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Talk:Luigi's Mansion (GameCube)/Archive 1

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Choking animation

I was surfing around the Luigi's Bigger Mansion forums as I came across a post by soapylemons that had this video.

I'm not good at hacking myself into the game files so I ask can someone confirm is this in the game? 989Nintendo898 8. March 2013

This is in fact in the game. A guy by the name of 'ConkerGuru' had created an animation modifier code. Ralf of GSCentral made his own and it works a bit better. I compiled a list of animations thanks to their codes. The choking animation's internal name is something like 'poisoned'. If you can find Ralf's LM AR code thread, you can find me; I also go by Catley.

SoapyLemons 14:36 16 March 2013

Poisoned? Maybe it had something to do with this game's Poison Mushrooms? LinkTheLefty 17:33, 12 June 2013 (EDT)

The video is on private, so i removed the video. Mario Weaboo 01:16, 27 June 2013 (EDT)

I'll re-create the video tonight just for this article. SoapyLemons 20:09, 28 July 2013

Debug

A while back there was a topic on the boards about the possibility of an in game debugger. Although the data posted here might be evidence of symbol names or something else, there is a working "debug" in the PAL version at least (ar code: UH8N-EMX9-5BXTY GYXM-ZBFW-F4RDC). I decided to discuss it first because there might be more to it than what I'm seeing, so I'll let others decide. Evilhamwizard 13:27, 7 January 2011 (EST)


Unused Key graphic?

LM-key.png

I'm not sure if this is unused or not. But there seems to be an key graphic for the Game Boy Horror. I don't recall seeing this using the Game boy Horror's search function at all, but if anybody can clear this up and tell me that it's used, then let me know. --Mistergambit 13:05, 8 January 2011 (EST)

Stereoscopic 3D Mode?

Wikipedia's page for LM claims the game was originally designed to also have stereoscopic 3D features, but since TVs capable of viewing it weren't widely used/available at the time, the features were never enabled outside development. If that's the case, could the feature(s) still be present and enabled? --Aoi 20:58, 16 July 2011 (EDT)

It exists, supposedly, but it's for the add-on 3D LCD. You'd need to emulate a piece of hardware that doesn't strictly speaking exist (at least not in a form emulator developers can obtain), based entirely on a (possibly broken) implementation in one game. If code is found it's worth adding, but don't expect to see it in action. --Afti 15:31, 21 January 2012 (EST)

Ghost counter in the HUD?

A post on the main page of this fansite [1] shows a ghost caught meter where the elemental gauge should be. The author says that it appeared after he enabled the FPS counter in Dolphin. The meter is always the same color as Dolphin's message text, so is this meter actually there or is this a display glitch? --AndyNPC 14:13, 21 January 2012 (EST)

I played the game with Dolphin's FPS counter on, but I didn't see anything. There's a couple of possibilities here- either subsequent Dolphin revisions have changed the way FPS counting works, or the author of that article is lying. Not sure which, but it doesn't work for me. -Gamma 16:28, 3 June 2012 (EDT)
it's a display glitch, But also a beta element. In the Nintendo Power 2001 Build or the GBH Camera Build, The element meter was a ghost counter, some people think it was the over heat meter, but no, it's a Ghost Counter --Br123 T T (talk) 11:13, 14 January 2020 (EST)

Alternate Totaka's song?

It appears that that there is another appearance of Totaka's song in Luigi's Mansion by the piano playing ghost. May be unused though [2] --Oaa 15:48, 21 January 2012 (EST)

"BTW, to listen Totaka's Song w/o Action Replay code just wait on game controls screen (training room) for 4 minutes and Totaka's Song will play." --LBP08 12:19, 21 February 2012 (EST)

DERP didn't see the response until now. This looks like a completely separate Totaka's song, not the one we already know about.

It may have been one of the songs Melody played or a place holder.--KingYoshi1 (talk) 09:39, 29 May 2015 (EDT)

Where?

It say's there is an unused Rank H ending song. I'd love to rip it, since I've got ALL the tools, but... where is it? I need a file path! Thanks! -- LBP08 12:19, 21 February 2012 (EST)

"I ripped it with a music load code. It's on the page again. Took it down since I'd rather the page have an OGG version of it." My mistake, it's actually used in the final! --SoapyLemons

Bogmire's Gamecube?

