Talk:Paper Mario: The Thousand-Year Door
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Contents
- 1 Kagenui
- 2 Kiosk Demo
- 3 Message Error Handler
- 4 Clock on stage left
- 5 Vivian's Gender
- 6 Some Hacking Docs/Dumps...
- 7 Unused Sound Effects
- 8 How were the file dates found?
- 9 How did we get these files extracted?
- 10 Recipes in regional differences
- 11 Green Train Toad
- 12 Japanese Title Theme
- 13 Text Speeds
- 14 Model viewer?
- 15 Text when the game couldn't load the text file
- 16 How do you access the Sequence List?
- 17 Unused Status Effect
- 18 Unused Poisoned Animations
- 19 Superstar Stage Off-screen Objects
- 20 Spanish Test E-mail Mistranslation
- 21 Some stuff from Paper Mario: TTYD Speedrunning and Petalburg discords
- 22 Offscreen objects
- 23 Unused Battle Commands?
- 24 Possible unused audience sprites
- 25 "Pennington" debug enemy
- 26 Proposed move to Paper Mario: The Thousand-Year Door (GameCube)
- 27 Why is there a request to replace APNGs with GIFs?
- 28 How Does Dialog Work?
Kagenui
Kagenui means "shadow sewing," and is used for the often-used video game/anime ninja ability to immobilize an opponent by binding their shadow to the ground. Just thought I'd point that out. --Kahran042 20:41, 22 December 2010 (EST)
Kiosk Demo
If someone could get a hold of the demo, it would definitely be worth looking into. I'm mainly curious as to which key design the demo uses for Hooktail Castle, but that's trivial compared to what could be found. --Peardian 04:22, 17 July 2011 (EDT)
I can record the whole demo if you want. In fact, I have two demos, one earlier from another. -- Skawo
- Do you have a date for the earlier demo? The one I have is from around June. If the earlier demo is before May or April, I'd be interested in looking through the game files. --GoldS 06:01, 17 July 2011 (EDT)
Message Error Handler
The game includes one. You can display "No message[English]" (or, presumably, translated equivalents) in bold red text if, well, it doesn't exist. One way I know of that's possible, is to use AR codes to turn on other partners, while Mario is not supposed to have them yet in the story, and have them talk in a cutscene. Should this be added to the wiki?
- Super Mario Sunshine's article has the same sort of thing, so I say go for it. --Peardian 13:54, 25 August 2011 (EDT)
- Well, k then. I'll add it once I have a screen for it. Unless someone else wants to ^_^ --Skawo
Clock on stage left
Is this visible in-game? And if so, does it display the time the Gamecube currently thinks it is? Robotortoise 17:18, 31 May 2013 (EDT)
- That might be seen when the entire audience is shown, like when Hooktail swallows the audience. --AquaBat 19:18, 31 May 2013 (EDT)
- Right, but is this confirmed?
- ....eh, I'll have to check myself.Robotortoise 12:08, 5 June 2013 (EDT)
- Just checked a video on Hooktail, seems as if the clock is JUST off-screen. Superyoshibros 12:48, 19 December 2014 (CDT)
- Just offscreen so you can't see it or just offscreen so you can see it? --Hiccup (talk) 14:12, 19 December 2014 (EST)
- Just offscreen so you can't see it. Superyoshibros 11:46, 20 December 2014 (CDT)
- Just offscreen so you can't see it or just offscreen so you can see it? --Hiccup (talk) 14:12, 19 December 2014 (EST)
- Just checked a video on Hooktail, seems as if the clock is JUST off-screen. Superyoshibros 12:48, 19 December 2014 (CDT)
Vivian's Gender
I've heard stories of Vivian being a transgender in the Japanese and PAL versions. Is this correct? If so, can someone who has one of these copies please post the corresponding text/info? Robotortoise (talk) 18:52, 6 September 2013 (EDT)
- The PAL version has info about his gender on certain other languages but not english, I can check them though.
- Thanks. Robotortoise (talk) 20:06, 6 September 2013 (EDT)
Some Hacking Docs/Dumps...
