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Super Paper Mario

From The Cutting Room Floor
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Title Screen

Super Paper Mario

Developer: Intelligent Systems
Publisher: Nintendo
Platform: Wii
Released in JP: April 19, 2007
Released in US: April 9, 2007
Released in EU: September 14, 2007
Released in AU: September 20, 2007
Released in KR: February 26, 2009


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Originally intended for the GameCube, Super Paper Mario is like the result of a high-speed collision between Super Mario Bros. and Paper Mario.

Hmmm...
To do:

Contents

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes


NotesIcon.png
Regional Differences
Thankfully, most of the English text is the same.
NotesIcon.png
Revision Changes
The little things you won't ever notice.

Unused Maps

Hmmm...
To do:
Document these levels further.

The game contains 9 unused maps. In the "dan_xx" maps, there were doors that could have been reached.

To access a map through a loading zone, the address containing the map to load (offset 0x4D0C60, string of length 32 in the US version) must be changed between the time the game changes it and the loading of the maps it will intend to load. Because of the short timeframe, it is preferable to simply freeze the address. If the desired map to load is not located in the same zone of the map the player is currently in, the zone to load address (offset 0x4D0C40, string of length 32 in the US version) must be changed or frozen the same way to the corresponding zone of the desired map which is the first 3 characters of the map ID.

Additionally, it is possible to change the map to save address (offset 0x4E3F94, string of length 32 in the US version) before saving with a save block. This will change the map in which the player will spawn upon the loading of the file from the file selection screen.

Flipside Pit of 100 Trials

dan_11

Super Paper Mario-unused map-dan 11.png

Has MapData: no

Room with 32 doors, eight pipes and lots of "compartments" that Mario can't escape from, even in 3D, despite them appearing flat in 3D mode. The doors don't have entrances associated with them, so aren't functional.

dan_12

Super Paper Mario-unused map-dan 12.png

Has MapData: no

Underground map with brown walls, green background wall and green doors. The doors don't have entrances associated with them, so aren't functional.

dan_13

Super Paper Mario-unused map-dan 13.png

Has MapData: no

Underground map with brown blocks walls, yellow background wall and yellow doors.

dan_14

Has MapData: no

Like the Wracktail fight room. Has a black background.

"dos"

dos_01

Super Paper Mario-unused map-dos 01.png

Has MapData: no

Map with yellow ground and ceiling with black background. Appears to be an early or test version of Dimension D, "bos_01".

Floro Caverns

gn3_02

Hmmm...
To do:
Document the pipe/door destinations

Super Paper Mario-unused map-gn3 02.png

Has MapData: yes
Fallback entrance: dokan_01 (right hand pipe)
Fallback coordinates: 0.000000, 0.000000, 0.000000

Map with two pipes, three doors, a save block and some enemies. In 3D, there is a Red Floro Sapien between the Floro Cragnon and the furthest-right Spania.

Castle Bleck Inner Sanctum

ls4_02

Super Paper Mario-unused map-ls4 02.png

Has MapData: yes
Fallback entrance: doa1_l (left hand door)
Fallback coordinates: 0.000000, 0.000000, 0.000000 Has enemy setup: yes, version 6, no enemies

Large empty map with a door on the left that leads to the door at the end of ls4_01. Appropriately for the rooms numbering, the left hand door leads to the right hand door in ls4_01 (the first room of the level proper), and the right hand door leads to the left hand door in ls4_03 (the second room of the level proper).

The Whoa Zone

sp4_09

Super Paper Mario-unused map-sp4 09.png

Has MapData: yes
Fallback entrance: doa1_r (only door)
Fallback coordinates: 0.000000, 0.000000, 0.000000 Has enemy setup: yes, version 6, no enemies

Map with grey blocks and an upside-down treasure chest containing Piccolo's card. The door leads to removed door entrance "doa2_l" in sp4_08, so entering the door just brings Mario to coordinates 0,0,0 in said room. "doa1_l" and "doa3_l" are used in that room, suggesting that this removed door entrance was in-between them.


(initial documentation: aldelaro5)
(video: Got4n)
(level maps: Seeky, Hiccup)
(internal map data: Seeky)

Removed Maps

There are some remnants of removed maps.