LM - GCN.png

I was screwing around with Dolphin's texture dumper when I found this texture loaded into the path folder. I was dumping the textures in the area for Bogmire's boss fight. I have no idea why it's there and no clue what it's for, if anything. Does anyone know? --Passerby Boy 15:27, 13 March 2012 (EDT)

I added your image to the page! --

LBP08 18:37, 13 April 2012 (EST)

DinnerSonic and I did some research. It's also loaded in the Chauncey boss fight, but it's not used in either scene's actual models. I have a hunch that it's a placeholder graphic for the trippy background, like how they use the GCN logo in SMG for some stuff. --Peardian 01:48, 13 June 2012 (EDT)
Very minor thing, but: "Interestingly, the disc cover on the GameCube has a see-through portion, which was the original design of the console as seen in the Super Mario 128 demo. This feature was removed from the Japanese and North American design, but returned for the PAL design." - Uhm, not that I know of. I have a black PAL GCN - my original machine from Christmas 2003 IIRC - as well as a purple NTSC one, and neither have any kind of see-through portion in the disc cover. Anyone know if launch systems might've had that? This statement had to come from somewhere after all. --Xdaniel 12:11, 13 July 2012 (EDT)
I looked through Google and found only one image of a Gamecube with a see-through top - and it was basically a promo image used everywhere. Even on American Gamecube sale pages. I have a feeling it may not exist at all. // Foxhack 14:09, 13 July 2012 (EDT)
Yeah, I just came to the same conclusion. I thought it was a bit odd. --Peardian 14:10, 13 July 2012 (EDT)

The E3 Clock

Well, I did let the game idle for a while. As I expected, the timer just reset itself. It goes up to 9:59, then resets. I'm sure the clock was created specifically for the E3 demo of the game so your time was limited. That whole "bad ending" is a load of baloney.

Well the code was probably unfinished so maybe there is nothing for it to trigger so it just resets.--KingYoshi1 (talk) 09:43, 29 May 2015 (EDT)
I don't know if there is any difference between PAL and NTSC-U on this part, but in the PAL version it resets after 5:59 AM. --Ds22 09:35, 31 May 2012 (EDT)
Is there a NTSC code? Only the PAL is listed here. 989Nintendo898

I don't know if you know this video www.youtube.com/watch?v=sY-q74R5YjY--Gilgamesh (talk) 04:46, 31 August 2014 (EDT)

Leftover first person GBH camera behavior

So I played through the PAL hidden mansion with the first person GBH camera enabled and for the most part, it works like intended. There are however a few oddities I noticed during gameplay. The first oddity is that ghost are either invisible or, in case you are trying to suck them up, completely solid (lacking their normal semi transparency). This applies to normal ghosts and portrait ghosts, while Boo's will always show up as solid. Another thing I noticed is that the camera actually shows the un-flipped mansion when used in the PAL hidden mansion, which actually makes sense since at that point the camera was never meant to be included in the game and they didn't see the need to update it to accommodate for it. Also, once you step onto a Gravity Arrow in either the Tea Room or Cellar, the camera will stay upside down, even if you go back to the ground, meaning that in order to reset the camera, you need to restart the game. And finally, the camera doesn't seem to lag the game as much as I thought it would, though it did seem to make the game lag a big in the Master Bedroom (even when playing the game on the Wii).--Ds22 09:59, 31 May 2012 (EDT)

Why this is not mentioned on the actual site? 989Nintendo898
What site are you referring to?--Ds22 09:02, 9 August 2012 (EDT)
I mean the Luigi's Mansion page, there is nothing telling about this first-person GBH behavior, nor the oddities. 989Nintendo898, in 21.11.2012, at 18:54
This does not sound unused to me, I think they’re just glitches. --Hiccup 12:20, 14 April 2013 (EDT)

Version differences

I know there are some, notably between the PAL and NTSC version. PAL's hidden mansion is mirrored and there was something about the A-ranking being harder to reach in PAL(?). --Mugg1991 15:35, 3 July 2012 (EDT)

This stuff is in the article--Hiccup 12:28, 14 April 2013 (EDT)
Uh, this was from last July. Of course it's in the article now. --AquaBat 12:58, 14 April 2013 (EDT)
I wasn't replying to him, I was just putting a sort of notice, uuh, is there a better way.....? --Hiccup 13:13, 14 April 2013 (EDT)

