This game features some unused objects, most of which are just referenced in code and not actually on the game disc. However, files still remain for some of them.
/Race/Course/Object contains 8 unused models. Judging by the path, it looks like the object models used on the courses were originally stored in this directory, instead of inside the archive file for each track.
All of these models use MDL0 version 8 (the final models use version 11), and all its animations use CHR0 version 3 (the final animations use version 5). Because of this, attempting to load these will crash the game.
The textures of these models are stored in TEX0 version 1, when the final game only supports version 3. However, loading them actually works, since both versions share the same data structure with 1 section.
Given how the first Wii games that used MDL0 version 9 were released in early 2007, it is possible that these object models date from around that time or earlier.
castle_tree1.brres
Early
Final
An earlier version of the 3D trees from Mario Circuit and Moo Moo Meadows. It is almost identical to the final version, except with the texture having a bit of a different design. We can also see more differences when comparing the data between both files:
The final version added a low-poly version of the model, with its own texture.
The model, animation, bone and file names are all castle_tree1, instead of castletree1 like in the final version.
The material is named lambert262 in the early model, instead of tree3D.
The texture filename is t_tree_10.tex0, instead of t_tree_66.tex0. It is possible that the last number in said filename represents some kind of version number.
The early texture does not have any mipmaps at all, whereas two additional ones were added in the final version. Regarding its material parameters, the "MaxAnisotropy" parameter is set to 1, instead of 4; and both the "ClampBias" and "TexelInterpolate" are set to "False", instead of "True" like in the final version.
Regarding the shader parameters (Stage 0), the "TEV Color Output Function" originally had the equation "clamp(d + ((1 - c) * a + c * b))" instead of "clamp(d + ((1 - c) * a + c * b) * 2)", and its "Scale" parameter is set to "MultiplyBy1" instead of "MultiplyBy2". These changes are possibly a result of the texture being made darker in the final version, so that the colors look brighter in-game.
castle_tree2.brres
Early
Final
An earlier version of the 2D trees from Mario Circuit and Moo Moo Meadows. It is almost identical to the final version, except with this version having a bit of a different design. We can also see more differences when comparing the data between both files:
The early version lacks an animation.
The model, bone and file names are all castle_tree2, instead of castletree2 like in the final version.
The texture filename is p_tree062.tex0, instead of p_tree095.tex0. It is possible that the last number in said filename represents some kind of version number.
Regarding the material parameters, the culling is set to None (meaning the model will show up from both sides), while in the final version, it is set to Inside (meaning it will only show up from one side, although this is not apparent in-game, since the tree always looks at the player). The "MaxAnisotropy" is set to 1, instead of 2; and both the "ClampBias" and "TexelInterpolate" are set to "False", instead of "True" like in the final version.
Regarding the shader parameters (Stage 0), the "TEV Color Output Function" originally had the equation "clamp(d + ((1 - c) * a + c * b))" instead of "clamp(d + ((1 - c) * a + c * b) * 2)", and its "Scale" parameter is set to "MultiplyBy1" instead of "MultiplyBy2". These changes are possibly a result of the texture being made darker in the final version, so that the colors look brighter in-game.
choropu.brres
Model
Animation
Unused
Final
An earlier version of the Monty Moles found in Moo Moo Meadows. This model was ported from Super Mario 64 DS. This is apparent because, not only the model and texture from both games look the same, but the texture is named the same accross both games too (choropu_cmp4).
The early version only has the animation for jumping (jump.chr0), and the other one where it looks above the hole (known as start.chr0 in the final game) is missing.
It is noticeably smaller in size, and looks more primitive than the final model. In addition, the early version also lacks the hole model where it hides, and the body doesn't have reflection textures (lm_0 and lm_1).
This unused object seems to have been a test version of the bouncy mushrooms found in Mushroom Gorge. Its only texture, katachi_g_10.tex0, resembles several test textures found in other Nintendo games, such as Wii Sports Resort or Mario Kart 8.
It has one material named test02_lambert4, and a bone named polySurface28.
There does not seem to be any code leftover to load this object, and it is not referenced in ObjFlow.bin either.
kuribo.brres
Early
Final
An earlier version of the Goombas found in various courses. The model and animations look seemingly identical accross both versions at first. However, there are a few minor differences:
Prerelease
The early model lacked reflection textures (known as lm_0 and lm_1) and the material used by the model also lacks entries for these. This makes the model look noticeably less shiny.
The early version lacks a model for the shadow of the Goomba.