(this section: Seeky)

Enemy Setup Files

  • hei_01.dat
  • hei_02.dat
  • iwa_01.dat
  • iwa_02.dat
  • iwa_03.dat
  • son_02.dat
  • tik_01.dat
  • tik_02.dat
  • tik_04.dat
  • tik_05.dat
  • tik_06.dat
  • tik_07.dat
  • tik_08.dat
  • tik_10.dat
  • tst_01.dat

Hardcoded Enemy Spawns

There are also some hardcoded enemy spawns for removed maps. It doesn't seem like hardcoded enemy spawns are used for used maps. In the following table "Description" is just supplementary data - not taken from the game itself.

tst_00

ID Description X Y Z
8 Green Koopa Troopa 200 0 0
3 Spiked Goomba 280 0 0

hei_13

ID Description X Y Z
14 Green Paratroopa 240 120 0

hit_11

ID Description X Y Z
9 Red Koopa Troopa 200 0 0
14 Green Paratroopa 300 120 0
15 Red Paratroopa 400 120 0
10 Shady Koopa -100 120 0

tak_00

ID Description X Y Z
34 Invalid Goomba -2237.5 100 0

MapData entries

tst_02, tst_05 and kaw_05 have MapData entries, with init scripts in the rels

seq_mapChangeMain

seq_mapChangeMain groups maps with the tst prefix under stg4.txt when determining the message file to use

npcMain

npcMain checks for map names containing "min" but none of them contain that (might be an old version of the mi1-4 groups)

Unused Music

Hmmm...
To do:
  • Are all the lower/higher-filesize versions used?
  • Add the names from the DAT and BRSAR (they are different, in terms of the prefix at least)

A stream of the World 1-1 theme from Super Mario Bros. 3. This was probably used for testing purposes, and is appropriately named dummy_32k.

Hmmm...
To do:
What small differences? Also, upload the alt version as ogg

A short tune that lasts 15 seconds. Judging by the file name b_happy_flower_44k_lp, it was likely intended to play while the Happy Flower item was in effect. In the final game, the regular stage music continues to play. Interestingly, a copy of the track is present as evt_happy_flower_44k, with a bit of the silence at the end trimmed off and some other small differences.

A peaceful, looping track under the name evt_relax1_44k_lp. It would have been used in some kind of cutscene or special event.

A tune that remixes part of the Super Mario Bros. theme. Given the name evt_stg3_open1_44k_lp, it was meant to be some kind of opening theme for one of the levels in the Bitlands. The cutscene at the beginning of 3-1 uses the standard tense event track, and the cutscene at the beginning of 3-4 uses the standard silly event track.

An early "puzzle solved" jingle, as heard at E3. Its called ff_corrrect2_e3_32k [sic]. The file name also suggests that there was an even older version of the jingle. Its name in the BRSAR is BGM_FF_CORRECT2. Its referenced in a function (at 800d24b8 in Europe Rev 0) that returns playback lengths for certain jingle sound effects - in this case the playback length returned is 1500ms. This is the only reference to it in the code.

Another jingle by the name of ff_fault1_32k (BGM_FF_FAULT1 in the BRSAR). It was likely used for failing a mini-game. Again, it's referenced in the above-mentioned function, with the same length, and again that's the only reference to the sound in the code.

A slightly modified version of the Arcade theme exists in the game files as map_yuugizyou1_e4_32k_lp, with a different melody. Interestingly, it is not referenced anywhere in other files, and the only trace of its presence on the disc is the file itself.

(Source: Original TCRF research)
(Function info: Seeky)

Unused Sound Effects

There are 10 jingles in the game's files meant to be played when shaking the Wii remote after stomping an enemy, but the last five are unused. Instead, the fifth jingle repeats for any successive stomps.

SE3_P_ACROBAT_RENZOKU6

SE3_P_ACROBAT_RENZOKU7

SE3_P_ACROBAT_RENZOKU8

SE3_P_ACROBAT_RENZOKU9

SE3_P_ACROBAT_RENZOKU10

Early Graphics

Title Screen

SPMEarlyTitle.png
Present in the file spmario.tpl and identical to the final, with two exceptions:

  • The copyright year is 2006 instead of 2007.
  • Thoreau's spot is occupied by a strange ladder-type Pixl that also appears in early screenshots.

Player Graphics

GameCube Model Wii Model
SPMMarioGC.png SPMMarioWii.png

When the game was converted from GameCube to Wii, the player models were given a higher resolution (about 50% larger). The GameCube models are still on the disk, under p_(character). The Wii models use p_wii_(character). While most of the textures are identical barring the increased size, some images on the GameCube side weren't quite finished yet.

GameCube Model Wii Model
SPMPeachParasolEarly.png SPMPeachParasolFinal.png

The handle on Peach's parasol is properly transparent in the Wii version.