Pikmin video

This isn't unused or anything, but why is it there? It doesn't relate to the game in any way. WhoIAm 22:28, 16 November 2012 (EST)

Advertising. -BowserKoopaFTW 18:39, 23 November 2012 (EST)
The option for it doesn't exist in the Japanese version, but if the video is still in the game data then it can be considered unused in that version. LinkTheLefty 17:32, 12 June 2013 (EDT)

Beta/Test Gallery

You mentioned the Beta/Test Gallery, and you said there was a room for King Boo's painting, but blander than the final. Can you include a screenshot of the room? ~User:Cheddar

Unused Gibberish String

So, I found this while searching through strings in the dol file, I assume it's a hidden message. I'll just leave this here http://pastie.org/private/kx2lfnkm23vw6ntiyzrbw --NWPlayer123 14:35, 6 July 2013 (MST)

Those appear to be the Portrait Ghost descriptions. They probably use a form of compression, making them look like gibberish when viewed as plain text. --Mattrizzle 19:17, 6 July 2013 (EDT)

Mario's Painting (Alternative)

I think this is the music that plays whenever you look into the Secret Altar from the Bottom of the Well after the first time. — NES Boy 05:18, 27 July 2013 (EDT)

Super Mario 64 Sound

These two videos claim that Luigi's Mansion was going to be for the N64. They support it by showing the sound effect when entering a painting in Super Mario 64.

For the first video, Go to 05:57 to hear it.

For the second video, Go to 4:30 to hear it.

The presence of a sound effect used in a Nintendo 64 game does not in any way imply that the game was intended for the N64. The Sonic the Hedgehog games have used a variant of the original Genesis ring collection sound for many years now, but it doesn't mean that they were all intended to be Genesis games. --BMF54123 00:33, 29 July 2013 (EDT)
The sound effect is probably a leftover, since many sequels of video games have leftovers in a form of sprites, music, ect. I wasn't able to hear it when i was playing the game, though. Mario Weaboo 00:50, 29 July 2013 (EDT)
They used the sound effect intentionally. When the game came out, Super Mario 64 was the latest main Mario game at the time. This is the exact same reason for why they used the Daisy art they chose. It was from their most recent assets. Besides, Luigi's Mansion isn't a sequel. It's a new, separate game with its own engine. --Peardian 01:03, 29 July 2013 (EDT)
The Lethal Lava Land instrument is actually used during the final boss battle; the sound byte itself is actually being played at a higher pitch, believe it or not. I'm not a huge fan of either of those videos, to be brutally honest. --SoapyLemons 01:51, 29 July 2013
Actually, the enter a painting sound IS used, for when Luigi when gets the star in the Observatory Room, one of Mario's items. --NickthePrez 22:00, 11 December 2013
The first video is from a series that is known to speculate on, rather than document, the actual development history of a game. DYKG is worse, however, in that often there is no speculation or documentation of a game's development history, but merely the theft of other website's attempt to explain early footage of the game. Often, DYKG will cull information from other sites, regardless of their accuracy, and then host it on their site, garnering traffic and ad revenue. There is no apparent concern for proving whether the information is true or not: all DYKG seems to want is a precedent case of someone else saying the info first; it's very likely someone saw the first video and passed it on to DYKG, who then haphazardly added it. --Celice 05:22, 29 July 2013 (EDT)

Bogmire Cutscene Music

Turns out the Bogmire cutscene music isn't actually unused. Around 1:07 is where you can hear the Bogmire chime. Now I can see why somebody would go ahead and say that it is unused. It can be nearly inaudible unless you're wearing headphones. --SoapyLemons 3:27, 29 July 2013

It sounds short to me. The ogg. file i uploaded could be a longer version. Mario Weaboo 12:12, 29 July 2013 (EDT)

What is this about MDL files?

Are they viewable?

Does the game use them at all?

--Hiccup (talk) 07:54, 29 August 2013 (EDT)

3DS Max is capable of viewing some kind of .mdl files.

