Mario + Rabbids Kingdom Battle
|Mario + Rabbids Kingdom Battle|
This game has unused code.
|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.
Deserialize the binary C++ scripts. There's MANY.
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 Ubisoft's own 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.
- 1 Unused Textures
- 2 Unused Models
- 3 Debugging Content
- 4 Internal Project Names
- 5 Leftover Tom Clancy's The Division data
- 6 Developer text
- 7 Unused code
- 8 Unused Music
- 9 Internal character names
Development capture of Switch controller connection UI
The file \moria\baked\art\ui\coliseum\placeholder_joycon_applet.dds in the base game is a texture that has an image of the Nintendo Switch controller connection UI, behind the image is multiple lines of "NX". NX was the codename for Nintendo Switch.
Missing texture placeholder
The file textures\missing.dds in the base game is a texture to stand in for a missing texture file.
Unused bootup splashes
The file \moria\baked\art\ui\boot\snowdrop.dds in the base game is a texture that is most likely a game bootup splash screen past the main logos, it also has a black background and its pretty colorful too!
The file moria\baked\art\ui\boot\nintendo.dds in the base game is a texture of a somewhat poorly drawn Nintendo logo, it also has a white background.
The file moria\baked\art\ui\boot\ubisoft.dds in the base game is a texture of a pretty colorful Ubisoft logo, while a Ubisoft logo was obviously used, this one wasn't, it also has a black background.
The file moria\baked\art\ui\cursors\cursor_default.tga in the base game is a texture of an extremely tiny plunger, most likely a mouse cursor for an internal PC version of the game, the white background is also present!
Fake Collision box
Similar to the missing texture image, there is an icon for a fake collision box present in the file moria/baked/Art/Environments/zPlaceholder/fakecollision_ang_d.dds.
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.
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.
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's main internal name is Moria, given by the directory going by the name and many other references in files. rr5 is another relating to the Built by rr5.buildfarm string, this likely means Raving Rabbids (project/game) 5, relating to originally being the 5th game in the series, likely proving the game was still in development since Rabbids Land (rr6, also the main project name) or delayed in the Wii U era.
|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.
//does anyone know why this file is in here? // 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
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
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">
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.
Internal character names
|Internal name||In-game name|