GameCube Model Wii Model
SPMPeachShortEarly.png SPMPeachShortFinal.png

The image for Peach's alternate hairstyle is an obvious placeholder image in the GameCube file, with the shortened hair being colored over. The GameCube image is also missing the ponytail.

GameCube Buttons

SPMAButton.pngSPMBButton.png
More GameCube version remnants are in effect.tpl - specifically, button prompts for the A and B buttons of the GameCube controller.

Squiglet

Early Final
SPMPigRedEarly.png SPMPigRedFinal.png

Present in e_octar (Squig's file) are two unused Squiglet body types. The first is an early version of the pink Squiglet...

SPMPigPink.png

...While this one uses an odd body color that doesn't match up perfectly with anything used in the final game.

(Source: Original TCRF research)

Unused Functional Enemies

Hmmm...
To do:
filenames, enemy IDs and enemy names
Hmmm...
To do:
Pictures for each enemy would be nice. I know we have the video, but it'd be nice to have something on the page.

You can see all of the enemies mentioned in the below section in this video. Enemies are tattled on by Tippi so you can see their stats (which are automatically generated). The tattle text itself has been modified for the video; normally, most of them would be named "Goomba" by Tippi. Beside the enemy names in parenthesis is a romanization and a basic translation.

Green Boomboxer

SPMGreenBoomboxer.png
Model Filename: e_bolbg
Enemy Template ID: 276
NPC Template Name: ブーミー ("Būmī")
This variation of the Boomboxer attacks exactly like the ones featured in the game. It has 1 HP and 1 attack point, probably as a placeholder. It has a different name to the used Boomboxer.

Purple Muth

This is why you don't take crystal muth.
Model Filename: e_manm2
Enemy Template ID: 279
NPC Template Name: メガマンモー ("Megamanmō" / "Mega Muth")
This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points. The normal muth is enemy 173 (マンモー / "Manmō"). Oddly, it has the same NPC Template Name as the Mega Muth.

Shady Koopa and Variations

Enemy Template IDs: 10, 13, 16, 18
NPC Template Names: ウラノコ, ジゲンウラノコ, ウラパタ, ジゲンウラパタ
Returning from Paper Mario: The Thousand-Year Door, this Koopa variation is only partly programmed into the game, with no death animation or much of an attack pattern present. There are four variations of it: regular, flying, flipping, and both flying and flipping. All of them have 1 HP and 2 attack points.

Unfinished Upside-Down Spiny

Enemy Template ID: 60
NPC Template Name: トゲゾー(逆さ) ("Togezō (sakasa)" / "Spiny (upside down)")
An enemy which only starts attacking when approached and does so by seemingly homing on Mario. Has 1 HP and 2 attack.

Spinia

Model Filename: e_hannya_g
Enemy Template ID: 74
NPC Template Name: ヒンニャ- ("Hinnyā" / "Spinia")
Another enemy returning from TTYD, this enemy's tougher, orange spiky brethren is featured in Floro Caverns, but the basic variation's been left out, despite seemingly being programmed in completely. Has 1 HP and 1 attack.

Spunia

Model Filename: e_hannya_p
Enemy Template ID: 76
NPC Template Name: ヘンニャー ("Hen'nyā" / "Spunia")
The strongest, pink variation in the Spinia line has been left unused as well. Has 3 HP and 3 attack.

Dark Atomic Boo

Enemy Template ID: 113
NPC Template Name: ダークアトミックテレサ ("Dāku Atomikku Teresa" / "Dark Atomic Boo")
An unused, unimplemented boss enemy from The Thousand-Year Door returns in the sequel... implemented (partly; its "flip-in" box is too thin), but still unused. Has the same attack pattern as the normal Dark Boo. Has 35 HP and 2 attack points.

Spinning Wheel of Marios

Enemy Template ID: 179
NPC Template Name: 薔薇カッター ("Bara kattā" / "Rose cutter")
Whatever this was supposed to be, it cannot be tattled. Seemingly has 2 attack points. The Marios attached to the wheel will be replaced with Peach, Bowser, or Luigi if they are the active character, and mimic the pose the player is in. Acts like a spiky enemy but can be defeated with means such as Carrie or Bowser's fire breath, however the game crashes when they are defeated.

Weaker Ruff Puff

Enemy Template ID: 125
NPC Template Name: クモクモーン ("Kumokumōn" / "Ruff Puff")
Ruff Puffs are used in Super Paper Mario, but have 15 HP. This variation appears much earlier in the object list and only has 3. Otherwise, it's identical. Has the same NPC Template Name as the normal Ruff Puff.