--989Nintendo898 (talk) 06:55, 15 September 2013 (EDT)

Unused Boss?

http://nintendo3dsdaily.com/nintendoarticles/slenderman-was-meant-to-be-in-luigis-mansion/

--Hiccup (talk) 11:51, 6 September 2013 (EDT)

There is loads of stuff here

Catley's LM Thread - Discussion and Analysis

Unused models galore. old poltergust, unused ghosts. but all the youtube videos have been privated --Hiccup 13:41, 6 September 2013 (EDT)


Can I add these to the page, to the best of my ability? --Hiccup (talk) 04:58, 7 September 2013 (EDT)
Just as long as you source the thread when it comes adding it to the article. --SoapyLemons 16:21, 7 September 2013
Of course. By any chance do you have un-watermarked images of the unused stuff? --Hiccup (talk) 03:57, 8 September 2013 (EDT)
Lot of neat stuff to poke around. I will gladly render and analyze them if someone helps me get a hold of the exported models. I'm really looking forward to looking at that mysterious "water" ghost. --Peardian (talk) 14:57, 10 September 2013 (EDT)
I have sent you a PM on the fourm --Hiccup (talk) 03:00, 12 September 2013 (EDT)

Game description and Action Replay codes

So... why exactly there's a "(Source: Luigi's Bigger Mansion)" under the game description in the beggining of the article? The person who wrote it had to take the description of the game from this site? Hum... what?

Also, would it be a good idea to put these Action Replay codes in the Unused Maps section into grey boxes, like in the E. Gadd's Lab Oddities and Lighting Up the Attic sections? TempleofDreams (talk) 18:55, 5 October 2013 (EDT)

I haven't checked Luigi's Bigger Mansion myself, but Hiccup added it to the intro despite it being used for months before without anyone mentioning an uncited source. You could ask him.
Also, I'm not sure what you mean by "gray boxes". --AquaBat (talk) 23:19, 5 October 2013 (EDT)
To not upset SoapyLemons. I suppose it should be removed. --Hiccup (talk) 06:30, 6 October 2013 (EDT)
What I meant with grey boxes was boxes like that:
BV1G-B860-3B94T
JCEB-UN00-JFWR1
RFR6-B8FK-HEAKU
QFHV-4N0A-ZB4PR
F0T7-QDZ1-UXE0K
JWXU-J20T-FXZ5T
HY2M-9M2Q-8V9R1
I'm not the best text formatter, so excuse me if I'm saying something stupid (which I probably am). TempleofDreams (talk) 15:27, 7 October 2013 (EDT)
Ah, you're referring to the <pre> tag. Well, there's really no point, seeing as putting them into <pre> tags would just make the section bigger and mess with the spacing, especially with the images there. But that's my opinion. --AquaBat (talk) 17:55, 7 October 2013 (EDT)
Oh, well, ok then. I didn't think about this before asking. Thanks a lot. Also, this has nothing to do with the topic of the conversation and I'm sorry if this is an nuisance, but may you explain why some words which are from the game's internal files are in bold (such as ball, star, tomato, v_body), while some are in italic (newtime, Kawano) and some aren't in italic or bold (Obake01, game.szp)? I'm trying to make this article a little more organized. I'm trying. TempleofDreams (talk) 20:37, 7 October 2013 (EDT)
The ones in bold were added by Hiccup, just for the sake of clarifying certain internal filenames. The others have been in there for a while, and are fine the way they are. --AquaBat (talk) 21:29, 7 October 2013 (EDT)

Weird Ghost Sounds?

I've got a bunch of probably unused sounds from The Sounds Resource, ripped from the game. I would like second opinion on if they are used or not. --Hiccup (talk) 12:34, 7 October 2013 (EDT)

The "Vaaa" sounds like it's sampled from an old movie or something. --Oaa (talk) 21:01, 9 October 2013 (EDT)