The older model had the culling set to Inside instead of None. This means that, if one looks at the early Goomba model from its back, the eyebrows would look invisible (which would explain why the culling setting was changed in the final version).
While the texture in both versions looks the same at first glance, the early version looks less pixelated. This is specially noticeable around the edges of the eyes.
The early texture is stored in the RGB565 image format, while the final version uses CMPR instead.
The older model has an additional bone named kuribo_all1
npc_mii_a.brres
Model
Animation
Texture
Previously believed to be the model for the unused Mii Outfit C, it appears that, according to the file name, it was actually going to be an outfit that only NPC Miis would wear (those seen in courses like Luigi Circuit or Coconut Mall), and thus it is very unlikely it has anything to do with the actual Mii Outfit C in the first place. It has one animation named wait.chr0.
When comparing the unused model textures to the original Toad textures, there are no differences apart from the clothes, which are red instead of blue. The texture mapping is also slightly different, as the clothing covers the belly.
The model has a face_1 bone located in the neck (much like every model in the game that is supposed to have a Mii head attached in). This is where the Mii head would be placed (below is an screenshot of the position where the Mii head is supposed to be in this model).
However, the npc_mii_a object entity does not seem to support loading Mii head models, since restoring the model and placing the object entity in-game won't make a Mii head appear (not even when playing as a Mii, or when the object entity is placed in courses that have Mii statues, like Luigi Circuit).
The npc_mii_a 3D model replacing one of the Mii statue models from Daisy Circuit, which shows the place where the Mii head is supposed to be in (ignore the broken texturing).
pakkun_f.brres
An earlier version of the Piranha Plants found in GCN Mario Circuit. The model is pretty much identical to the final version, with the exception being that the pipe model is present alongside the Piranha Plant model. In the final game, both the Piranha Plant and the pipe models are split into two separate models, since both are controlled by two separate object entities (pakkun_f and pakkun_dokan respectively).
Other minor differences include:
The model looks a bit darker.
The material that controls the model makes the leafs of the plant look opaque around its edges instead of transparent.
The culling of the model is set to Inside, when in the final game, it's set to None. This means that, for example, looking at the leaves of the plant from below will make them look invisible.
This model also contains the 3 animations for idling, attacking and getting damage. They all seem to be identical to the final versions, with the only exception being that the attacking animation is set to constantly loop, whereas in the final version, it only plays once when attacking.
An unused pendulum object. Its only texture, katachi_e_01.tex0, resembles several test textures found in other Nintendo games, such as Wii Sports Resort or Mario Kart 8.
It has one material named test01_lambert3, and a bone named pCube8.
There does not seem to be any code leftover to load this object, and it is not referenced in ObjFlow.bin either.
Unused Object Entities
To do: Try to load these in-game.
/Race/Common.szs/ObjFlow.bin contains a list with all objects that can be placed in a course, alongside properties for each one, such as their draw distance, if the object is solid or not, or if it uses an external file, like a 3D model.
Various objects listed in this file aren't present in any course of the game, therefore going unused.
sound_sand_fall
ID
0x00F
Generates a sand fall sound effect. The range where the sound comes from is controlled by the route.
It may have originally been used for the rising sand piles in Dry Dry Ruins.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✔
✘
-
-
-
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
flag
ID
0x067
Unknown object. Has data in the "GeoHit" tables.
flagBlend
ID
0x068
Unknown object. Has data in the "GeoHit" tables.
gnd_sphere
ID
0x069
A small light green object that extrudes itself in a sphere shape, likely a testing object. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Both its model and collision are culled from both sides. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
gnd_trapezoid
ID
0x06A
A small red object that extrudes itself in a trapezoid shape, likely a testing object. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Both its model and collision are culled from the upper side only. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
gnd_wave1
ID
0x06B
A blue waving object, likely a testing object, which looks similar to Rainbow Road's wavy section. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Its model is culled from the upper side only, while its collision is culled from both sides. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
gnd_wave2
ID
0x06C
A green waving object, likely a testing object, which waves differently to gnd_wave1. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Its model is culled from the upper side only, while its collision is culled from both sides. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
gnd_wave3
ID
0x06D
A brown waving object, likely a testing object, whose waves resemble sloshing water. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Its model and collision are culled from the upper side only. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
gnd_wave4
ID
0x06E
A blue waving object, likely a testing object, which waves following a ripple effect. This object, much like the rest of the unused gnd_* object entities, doesn't need any external files to work properly. Its model is culled from the upper side only, while its collision is culled from both sides. Curiously, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when said item was dropped.