Gigantic Bombshell Bill Blaster

Enemy Template ID: 109
NPC Template Name: スーパーキラーたいほう ("Sūpā Kirā Taihō" / "Bombshell Bill Blaster")
Uses the Bombshell Bill model from The Thousand-Year Door. There is, seemingly, no small variation. Has 99 HP, is invincible, and shoots 1 HP Bombshell Bills which do 5 HP of damage each.

Giant Koopa Striker Shell

Has the wrong tattle (Koopa Striker) and flies upward when hit.

Green/White/Red Magikoopas

Enemy Template IDs: 316, 317, 319, 320, 322, 323
NPC Template Names: グリーンカメック, グリーンカメック(ホウキ), ホワイトカメック, ホワイトカメック(ホウキ), レッドカメック, レッドカメック(ホウキ)
Sporting 1, 10 and 5 HP respectively plus 1 attack each, these variations were used in The Thousand-Year Door. Otherwise they seem identical to regular Magikoopas. Each also has a broomstick-riding version.

Overworld Underchomp

This enemy is usually only fought in a special turn-based battle. It has a tattle which says it has 10 defense, 16 HP, and 3 attack, which is incorrect, as it's completely invincible. Four variations exist: one with two heads, one with a single head, and duplicates of those two with no tattle.

Gigantic Dimentio Dimension Cube

Enemy Template IDs: 401
NPC Template Names: ドドンタスのブロックstg8(大) ("Dodontasu no burokku stg 8 (ō)" / "O'Chunk's block - Chapter 8 (Big)")
O'Chunks throws smaller versions of these at you in his second encounter, but this giant one is never seen. One stomp will cause it to explode into dozens of smaller, three-dimensional cubes.

(Source: Original TCRF research)

Unused Enemy Graphics

Fly Guy

SPMFlyGuy.gif
File Name: e_heiho_p
The first of three unused Shy Guys, this one with a propeller on its back.

Kamikaze Goomba

SPMKamikazeGoomba.png
File Name: e_kami_kuribo
NPC Tribe ID: 528
An odd black Goomba, its full name is found in its animation file. Given its name and appearance, it might have exploded on contact with the player. It exists in the NPC Tribe Table.

Monty Mole

SPMMontyMole.pngSPMMontyBuried.png
File Name: e_choropu
NPC Tribe IDs: 516, 517
A familiar character in the Super Mario Bros. series, this enemy also appeared in the first Paper Mario. The graphics are also based off of its design in the first Paper Mario game, but with tan instead of white. It exists in the NPC Tribe Table.

DEE!Holey MoleyWatch out for falling rocks
Monty Moles would have attacked by throwing rocks and popping out of walls.

Spear Guy

SPMSpearGuy.png
File Name: e_heiho_y
First appearing in Super Mario World 2: Yoshi's Island, Spear Guys are Shy Guys with spears. Seems kind of obvious. Spear Guys had already appeared in the original Paper Mario and would later appear in Paper Mario: Sticker Star.

Stilt Guy

SPMStiltGuy.png
File Name: e_heiho_t
Another cut character that appeared in Paper Mario, Stilt Guys are Shy Guys on, get this, stilts!

Underchomp 2

SPMUnderchomp2.png
File Name: e_wanwan_3b
An odd monochrome version of the red, blue, and yellow Underchomp mid-boss. It has a similar color scheme to the enemies appearing in Castle Bleck, suggesting that players were meant to fight it again in that area.

Wiggler

SPMWiggler.png
WigglerSPM.png

File Name: e_hana_body / e_hana_hed
NPC Tribe ID: 522, 523 (both are for e_hana_hed only)
This would have been Wiggler's first appearance in the Paper Mario series, but it got cut. It seems pretty okay with that. A Wiggler is later used as a significant NPC in Sticker Star, but with redone graphics. It exists in the NPC Tribe Table.

(Source: Original TCRF research)

Smorg

Unused SPM Smorg tcrf.png
File Name: e_moa_a/e_moa_b

(Seeky: NPC Tribe Table info)

Unused Graphics

Early Yold Town Residents

Hmmm...
To do:
Filenames

The residents of Yold Town had different designs in early promo material for the game. The rigs and textures are still in the files.

YoldManSPM.png YoldGirlSPM.png YoldChildSPM.png YoldIdiotSPM.png

Blank Koopa

The files e_nokoteki_j and e_nokoteki_j2 have copies of the standard Koopa sprite with the color drained. These were likely used by the artists as a reference.