It is probably meant to be like that and I know what your thinking because of the low quality, but they probably didn't get it from any old movie. Maybe some of the monster sounds were intended for the model elh? --Hiccup (talk) 02:41, 10 October 2013 (EDT)
Just a few notes on two of the unused sounds:
(???) Long raspy screech - Has anyone tried listening to this in reverse yet? It reminds me of a sound file played backwards, with the sharp rises/falls.
(Ghost) Bon-nakum Bon-nakum chi - I dunno if there's any game assets to support this, but this makes me think of a telephone operator. It could have been a little scary for Luigi to pick up a phone and get this voice on the other line :o --Celice (talk) 04:36, 13 October 2013 (EDT)
Celice, can you give the filenames of those sounds? -Einstein95 (talk) 05:56, 13 October 2013 (EDT)
Sadly, I don't know anything about the sound filenames for this game. I was just checking the page and its updated content, and noticed some things about the sound files :/ --Celice (talk) 04:26, 16 October 2013 (EDT)
Sorry but reversing the rasp gives nothing interesting. --Hiccup (talk) 08:43, 13 October 2013 (EDT)
So I can tell you right now....I think I can pinpoint some of the sounds for Luigi voices. I think Luigi65 and Luigi80 are used when a ghost jumps behind you in a hallway. I'd look at the boss ghost collection results screen for 151, 152, and 153. They seem to be collection victory speeches. 156 is maybe if you don't collect enough boss ghosts or a small amount of money? And Luigi177 sounds an AWFUL lot like when you fail a course in Mario 64 and Mario is kicked out of the painting. Maybe it's higher pitched, or a new recording? Anyways, those are my theories based on my knowledge of the game. Robotortoise (talk) 19:29, 24 October 2013 (EDT)
To find out, I will have to play the game a bit more. --Hiccup (talk) 03:04, 25 October 2013 (EDT)
Actually, about the Bon-nakum Bon-nakum chi, I kept messing around with how it might be said in Google Translate, and eventually, I changed it to nakunaku chi, and the translation was the blood tears. SERIOUSLY NINTENDO?!?!? --NickthePrez (talk) 22:06, 11 December 2013 (EST)
It didn't say "nakunaku chi". If you think it is Japanese, you should ask somebody who understands it to listen to the sound clip. --Hiccup (talk) 02:58, 12 December 2013 (EST)
The guy above is on youtube OfficialGlitchDoctor.He helped me to research the ghost girl that said it. He said that she said why didn't anyone put white lanterns? Cause in Japan when someone dies they put lanterens in front of there house. --RutgerCreepman
I played with the Raspy Voice in a sound program, and amplified it a lot. I think I can make out what sounds like " The girl essences are all in a heap... On fire... " If anyone else thinks differently, please post a reply. --Derpycookie11 (talk) 01:28, 10 March 2014 (EDT)
Feel free to make a video showing the effects you used. And what "ghost girl" are you talking about?--Hiccup (talk) 04:28, 10 March 2014 (EDT)
Okay, I apologize, but I'm going to have to call NickthePrez out. Where in the hell do you find these names? A ghost that crys blood? Yeah, sounds like a load of malarkey. If you're going to create rumors, at least make them credible. --SoapyLemons (talk) 12:14, 10 March 2014 (CT)
Lavender Town Syndrome: Hearing things that aren't there and blowing them out of proportion. Unless we have solid proof of some kind of sound analysis, this is just different people hearing different things from what is essentially white noise. Warping sounds in programs is always going to produce a strange effect. (I'm able to make spooky ambiance out of the words "This is a modified sound" just by using the 3DS Sound app.) And making up stories or "explanations" about these sounds is even worse, as it's just speculation. --AquaBat (talk) 16:07, 10 March 2014 (EDT)
Well, personally, that's what the raspy voice sounds like to me. The way I see it, I think it was possibly going to be used as some kind of introduction for a boss fight, most presumably with Bogmire. --Derpycookie11 (talk) 10:33, 5 May 2014 (EDT)
Or it could have been associated with elh mentioned earlier. Anyway, it's just my thoughts. --Derpycookie11 (talk) 10:39, 5 May 2014 (EDT)
About that "Bon-nakum Bon-nakum chi" sound... I listened to it for a few seconds, and noticed there was a "pop" in the sound. The same pop that you hear when a record skips. I took the part before the "pop" and united it with the post-pop sound, and it ended up sounding like "Welcome to-". I'm not sure if this is really important, I just felt like adding it back to the discussion. --BowserKoopaFTW (talk) 19:35, 6 June 2014 (EDT)
Judging by the sound of the person talking, I really want to assume that perhaps the "Bon-Nakum Bon-Nakum Chi" sound was probably some sort of unused Gibberish for Sue-Pea talking to Luigi since she doesn't use any sort of Gibberish Voice Clips like most of the other characters in the Game. --SomeGamerGuy90 (talk) 20:32, 21 June 2015 (EDT)

Squatting animations

In the "Deleted Animations" section of the article, all but one of the listed names has "Squat-" as a prefix. Does anyone else think that this suggests that Luigi was originally able to crouch in-game? Rightman (talk) 21:45, 7 October 2013 (EDT)

