www.youtube.com/watch?v=fnRdSmbOvkw

Objects

 * Early Larry Koopa

Models

 * lift_intore.arc

Models

 * Mask.arc => contains some .bti files which should create the cave spot light effect, discarded in favor of the automatic effect -- (sprite 184)
 * Mask_flashlight.arc => flashlight cone, might be used for the flashlight raft -- (sprite 368)* Mask_flashlight_obake.arc => flashlight cone especially for a ghost house? The only visible difference are no small particle - unused?
 * obj_rubble.arc => final battle block, scrapped in favor of the tileset blocks which can be destroyed as well by fire, thus includes only two usable models -- (sprite 481)
 * obj_waterscreen.arc => I actually don't know what this should be for, maybe another layer of the water sprite? -- (sprite ??)
 * Yoshi.arc => Used Yoshi Model, but it's textures (green) might be unused, as it uses texture from separate files (Y_TexBlue.arc, green ect)

See here for updates:http://rvlution.net/forums/viewtopic.php?f=54&t=1474

Animations

 * K_rcha.arc => NPC Toad's animations
 * L_rcha.arc => looks like more player animations, includes credits sequence waiting pose
 * P_rcha.arc => Player animations, including some copies of Yoshi's and Toad's animations, ending_wait looks like it's worth investigating* Y_rcha.arc => Yoshi's animations

Peach Legs
Found that Princess Peach has legs in the model viewer. Seems to be a just-in-case type of thing, unless her model was ripped from somewhere else. If this picture isn't up to TCRF standards, I can retake it at another resolution, without the Windows bars, yada yada yada. It's just a proof-of-concept thing. Robotortoise 23:48, 30 July 2013 (EDT)




 * Is it the same model as Super Mario Galaxy? --Hiccup 07:09, 4 August 2013 (EDT)
 * Definitely not. --Peardian (talk) 17:17, 10 October 2013 (EDT)

Uh, guys? This is not unused. You know the part in the ending and other parts where Peach is going down? Well, you can see her legs there. And the shoes. --Hamza62240 (talk) 06:26, 5 November 2013 (EST)

Sound Effects
http://rvlution.net/forums/viewtopic.php?f=54&t=70&start=180#p39333