Fracktail's Headgear

Interestingly, the Fracktail model has what appears to be a fake palm tree on his head, at the same location as his antenna. This was probably used for an earlier introduction for the boss. While the tree is removed from the Super Smash Bros. Brawl trophy that uses the same model, the textures are still included. The textures are named zun_tree, zun_s_yasiha, and zun_yasinomi (the trunk, leaves, and coconut respectively).

(Source: Original TCRF research)

Unused Partner Models

Hmmm...
To do:
Images.

Every partner from Paper Mario and its sequel has a Catch Card obtainable in the Flopside Pit of 100 Trials (for Paper Mario) or Sammer's Kingdom (for The Thousand-Year Door). These cards feature updated versions of the partners' models new to this game. Interestingly, the models can be found in the game's files, and are rigged for animations despite never being seen outside of their Catch Cards.

Unused Items

Hmmm...
To do:
IDs/names

Of the four unused items, the pink Cooking Disk is a functional item, but it doesn't add any pages to the Dining Specializer. Its item ID 63 (comes after the other Cooking Disks) and is called "Cooking Disk PI" in the US English text and "Cooking Disk 1" in the UK English text and uses the standard description. It's likely that the built-in page was once obtained via a Cooking Disk. This also explains why the purple Cooking Disk is called "Cooking Disk PU" instead of simply "Cooking Disk P".

Early Nastasia

The pre-built example graphic in Nastasia's texture file, n_nasta, uses what appears to be a preliminary version of her design. She has a tuft of hair that extends below her glasses, which are semi-transparent revealing her eyes. Her hands are also a green color as opposed to blue like her face in the final design.

NPC Shaman

n_rebear contains what appears to be an unused NPC, looking similar in appearance to Merlee and Merluvlee. Also has a close resemblance to Merlimbis, one of the four Tribe of Ancients.

Unused Tattles

Hmmm...
To do:
Other unused text. Text formatting/css.

The Underchomp

ename_122

The Underchomp

anna_ehelp_122

That's the Underchomp...<wait 150>It's a three-headed Chomp that guards The Underwhere...
Max HP is %d, Attack is %d, Defense is 10.<wait 150> It's immune to flames...
Its Defense is high, so try using Cudge, Boomer, Thudley, or any special attack.
The three Dorguys enjoy springing this fearsome Chomp on unsuspecting travelers..

Tippi cannot be used during cutscenes or in the special turn-based battle, so the Underchomp cannot be tattled normally. It does have a tattle and an ename entry, after the regular Chain Chomp entries. Oddly, ename_123 to 127 are missing, with ename_128 being being the Bald Cleft.

Dimentio

anna_ehelp_247

That's Dimentio. He's a weird dimensional magician who works for Count Bleck...
Max HP is %d and Attack is %d.<wait 150> Dimentio can flip between dimensions...
He can also clone himself. Attacking his double won't do anything to him...
Hit the real one, and the double will disappear. Then, he can't clone again for a while...

In both of the battles with Dimentio, Tippi cannot be used at all, due to being kidnapped in Chapter 3 and due to Luigi not using any Pixls in his fight with Dimentio in Chapter 8. Something to note is that there is a copy of this tattle named anna_ehelp_247_01, which is presumably for the Castle Bleck fight in Chapter 8.

Nastasia

anna_ehelp_280

That's Nastasia, the count's executive assistant.<wait 150> She has served him the longest...
Without him, she is quite lonely, but she manages to go on in her new life...
It is hard for me to see her like this...<wait 150> I think I know exactly how she feels...

A rather unusual tattle. Nastasia normally has a different tattle in the post-game, which is sorted with the NPC tattles rather than the enemy tattles, unlike this one. It also implies in the last two sentences that this is actually Tippi speaking, which is impossible, since Nastasia can only be tattled in the post-game, when Tippi is replaced with Tiptron.