I've heard about it in some old Luigi's Mansion article from some website. Instead if them calling it a squat, they called it a dive-rolling action. It was also shown in two different E3 videos for a brief moment. One when Nintendo was showing the game off at their conference, and one time on the show floor. SoapyLemons (talk) 22:21, 7 October 2013 (EDT)

E.Gadd backrounds

These prerendered backgrounds are used whenever E.Gadd is talking to Luigi through the Game Boy Horror (There might be more variations, too) and a quite a bit is cut off by the border. http://imgur.com/a/eJ3OI Worthwhile to add, or no? Robotortoise (talk) 21:53, 15 October 2013 (EDT)

I think so. --Hiccup (talk) 02:27, 16 October 2013 (EDT)
I can get all of these from the models, there a few (7) of them, but they may be duplicates.
Okay. I suppose uploading two at a time would pointless? If you want the first two I grabbed, let me know and I'll shoot you an uncompressed copy. Robotortoise (talk) 12:20, 16 October 2013 (EDT)
Yes, please. --Hiccup (talk) 13:22, 16 October 2013 (EDT)
Here you go! :) https://www.dropbox.com/s/vuctwrbn9xddt6z/GLME01_eccb7d51_14.zip
Oh, and uh, those Mario voice clips you added....are you sure they're not used in the credits song? Robotortoise (talk) 17:05, 16 October 2013 (EDT)
Backgrounds
  • Is GLME01_aa236295_14.png unused? When I know this, I will decide what should go in the article.
When I said the backrounds were unused, maybe I wasn't clear: I meant they were cut off. Like, in normal gameplay. Just wanna get that out there. Robotortoise (talk) 19:14, 24 October 2013 (EDT)
Unused Sounds
  • Your right about the unused Mario voices, they are used in the credits
--Hiccup (talk) 13:57, 24 October 2013 (EDT)
Where is 14 used? I understood about the cut off thing, that is enough for them to go in the article. --Hiccup (talk) 02:37, 25 October 2013 (EDT)
14 is used as E.Gadd's Background in the options menu option in the menu (sheesh :D )
--989Nintendo898 (talk) 03:26, 27 October 2013 (EDT)

Boo animation and other stuff

Okay, now Luigi's Mansion has been properly hacked :). Anyways, I'm interested in few things: now as someone has hacked the animations, I'm interested:

  • is the old Boo face-cover-up animation from E3 still existing in the game?
  • While the Poltergust model doesn't scale with Luigi, do the nozzles?
  • are there any remnants of the old songs from the trailer, the proto theme or the proto lighted room music still in the game?
  • what about a flag or something to launch a event on 1:30 mark on the GBH clock, since one of the gameplay videos from E3 show the demo ending at 1:30 in-game time.
  • [EDIT] Could the animation "RearSadness" be the mysterious "bad ending" animation from the E3 trailer?

That's it, a load of stuff. Now I myself can't search the files, because I have no idea how. If someone wants to teach me, feel free to write on my talk page or PM me on LBM (my name's 989Nintendo898 or Jesse). --989Nintendo898 (talk) 12:34, 24 October 2013 (EDT)

  • Enemy animations cannot be viewed.
  • Try loading them beside each other in a 3D viewer/editor.
  • How was the unused music ripped?
  • Use trial and error memory editing.
  • [EDIT] It is very possible.
To view/search files (EDIT: I don't know if you have a Wii or not, there may be other methods for the gamecube):
  • Run the Wii homebrew Wiiexplorer to copy files from the LM disc to a SD Card.
  • Or if you want the whole game in one go, use CleanRip.
  • Use the PC tools on the notes page.
I hope that was a comprehensive answer. I will help you if you ask me.
--Hiccup (talk) 12:58, 24 October 2013 (EDT)
Thanks. BTW, the "bom-twobble-op" sound might be used when you suck up a boss ghost and the "cliche ghost wail" in the intro when Luigi enters the parlor for the first time.

[EDIT] Oh, and the "rasp" might also be used. Go to Entrance/Foyer and open the closet and listen VERY carefully.