- Sprite/Texture Dump - may be unused sprites/textures. --Hiccup (talk) 15:20, 10 November 2014 (EST)
Unused Sound Effects
The Sounds Resource's sound dump (in wav format) contains some menu sounds from Paper Mario 64. Unfortunatly the sound dump does not say the filenames (or if there were any), so this probably isn't wiki worthy. --Hiccup (talk) 11:37, 18 December 2014 (EST)
- It's a shame no one has the raw sound effects, ripped directly from the game thanks to einstein95's help with a script... It's a real shame, that is. Robotortoise (talk) 18:18, 18 December 2014 (EST)
- Thanks to the script-creator/s and runner/s but what is the difference between this and the files uploaded to the Sounds Resource? --Hiccup (talk) 07:58, 19 December 2014 (EST)
- Uh...it's the raw files, I guess. So you can see if those menu sounds are really in the game. If they are, I'd like you to add them. Robotortoise (talk) 11:48, 19 December 2014 (EST)
- Thanks to the script-creator/s and runner/s but what is the difference between this and the files uploaded to the Sounds Resource? --Hiccup (talk) 07:58, 19 December 2014 (EST)
How were the file dates found?
Extracting files from the early demo using Dolphin and opening one with Windows Explorer's property window only shows the date I extracted it from the ISO. --Hiccup (talk) 15:27, 22 December 2014 (EST)
How did we get these files extracted?
I'd sorta like to know how someone managed to convert the images and the sound effects into a usable format. I'd also like to know if the process works in reverse, i.e. can we insert something rather than extract something. YourBuddyBill (talk) 11:55, 14 April 2015 (EDT)
Recipes in regional differences
I think at least one of those three is inaccurate but I can't remember which one. I heard that the ice pop and zess frappe descriptions are kind of wacky and don't really correspond with what they do; last i heard, the ice pop restores 15 FP and freezes you if you're in battle, though no descriptions in english state that. YourBuddyBill (talk) 18:50, 18 April 2015 (EDT)
You know what, while I'm at it, I'll also throw out that the enemy held items and drops FAQ down at http://www.gamefaqs.com/gamecube/920182-paper-mario-the-thousand-year-door/faqs/63451 has some interesting tidbits on the Glitz Pit. Most interesting is that the "Spike Storm" team (two spinies and a lakitu) has item held rates corresponding to a Ruff Puff, a Poison Puff, and an Ice Puff. It would certainly fit the "Storm" motif; I'm guessing it was changed due to Ice Puffs and Poison Puffs being bumped up into the ranks of considerably stronger enemies. It also explains why there's a "Tiny Spinies" team when someone ELSE in the glitz pit is real spinies. YourBuddyBill (talk) 19:01, 18 April 2015 (EDT)
I hate to talk to myself, but there was a guy a while back that had an earlier beta of the TTYD disk, beta 9 I believe, which included an optional boss fight with Prince Mush, a Rusty Koopatrol, Rocko Pianta, and Burning Bills, among a bunch of other things. I just got in contact with him and it turns out the disc succumbed to disc rot years ago and he didn't have the stuff to dump it back then. Any help picking up other potential leads on beta discs would be appreciated. YourBuddyBill (talk) 14:51, 20 April 2015 (EDT)
- You're referring to Stooben Rooben from the Super Mario Wiki. He made all that up. Never produced a single image for proof, not to mention that none of the differences he listed in "beta 9" - which read like fantastic fanfiction - have been found in the final revision of the game, even though data dating back to the very beginning of development exists and has been found on the release copy. On top of all that, "beta 9" does not fit Nintendo's usual standard for naming program revisions. If such a prerelease build existed, it would probably be given a version number to one decimal place.
No one questioned SR because he was a wiki bureaucrat at the time. Should give you a good idea of the Mario Wiki's quality standards. --Nickeljack (talk) 16:25, 20 April 2015 (EDT)
Green Train Toad
While getting involved with TYD Repainted, I realized that there are graphics for a train worker Toad (dark cap, dark shirt) with green spots, but only red- and blue-spotted train workers show up on the Excess Express chapter. I've looked through the whole chapter three times now. I have an old sheet of its textures which refers to it as "ticket checker" but I don't know if that's just someone's guess. The textures show up somewhere in the game when dumped, so it has to be loaded somewhere, right? Is there any part of the game I'm overlooking that has this green train Toad, or is this a minor discovery? --Peardian (talk) 00:48, 4 July 2015 (EDT)
Japanese Title Theme
I noticed that the beginning of the title theme in the Japanese version has a slightly different melody than the US theme. Could someone get a recording/rip of it? It's not even documented on TMK. --Peardian (talk) 00:43, 20 July 2015 (EDT)
- Someone ripped them and sent them to me via e-mail. I'm adding them to the article now. --Peardian (talk) 23:12, 21 July 2015 (EDT)
Text Speeds
From DaSecondMate: "Why can't you list all the dialogue the Shopkeeper in Twilight Town says when it scrolls by so fast? When you first talk to her about her husband turning into a pig, the rest of the dialogue scrolls by, every 1/3 of a second. Same for M&L: Bowser's Inside Story. At one point, there's a Goomba, that says some dumb crap to Bowser and as the Goomba's text continues, the automatic text goes by faster, & faster, to unreadable speeds. Please list these." For this game, you can press the Z button to go back and read it. I presume one can do something similar without some of the other RPGs.--From: divingkataetheweirdo (talk) 21:54, 8 August 2015 (EDT)
- I don't think you can read previously displayed text in Bowser's Inside Story. So that would fit. Robotortoise (talk) 22:47, 8 August 2015 (EDT)
Model viewer?