(Source: Original TCRF research)

Unused Skipped Pixl Text

If a Pixl is skipped, it will join your party at the end of the level, and a unique message is shown. While these messages are technically used, the use of glitches is required to skip a Pixl in every case. Strangely, there are no entries present for Thudley, Cudge, or Fleep.

party_hoken_01

This Pixl heard all about your adventures while waiting in a basement in Yold Town.
Thoreau the throwing Pixl is now your friend!

party_hoken_02

This Pixl heard all about your adventures while waiting in Merlee's Mansion.
Slim the slimming Pixl is now your friend!

party_hoken_03

This Pixl heard all about your adventures while waiting in Fort Francis.
Carrie the carrying Pixl is now your friend!

party_hoken_04

This Pixl heard all about your adventures while waiting in the Floro Sapien Caverns.
Dottie the minimizing Pixl is now your friend!

party_hoken_05

This Pixl heard all about your adventures while waiting beneath Gloam Valley.
Boomer the exploding Pixl is now your friend!
(Source: Original TCRF research)

Unused Catch Cards

17 characters have Catch Card text that can't be viewed in-game, and were probably cut to keep the total at 256.

Internal Name Character Card Text
ehelp_390 Saffron
This foodie runs Sweet Smiles,
Flipside's finest eatery.
Her home-cooked dishes are
out of this dimension.
ehelp_391 Dyllis
This crabby caterer runs Hot
Fraun, a Flipside bistro.
She cooks breakfast for
Tinga's hotel guests.
ehelp_392 Howzit
It's Howzit, the friendly
item-shop entrepreneur.
He's got everything you
want, and things you don't!
ehelp_393 Notso
Notso is the ultimate steely-
eyed businessman.
Could he be Howzit's twin,
separated at birth?
ehelp_394 Hoodin
This guy runs Catch a Dream,
the card shop.
He pens the tiniest novels
in existence.
ehelp_395 Boodin
He runs Fondest Hopes, selling
big reads for small spaces.
He wears shades, but just
for literary cred.
ehelp_396 Garson
This gossip gatherer runs
the local beveragarium.
He was quite the party
animal in his youth.
ehelp_397 Carson
This beverage slinger hears
all the rumors around town.
He likes beverage slinging
because it sounds dangerous.
ehelp_398 Inga
This innkeeper knows how to
keep the customers happy!
She's a widow, but I hear
she runs a weird fan club.
ehelp_399 Tinga
This modest keeper of inns
runs a tight ship in her hotel.
She gets along well with
Saffron, her former classmate.
ehelp_400 Flimm
This questionable dealer has
a hidden underground shop.
The legality may be iffy,
but the deals aren't!
ehelp_401 Flamm
This shady cartographer
sells treasure maps.
He may look shifty, but
the maps are apparently OK.
ehelp_403 Ackpow
This "motivator" oversees
prisoners in Merlee's Mansion.
Nothing says motivation like
the crack of a whip!
ehelp_419 Captain Gills
This cute fish lives in the
canals of Flipside.
...Well, it was cute until it
grew freakishly big.
ehelp_420 Heronicus
This adventurer is a hero
of many faraway lands.
He's retired, but he still
likes to get out sometimes.
ehelp_421 Blappy
Blappy is an alien elder
from way-outer space.
He likes to ponder the
secrets of the cosmos.
ehelp_422 Marbald
It's Marbald, the respected
Cragnon elder.
He may look shifty and
wrinkled, but he's reliable.
(Source: Original TCRF research)

Unused Files

Hmmm...
To do:
Are these viewable? Most have textures, it seems.

Five unused files remain in the "a" folder, where most graphics are stored.

PaperSample

Dated "Tue Oct 07 21:15:01 2003", long before the game's development.

(Source: Robotortoise)

PERA_test

Dated "Tue Oct 07 21:04:56 2003". It mentions the following strings: pPlane2_q00Shape2, pPlane1_q00Shape1, pCube1_q00Shape0, /haikei/back.tga, and /haikei/front.tga.

(Source: Robotortoise)

TEST_gesso

Does not contain a creation date.

(Source: Robotortoise)

vivian.bin

A leftover from The Thousand-Year Door. It's only 3 KB, and has a different extension than the other files.

(Source: Robotortoise)

yubi

Created "Tue Oct 07 21:05:37 2003". It mentions "ppPlaneShape1", "pPlane1", and "locator1". It was also found in The Thousand-Year Door.