--989Nintendo898 (talk) 07:16, 25 October 2013 (EDT)
  • "bom-twobble-op" is used when the ghost is carrying the key in the intro.
  • "cliche ghost wail" is indeed used in the first entrance to the parlor
  • "rasp" It is used by the drawer!
--Hiccup (talk) 11:19, 25 October 2013 (EDT)
Hmmh, it sounds that the bom-twobble-op might actually be a part of the BGM? ( http://www.youtube.com/watch?v=_SEX1TKCbb8 )
--989Nintendo898 (talk) 02:33, 27 October 2013 (EDT)
Nah, I think all the soundtracks (I don't think there is an official soundtrack) are recorded from the game, rather than ripped. --Hiccup (talk) 04:07, 27 October 2013 (EDT)

SZP Tools?

I have found a program to view .bml files. But this game has them compressed in a .szp format. I extracted it using yay0dec and it made a .rarc file. How can I extract it to a .bml file? Heres A video by me on the .bml models: - RutgerCreepman

1. What is the program?
2. Use Lunaboy's RARC Tools
3. Where are these BML files?
4. What is the blue swirl called? Is it used?
5. You contradicted yourself, if you cannot extract BML files from RARC archives, how did you view them as shown in the video?
And welcome to TCRF. --Hiccup (talk) 11:21, 12 December 2013 (EST)

Well, the models above where from the effect folder which are already .bmd(BinaryModeL).Also when I open the extracted szp theres only a mdl extension. The program I use is BMDView2 and it can't open mdl's ;( If you know other programs for opening mdl's please give me the link. And thanks.--RutgerCreepman

Wait, wait, slow down. First awnser my questions please, before we go onto something else. --Hiccup (talk) 14:34, 12 December 2013 (EST)

Ok 1. Program: BMLView2 2.With .BML I meant .BMD which is like a binary(script made of 0 and 1's) version of the .mdl extension for models. 3. Blue Swirl: Its a portal called effect.bmd Here --RutgerCreepman

Ok, I found an MDL to OBJ converter so you can look at it in a program like Blender: http://www.romhacking.net/utilities/1025/ Not sure if it works or not. --NickthePrez

How do you use it? --RutgerCreepman

So, this is nothing new. I put the Luigi's Mansion utilities on Romhacking.net but I didn't make them. mdl2obj uses python and some python modules. Lunaboy's RARC Tools just needs the command line. I suggest you use the command line for both. --Hiccup (talk) 06:21, 20 December 2013 (EST)

Modding Files in Dolphin

It's quite hard to edit the game and start it with an emulator. You have to change one assembler command. Would it be useful to anybode here if I write down the steps I did? I already tried renaming the Map2 to Map0 and Map0(the original one) to Map2. If I start the game, the game freezes it tries to laod the map. If you remove the Map while you are in it, a error message appears! --Danbru1211 (talk) 04:49, 29 January 2014 (EST)

It certainly would be useful. Please do. You also might want to put the information on the appropriate section of romhacking.net (aka the wiki).--Hiccup (talk) 11:34, 29 January 2014 (EST)
Should I create a new page for a tutorial on modding files and playing the new game in dolphin? How should I call it? --Danbru1211 (talk) 16:02, 2 February 2014 (EST)
TCRF isn't the place for game modding tutorials. Put it on romhacking.net's as a document or on the wiki (but read the guidelines thoroughly!) --Hiccup (talk) 08:30, 3 February 2014 (EST)


Elh Sounds And Animations and stuff

Well , remember the weird ghost sound that sounded like sucking vacuum and water?And that Space show sound? I think its deffenetly the Elh who it belonged to.Cause like Elh was sopoesed to be a water boss and the stunning sound from some old show about space is him stunning Luigi with water or something. Also the drill sound could be some builder ghost sound or so.And I also think that the Bon-naku Bon-naku chi or the blood tears line is from Sue Pea. Why? Sue Pea I though was always the scariest ghost in the game cause she is very aggro towards Luigi and killed herself in her sleep. And she could of said it towards Luigi in a line like : "Wake me up and you'll be crying BLOOD TEARS" or so instead of that she says "DONT WAKE ME UP GO AWAY". And also how many Beta disks are out there do you think? Opinions? --RutgerCreepman (talk)

All of this is just more speculation. There's no proof any of this is true at all. --AquaBat (talk) 13:45, 6 April 2014 (EDT)


More hacking utils?

