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Mario + Rabbids Kingdom Battle

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Title Screen

Mario + Rabbids Kingdom Battle

Developers: Ubisoft San Francisco, Ubisoft Milan, Ubisoft Paris, Ubisoft Montpellier, Ubisoft
Publishers: Ubisoft (INT), Nintendo (JP/TW/HK/KR)
Platform: Nintendo Switch
Released internationally: August 29, 2017
Released in JP: January 8, 2018
Released in KR: January 8, 2018
Released in CN: February 15, 2022
Released in HK: January 8, 2018
Released in TW: January 8, 2018


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Deserialize the binary C++ scripts. There's MANY.
  • Figure out a better way to view the in-game models and textures.
  • View 3ds_max_test_files.
  • This and this.
  • There's existing code in the base game for the PVP mode.
  • There's supposedly a prototype build of the game on that NAND dump.

Mario + Rabbids Kingdom Battle is a, shall we say,... unexpected crossover between Nintendo's Mario and Ubisoft's Rabbids franchises, which takes the form of a turn-based tactical RPG a la the X-COM series. Despite the odd crossover idea, the game did rather well with audiences and critics alike. It was also Ubisoft's first Switch-exclusive game to use the Snowdrop Engine, the first time the engine was ever used on a Nintendo platform.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info
MRKB Slide Texture.png
Unused Textures
Crude placeholders as far as the eye can see.

Unused Models

Bwapeach

Mario+Rabbids-Bwapeach.png

An early base design for the Lava Queen known as chr_enm_bwapeach_tpose_01 can be found in moria\sdf\nx\data\moria\baked\art\animation\01-chr\03-enm\bwapeach.
The model features hair different from the final Lava Queen design, and lacks many of the Lava Queen's defining features, such as her horned helmet, cape and gloves.

(Source: CometMedal)

Debugging Content

Hmmm...
To do:
Figure out how to enable them.

Many files in the game are named and have debug in the file content. Functions are:

  • TOGGLE_FREE_CAMERA: Toggles a free camera, sends /console Moria.Camera.ToggleFreeCamera to the in-game console.
  • Teleport To Camera: Teleports the team to the camera position.
  • LockFreeCamera: Locks the free camera, sends /console Moria.Camera.LockFreeCamera to the in-game console.
  • Toggle Unlimited Ammo: Gives the player unlimited ammo, sends /console Moria.Ammo.UnlimitedAmmo to the in-game console.
  • Add Ammo Clip: Unknown.
  • Toggle Invulnerable Mode: Makes the team and AIs(?) invulnerable.
  • Toggle God Mode: Toggles God Mode(?).
  • Toggle No Aggro Mode: Toggles No Aggro Mode.
  • Unstuck: Unknown.
  • Toggle Ghost Camera: Toggles AI cameras?
  • DEBUG_TOGGLE_PAUSE: Toggles pausing, can affect cinematics and menus.
  • DebugTeleport: Unknown, likely teleports the team.
  • DebugAnim: View animations?
  • DebugStartGame Starts game.
  • DebugStopWinCombat: Terminates a battle with a forced win factor.
  • DebugStopLoseCombat: Terminates a battle with a forced lose factor.
  • DebugFMFreeze: Unknown, Free Movement freeze?
  • DebugPlaytestFeedback: Playtesting feedback for Debug.
  • DebugPlaytestFeedbackExit: Exiting playtesting feedback for Debug.
  • DebugPlaytestFeedback_TooEasy: Responding with "Too Easy" to the playtesting feedback for Debug.
  • DebugPlaytestFeedback_TooHard: Responding with "Too Hard" to the playtesting feedback for Debug.
  • DebugCinematicSkip: Skips the cutscene.
  • DebugAmiiboUnlock: Unlocks amiibos.
Hmmm...
To do:
Check all updates for some likely added in multiple.

As of the updates, a few more were added.

  • DebugPuzzleSkip: Skips the current puzzle.
  • DebugAddGoldCoins: Adds an unknown amount of coins to the current balance, also usable as a UI action, hardcoded.
  • DebugAddOrbCoins: Adds an unknown amount of experience orbs to the current balance, also usable as a UI action, hardcoded.

Internal Project Names

The game went with multiple mainly, Moria, given by the directory going by the name and many other references in files. rr5 is another relating to a string in the game executable, likely meaning Raving Rabbids (project/game) 5, relating to originally being the 5th game in the series, despite Rabbids Land came out earlier as rr6, suggesting this title was delayed in the Wii U era. The last one mentioned in files is RKB, which is unsurprisingly short for likely Rabbids Kingdom Battle.

Release Text
Base Built by rr5.buildfarm/PDC-BLD-481
1.9.58692 Built by rr5.buildfarm/PDC-BLD-522

Leftover Tom Clancy's The Division Data

Many files mention rouge and directories, which is the internal name for that game, meaning the game was likely built off a build of that game.

Developer Text

Hmmm...
To do:
Sort through them.
 TEMP - TEMP - TEMP - This is a horrible hack and absolutely must be fixed
YTriangle Hold Down
I changed this text value in Oasis>>not used in RKB ?
placeholder
placeholderText
|emptyplaceholderText|
asd
Good morning placeholder
Do Not Use
Test
To Be Approved
Work in Progress
Map Type (Determines Compression)
DO NOT SENT IN TRANSLATION AS OF NOW
Placeholder UNUSED text DO NOT TRANSLATE
//does anyone know why this file is in here?

moria/game system data/fruit/team/team_settings.fruit has this note.

 DO NOT DELETE THIS PLEASE!!
 This file is here in order to make the DLC discovery system work, since it needs at least a reference to a "retail" juice in the gameroot.

A note in various scripting files.

Unused Code

PVP Code

Present in the base game is a call loading a spawn location file for PVP which was later added in a semi-recent update, most likely Ubisoft was internally working on the PVP mode since Day 1!

file PVP ./spawnlocations/pvp-spawnlocations.juice

Revive Mechanic

Hmmm...
To do:
Is this leftover from that other or specific to this game?

Present in moria/game system data/team/techniquesettings/techniqueparameters.fruit is a revival function.

bool myRevive FALSE < tooltip="can revive dead characters">

Unused Music

The Phantom's song in this game has three verses in the files, but only the first and last are played in-game. The second one has the Phantom talk about how Mario and co's attacks are ineffective against him, and was presumably going to play before the party figured out his weakness in the boss battle. According to an interview by Grant Kirkhope, the game's composer, the second verse was scrapped because the devs didn't have time to animate it in-game.

(Source: Mario + Rabbids Kingdom Battle: Full Phantom of the Bwahpera Song Gaming Reinvented (YouTube))

Development Leftovers

Compilation Logs

The first three DLC packs have a few compilation logs from internal development, relating to packing the assets.

Download.png Download Mario + Rabbids Kingdom Battle DLC Compilation Logs
File: MRKB_DLCLogFiles.zip (78 KB) (info)


PSD in Donkey Kong DLC

Hmmm...
To do:
Look at the metadata fully, also this.

fxsanddust02_4x2_d's source texture file is present. It suggests that the texture was created on March 10th of 2010 at 1:56 AM + 12 seconds and modified on March 5th of 2016 at 8:05 AM + 56 seconds.

Internal Character Names

Internal name In-game name
bwapeach Rabbid Peach
bwario Rabbid Wario
bwaluigi Rabbid Waluigi