Unused Error Messages

Hmmm...
To do:
Get the table to fit on screen better
Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Table
0 (Japanese1) 1 (US English) 2 (UK English) 3 (German) 4 (French) 5 (Spanish) 6 (Italian) 7 (Dutch)
Game Version Japan Rev 0
エラーが発生しました。

イジェクトボタンを押して
ディスクを取り出してから、
本体の電源をOFFにして、
本体の取扱説明書の指示に従ってください。
An error has occurred.
Turn the power off and refer to
the Nintendo GameCube
Instruction Booklet
for further instructions.
[table redirects to table 0]
Ein Fehler ist aufgetreten.
Bitte schalten Sie den
Nintendo GameCube aus und lesen
Sie die Bedienungsanleitung,
um weitere Informationen zu erhalten.
Une erreur est survenue.
Eteignez la console et référez-vous
au manuel d'instructions
Nintendo GameCube pour
de plus amples informations.
Se ha producido un error.
Apaga la consola y consulta
el manual de instrucciones de
Nintendo GameCube para
obtener más información.
Impossibile leggere il disco di gioco.\nPer ulteriori indicazioni consulta\nil manuale di istruzioni del\nNintendo GameCube.
[empty string]
Japan Rev 1 " " [table redirects to table 0] " " " " "
US Rev 0 " " [table redirects to table 0] " " " " "
US Rev 1 " " [table redirects to table 0] " " " " "
US Rev 2 " " [table redirects to table 0] " " " " "
Europe Rev 0 " "
An error has occurred.
Turn the power off and refer
to the Wii Operations
Instruction Booklet
Manual for further
instructions.
Ein Fehler ist aufgetreten.
Drücke den Ausgabeknopf, entnimm
die Disc und schalte die Wii-
Konsole aus. Bitte lies die Wii-
Bedienungsanleitung, um weitere
Informationen zu erhalten.
Une erreur est survenue.
Appuyez sur le bouton EJECT,
retirez le disque et éteignez la
console. Veuillez vous référer au
mode d'emploi Wii pour plus de
détails.
Se ha producido un error.

Pulsa el Botón EJECT, extrae
el disco y apaga la consola.
Consulta el manual de
instrucciones de la consola Wii
para obtener más información.
Impossibile leggere il disco.\nPer maggiori informazioni,\nconsulta il manuale di\nistruzioni della console Wii.
Europe Rev 1 " "
An error has occurred.
Turn the power off and refer
to the Wii Operations
Instruction Booklet
Manual for further
instructions.
" " " " [table redirects to table 2]
Korea [empty string] [table doesn't exist] [table doesn't exist] [table doesn't exist] [table doesn't exist] [table doesn't exist] [table doesn't exist] [table doesn't exist]

Message 3 in the error message tables in the romfont.c section of boot.dol is unused. Note how some versions of the message still refer to the GameCube.

1Table 0 in the Korean version is for Korean, the only supported language in that version.

(Source: Original TCRF research)
(message 3 additional info: Seeky)
ゲームを続ける場合は\nコントローラのボタンを押してください。

Message 4 is empty in everything but the Japanese table. Its a message for pressing a button after re-inserting disc that was made unreachable by SDK updates.

(message 4 discovery and additional info: Seeky)

Unused Animations

Hmmm...
To do:
Document the animation names/IDs.

Mario

MarioClimbSPM.png

Mario's player model contains an unused side-view climbing animation. In-game, the player can only see the character from behind when climbing. The other playable characters don't seem to have an equivalent animation. The use is confirmed by using a cheat to trick the game into switching back to 2D gameplay while next to the ladder in 3D. If you then climb the ladder before the camera has time to move to the 2D perspective, Mario will climb using this animation, while other characters will default to a fixed standing position as they do not have the proper animation.

(Source: Original TCRF research)

Dimentio

DimentioWalk.pngDimentioRun.png

Dimentio's model (e_dmen) contains both walking and running animations despite him only ever floating in-game.

(Source: Original TCRF research)

Count Bleck

Hmmm...
To do:
  • Check other files presumably related to Bleck (e_jige1, etc.).
  • Proper GIFs of the animations.
  • Document exactly which animations are unused.

The model for Count Bleck (e_jigen) has several unused animations, including variants of many of his common animations in which he is beaten up from battle, only a small number of which are used. He also has animations of falling down, getting up, and a non-beaten version of his laying-down pose.

(Source: fawfulthegreat64)

TTYD Code Leftover

tst_vivi
c_vivian
c_maririn
c_majyorin

These model filenames from Paper Mario: The Thousand-Year Door are referenced in animPoseEntry, the entity model loading function.

(Source: Seeky)

Oddities

Hmmm...
To do:
The stuff listed under the Chapter 1/4/8 headings are only confirmed to be present in one of the US releases (which?). The stuff listed under the Intro heading is only known to be present in the PAL v0 release. Check other releases for them.