Requires a route?
Is solid?
✘
✔
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
Requires external resources?
✘
dossunc_soko
ID
0x0DC
Seems to be a type of Thwomp. Has data in the "GeoHit" tables.
pile_coin
To do: Verify if this is truly unused. It may not be in any track, but this may be used for displaying the amount of coins a player has above their heads in online mode.
ID
0x077
Normal coin model that you can pass through, it has a wall bonk effect on the player. It does not seem to do anything else.
This object was likely a moving bouncy mushroom decoration variant meant for Mushroom Gorge, considering another similarly named object, kinokoT1, corresponds to the moving bouncy mushroom decoration used in said course. Has data in the "GeoHit" tables.
MFaceBill
ID
0x14B
Unknown object.
DKmarutaGCc
ID
0x15E
It was supposed to be on GCN DK Mountain. Maruta (丸太) translates to Log.
DKropeGCc
ID
0x15F
It was supposed to be on GCN DK Mountain.
v_stand1
ID
0x173
This is the solo match podium (the one that contains the 1, 2 and 3 placements), seen in Mario Circuit when winning a Grand Prix / VS Race / Battle. While the model is technically used (stored in /Demo/Award.szs/v_stand1.brres/v_stand1.mdl0), it never appears in the game as a object entity that can be placed in courses.
When loaded in, its respective model will be automatically placed much higher and farther than the position it was placed in the parameters file.
Requires a route?
Is solid?
Forward Draw Distance
✘
✘
0x1770
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
v_stand2
ID
0x174
This is the team match podium (the one that only consists of a flat surface), seen in Mario Circuit when winning a Grand Prix / VS Race / Battle. While the model is technically used (stored in /Demo/Award.szs/v_stand1.brres/v_stand2.mdl0), it never appears in the game as a object entity that can be placed in courses.
When loaded in, its respective model will be automatically placed much higher and farther than the position it was placed in the parameters file.
Requires a route?
Is solid?
Forward Draw Distance
✘
✘
0x1770
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
BlackHole
ID
0x179
Maybe it was supposed to appear on Rainbow Road, considering its ID number is placed together with other decorative objects used in said course.
MiiSphinxY1
ID
0x17E
A carbon copy of MiiSphinxY2, but without the head and unsolid.
FlagA4
ID
0x182
This object as probably meant to be the starting line flag of a track, considering other simlarly named objects are starting line flags (for example, "FlagA3" is the starting line flag used for DS Delfino Square).
MiiStatueDK1
ID
0x18D
Based on the name, it was supposed to be a DK Statue that could have its head replaced with that of a Mii.
Press_soko
ID
0x19E
Unknown object. Has data in the "GeoHit" tables. It may have been related to the used object Press, which is the press from Toad's Factory (over the belts). In fact, the ID for Press_soko goes right after the one for Press.
choropu_ground
ID
0x1A0
Choropu is Japanese for Monty Mole. Has data in the "GeoHit" tables.
dc_pillar_c
ID
0x1A7
Unknown object. Has data in the "GeoHit" tables. A similarly named object, dc_pillar, corresponds to the falling pillars from Dry Dry Ruins.
sanbo_big.2
sanbo_big
sanbo_big.2
ID
0x1AC
Appears to be identical to sanbo_big (the Giant Pokey boss used in the Thwomp Desert competition/tournament). It has identical information in the GeoHit tables to the regular sanbo_big.
However, when loaded in-game, the minimap icon shown won't be the Pokey's head, but rather one of its body part. This implies that this object may have originally been intended to handle one of the body parts of the Big Pokey. In the final game, all body parts (including the head) are handled by the same object (sanbo_big).
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✔
2
0x320
0xBB8
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
kinoko_kuki
ID
0x201
Probably meant to be on Mushroom Gorge. Has data in the "GeoHit" tables.
FlamePoleEff
ID
0x203
This is an unused version of the fire geyser seen in some courses, such as Bowser's Castle or N64 Bowser's Castle. Despite the game not having a .brres model file named FlamePoleEff, most of the .brres files corresponding to lava geysers (such as FlamePole_v.brres) have most of their subfiles (model, texture animation, etc) named FlamePoleEff. This means that it's possible to load this object in Bowser's Castle / N64 Bowser's Castle by placing the object entity in the parameters file (KMP) for those courses, making a copy of FlamePole_v.brres and renaming it to FlamePoleEff.brres
This version of the fire geyser is much smaller than others found in the game. Besides, it always stays in place, whereas the geysers found in the game often rise and hide from the floor / lava. This version of the geyser also doesn't seem to load any additional effect files, which explains why the top of it doesn't have lava sparkles.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✔
0x0A
0x3E8
0x1770
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
BossField01_OBJ1
ID
0x207
Unknown object.
venice_gondola
venice_gondola loaded with custom model and effects.