Recently I watched spacecats video in which he replaced the Poltergust 3000 with its beta model. Since he wants to keep the hack for himself , I decided to recreate his hack myself. I figured completly how he did it so I got to work. Unfourtunatly , I need to compress a file back to .szp format/extension , but Lunaboy's tools which I use to extract .szp files , can only compress back to a .arc file. Renaming the file will cause black screen. Using Super Mario Sunshine's yaz0enc will not help either. Anyone have a solution by chance? --RutgerCreepman

Follow some links here, maybe there are some tools you missed. --Hiccup (talk) 14:00, 26 August 2014 (EDT)

Sorry , there where no tools that I was looking for , but thank you anyway. I just have to make my own then.(If I learn how to make them) --RutgerCreepman

Hello, I have found on a google code site a yay0 tool but you need rarc packer http://www.jaytheham.com/code/ https://code.google.com/p/gc-ipl/downloads/detail?name=yay.rar&can=2&q=label%3Acompress yay0enc by org the rarcpacker is by JaytheHam. But it has a problem the yay0 files will be bigger.(the tools are open source) --Waschpenner (talk) 14:33, 29 August 2014 (EDT)

Thank you very much , but do I have to manually convert the .cpp files to .exe? Cause I never used C++ before .. --RutgerCreepman

Oh I´m sorry, I forget but here is the compiled exe + rarc packer https://www.dropbox.com/s/gs60pgo6rlmq3th/yay0%20tools.rar?dl=0 --Waschpenner (talk) 02:47, 30 August 2014 (EDT)
Thank you so much , this time it seems to be working , exept RARC Packer can't be run through command line(I did following the instructions in
the readme ) but it keeps saying '-c is not recognised as an external or internal command or batch file.'. Dragging the folder right into
the RARC Packer will crash it , so hmmm. Did I miss something out?? I even reread the instructions like 50 times ... --RutgerCreepman
It only work with folders. Open it with Cmd you must in your yay0 folder then "yay0enc.exe -c your.rarc yourszpName.szp" --Waschpenner (talk) 11:32, 30 August 2014 (EDT)
Sorry , the tool seems broken , cause when I follow your steps , it just outputs on the cmd :" YAY - Dolphin BootROM font compression
tool by org" and it doesen't make a .szp folder. I am pretty sure the steps we are using are invalid. --RutgerCreepman
Hey guys, I am new to this website. I am trying to do the text change hack for LM, so I decided to ask here. I have GCRebuilder to get the event.szp file I want out of the event folder (each # represents a character in the game) to change. EGadd is #08, and I exported the file out onto my desktop. I then used lunaboys ARCExtract program to get the text folder called event08, and I used Spacecats's program LMScript, to change the text for EGadd. I then saved it after editing and I took out the original text file and left mine there where the original was. I then dragged the event08 folder to Lunaboys ARCPack program to create a file called event08.arc. On this next step, I am stuck, to turn the arc file I created back to an szp file, I need the yay0compressor program. And when I downloaded yay0compressor tool, it just gave me 6 files CommonDefs.h, main.cpp, main.dsp, main.dsw, SZP.cpp, and SZP.h. How do I compile these files together? And I tried using the RARCPacker tool it doesn't really work. And I tried dragging the event arc file to yay0enc, it didn't do anything. Dragging the Yay0 folder with the 6 files to the RARCPacker tool just gives me a file called Yay0.arc. I am confused guys, and sort of frustrated. Can someone please help me is there something I'm doing wrong? And I don't have a program called CMP. --ShinyMan9875

Prof E.Gadd eyes?

In Super Smash Bros. 3DS, Professor E.Gadd has black, beady eyes behind his glasses. Are these in the original game too? Are they in Dark Moon? Robotortoise (talk) 11:47, 3 March 2015 (EST)

I don't recall seeing any eyes in the original, no. His glasses seem to be right up on his face. If they are there, there'd have to be some model-viewing to find them. Can't help you with Dark Moon. Another place to look would be Mario Party 6.--Spiritix (talk) 01:51, 4 March 2015 (EST)
He DOES have very small, black beady eyes, however, they're visible during gameplay if you look really closely, so unfortunately, not unused. Robotortoise (talk) 23:06, 18 May 2015 (EDT)

MDL viewing

I've managed to create a .bat file that extracts the .szp files if you double click on it. Is anyone interested in me uploading it here? Unfortunately, I haven't figured out how to view the models and animations, yet. There is a .mdl converter, but it won't work for me. I wish someone would just make a normal model viewer for this game, or even better, an Every File Explorer extension... Robotortoise (talk) 04:49, 17 May 2015 (EDT)