Intro

Hmmm...
To do:
Analyse the item order/missing items

There are pieces of code that don't serve a purpose that is triggered when the after-title intro cutscene plays. Code at 801a8344 sets the save file name variable to "デフォルト" ("deforuto"/"default") when playing in Japanese and "default" when playing in other languages. Code in pouchInit, at 8014c094, loads in the items listed in the table below, sets the current pixel to Thoreau, and sets the player's HP to 10, attack to 1 and level to 1. Due to the large amount of normal items it tries to add, not all of them actually get placed in the inventory. Note that Pixls and playable characters count as items internally, and that the normal items 65 to 199 are added - there are no gaps.

Item ID Name
65 Fire Burst
66 Ice Storm
67 Thunder Rage
68 Shooting Star
69 POW Block
70 Shell Shock
71 Gold Bar
72 Gold Bar x3
73 Block Block
74 Courage Shell
75 Mighty Tonic
76 Volt Shroom
77 Ghost Shroom
78 Sleepy Sheep
79 Stop Watch
80 Shroom Shake
81 Super Shroom Shake
82 Ultra Shroom Shake
83 Dried Shroom
84 Life Shroom
85 Long-Last Shake
86 Mystery Box
87 Catch Card
88 Catch Card SP
89 HP Plus
90 Power Plus
91 Blue Apple
92 Orange Apple
93 Red Apple
94 Pink Apple
95 Black Apple
96 Star Medal
97 Gold Medal
98 Poison Shroom
99 Slimy Shroom
100 Peachy Peach
101 Keel Mango
102 Primordial Fruit
103 Golden Leaf
104 Turtley Leaf
105 Cake Mix
106 Whacka Bump
107 Horsetail
108 Fresh Pasta Bunch
109 Hot Sauce
110 Inky Sauce
111 Dayzee Tear
112 Sap Soup
113 Bone-In Cut
114 Fresh Veggie
115 Smelly Herb
116 Honey Jar
117 Power Steak
118 Big Egg
119 Mild Cocoa Bean
216 Mario
217 Peach
218 Bowser
219 Luigi
221 Thoreau
222 Boomer
223 Slim
224 Thudley
225 Carrie
226 Fleep
229 Piccolo (out of order of id)
227 Cudge
228 Dottie
230 Barry
231 Dashell
50 Return Pipe
57 Cooking Disk 2
58 Cooking Disk 3
59 Cooking Disk 4
60 Cooking Disk 5
61 Cooking Disk 6
62 Cooking Disk 7

Chapter 1

Hmmm...
To do:
Grab some screenshots.
  • When playing the game in 16:9, the flip-in boxes for Fracktail during his intro cut off a small amount of his chin and appear wider than they should. This doesn't happen when playing in 4:3. This scene was likely finished before development had moved to the Wii from the GameCube (though a demo exists of the fight, it skips over the intro, likely due to time purposes), and since most GameCube games play in 4:3 only, the same parameters were used in the 16:9 rendering mode, stretching the boxes. The same problem is present in Wracktail's intro as well, so they probably use the same files.
  • Around half of Fracktail's dialogue is contained in standard text boxes rather than the intended "robotic" ones, which are used by all other robotic characters and things like the Dining Specializer.

Chapter 4

  • The background is improperly aligned in 4-1, 4-2, and 4-3, despite the fact that the texture used for them is perfectly tileable.
  • When Mr. L is first introduced, he stomps on Squirps from the left side of the screen, and lands offscreen to the right, obscuring him until he makes his entrance... unless you're playing in 16:9, that is, where he instead just lands at the outer edge of the screen and waits there, which looks rather awkward. Note that before he does this, he is properly offscreen.

Chapter 8

  • When the Pure Hearts are used on Count Bleck during the faux final battle, Princess Peach says "What is now happening to... Count Bleck?!" This is likely intended for Bleck, since it matches his speech pattern and is preceded by him saying "What... What's this?", which seems like an underwhelming reaction on its own.

Misc

Hmmm...
To do:
Which versions is "du" present in? Also, there are more leftovers of Dutch support.
  • The eff (effect) folder contains subfolders for each language the game supports containing effect graphics for that language, but also contains an empty folder called "du". This is probably short for Dutch - a language that often appears unused in Nintendo games. It isn't present in the European or later builds.
(Source: Original TCRF research)
  • The d-pad icon used in messages is called "STICK" internally. This is likely a GameCube leftover.
(Source: Seeky)

Internal Project Names

The game is referred to internally by two names:

  • "spmario" - in various places in the code (often in the equivilents of places in TTYD that used "mariost").
  • "WiiMario" - in the sound archive filename wiimario_snd.brsar and the savefile filenames.