Comparison between the course video footage of the venice_gondola model and the final model seen in the background of the stage. The coloring of the tent is different, and some fruits appear to be located in different places.
ID
0x20B
This object is a gondola ship that would have traversed around the Delfino Pier arena, with a Pianta waving in the stern of the ship. None of the graphical files needed for this object to work are in the game anymore.
When placing the object in the game (and creating the necessary files to make it work), it will appear floating in the sea (no matter if the object was placed above or below it), following the route assigned to it in the course parameters (the traversing speed can be changed in one of its settings).
When players crash into the gondola, it does not produce any sound. In addition, stepping on it from above will repel the player with a slight boost, much like what happens when stepping through a truck's roof in Moonview Highway.
This objects seems to appear in the course preview video in the arena selection screen. Its design matches with the red static, unsolid gondolas that appear farther away in the distance in the final course, and a Pianta can be seen waving there as well. In the video, the object seems to be traversing accross one of the unused routes in the course (route 0).
Perhaps this object was scrapped in favor of the static gondolas that appear farther away in the distance in the final course (which are part of the object that controls the sea, named venice_nami), in an attempt to make the course be less resource-intensive.
Additional information
The following functions and addresses are related to this object. The RAM addresses below are for the PAL version of the game.
0x80768d20: Constructor.
0x80768d84: Destructor.
0x80768dc4: Creates and loads additional resources for the object, including its Pianta.
0x80769584: Returns the string "venice_gondola"
0x80769590: Same as above.
0x808ce56c: Virtual table.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✔
✔
1
0x9C4
0x4E20
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
Speed
-
-
-
-
-
-
-
External file resources (directories within the course file)
What are these?
/venice_gondola.brres
/effect/venice_gondola/rk_venice_gondola.breff
/effect/venice_gondola/rk_venice_gondola.breft
/monte_a.brres
Model and effect files for the venice_gondola object (missing) and solo Pianta that waves hands (found in courses like Coconut Mall). Note that the venice_gondola's model bone needs to be named hune in order to make it work in-game.
HP_pipe
ID
0x218
Probably a pipe.
BeltCurveB
ID
0x25D
Seems to be an unused set of conveyor belts on Toads Factory.
Mstand
ID
0x2C1
Unknown object. A similarly named object, Mdush, corresponds to the small boost ramp from Mario Circuit.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✘
1
0x3E8
0x4E20
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
group_enemy_d
ID
0x2C6
An unused set of NPCs that are found on Mario Circuit and its winning cutscene variant. When enabling the object, Toad sounds can be heard, implying this was meant to be another group of Toads (much like the used group_enemy_c object).
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✘
1
0x5DC
0x1388
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
FallBsC
ID
0x2CD
An unused waterfall splash effect, meant for Koopa Cape, since it's named similarly to other waterfall splash effect entities used in the course (such as "FallBsA" or "FallBsB") and requires the same external resources.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✘
1
0xC8
0x3E8
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
External file resources (directories within the course file)
What are these?
/effect/FallBsA/rk_fallbasin.breff
/effect/FallBsA/rk_fallbasin.breft
/effect/FallBsB/rk_fallbasin.breff
/effect/FallBsB/rk_fallbasin.breft
Effect files for the object.
volfall
ID
0x2DE
Unknown object. A similarly named object, volsmk, is used for the smoke effect used by the trembling rocks in Grumble Volcano.
The codename for the effect it uses is placed together with the names of other effects that are used for waterfall splash effects in other courses (see the table below), implying volfall was a waterfall splash effect. In fact, the material that controls the lava waterfalls in the course model is called ef_volFall.
Requires a route?
Is solid?
Draw Distance Bias
Backward Draw Distance
Forward Draw Distance
✘
✘
2
0x1F40
0x1F40
Setting 1
Setting 2
Setting 3
Setting 4
Setting 5
Setting 6
Setting 7
Setting 8
-
-
-
-
-
-
-
-
External file resources (directories within the course file)
What are these?
/effect/volfall/rk_volfall.breff
/effect/volfall/rk_volfall.breft
Effect files for the object.
Effect codename (those seen inside the associated .breff file)