So I found this model viewer, but it says I need to compile it to use it in the command line. I'm...not quite sure how to do that. Could someone please compile it for me, or anyone else who's interested in looking at the models.? I'm running Windows. A 32-bit or 64 bit build would work fine. Also, if anyone knows how or cares to to update the code, a GUI and animation support would be nice. We can't view animations yet, as far as I know. Robotortoise (talk) 07:26, 5 September 2015 (EDT)
Text when the game couldn't load the text file
This error message appeared when the game tried to load a corrupted aaa_00.txt. (I ran it through Gizzogle. I was trying to make it funnier.) Anyways, is this error handler used? I can't see it listed on any of the unused text pages... Robotortoise (talk) 03:28, 22 September 2015 (EDT)
- Why is the resolution blown up so much? -Ehm (talk) 03:31, 22 September 2015 (EDT)
- The window wasn't native size, and I took a picture using Dolphin's screenshot tool. If it's unused, I'll take a better picture. Robotortoise (talk) 11:58, 22 September 2015 (EDT)
How do you access the Sequence List?
Under "Unused Text" for this game is an entire page for "Sequence Lists," which are basically sub-chapter or cutscene titles. However, in looking through all the text in the game, I can't find these lists anywhere. I've looked in other places in the ROM and still don't see any. Would anyone mind pointing me in the right direction? Thanks!--Rew (talk) 17:52, 13 March 2016 (EDT)
Unused Status Effect
I found a code to access a status effect that uses the unused icon and added it to the page. I found the code here: http://www.gc-forever.com/forums/viewtopic.php?f=38&t=2376&p=32064
It's called "Fear" from the author of the code due to the face icon. From my testing I found that it reduces Mario's Attack by at least 13; I couldn't find anything else it does. If that section I added can be improved please let me know or feel free to clean it up. --Kimimaru (talk) 02:41, 29 July 2016 (EDT)
- In the third line of the status code on the main page, where did you get the 80 from? Is that confirmed to be the default value the game uses when applying "Fear?" Because the status in general seems to function like the normal Attack Up/Down in that it has a magnitude of effectiveness. I mean to say replacing 80 with FE means minus 2 attack power, while 03 means plus 3 attack power (and an Anger icon). I'm unsure if 80 is the real value this status would have used. ==Lazlo52 (talk) 00:51, 13 August 2016 (EDT)
- That's a good point. I chose the first value it showed on the cheat page that would inflict "Fear," which I assumed was the default value. However, since I'm not aware of any way to inflict this status in-game outside of cheats, I'm afraid I can't answer with 100% certainty. --Kimimaru (talk) 18:00, 4 September 2016 (EDT)
- This is just a hypothesis, but I believe this status may be a generic Attack Down status, a counterpart to the generic Attack Up status that can be obtained with Power Lift. That status uses the same "Angry" icon this one does when the attack mod for this status is set from 01 to 7F. In the game, there are two status effects that boost Attack: Attack Up via Power Lift and Huge via the Power Punch item. However, there is only one status effect that lowers Attack: Tiny, which can be inflicted via the Mini Mr. Mini item and a few moves. Perhaps there simply are no moves that inflict the generic Attack Down status, which this icon correlates to. It would be interesting to find out what happens when this status is inflicted via an attack and if it has a corresponding battle message. Does anyone know how to modify moves to inflict different status effects? --Kimimaru (talk) 03:57, 25 January 2017 (EST)
- With the help of the "Immobilizing Thunder Rage" code (Source) and Jdaster64, we managed to make a code that causes Thunder Rage inflict a status effect with this icon, and it is indeed a generic Attack Down status! It even has its own unique battle message, splash effect, and sound!
- Splash
- Battle Message
- Video Demonstration
- The battle message says "Attack has dropped!" The AR code to make Thunder Rage inflict Attack Down is the following for the US 1.0 version. It also may inflict Immobilized, as it's a modification of the original code.
- 02366CDE 00006403
- 02366CE0 0000FE00 --Kimimaru (talk) 00:02, 27 January 2017 (EST)
- This is just a hypothesis, but I believe this status may be a generic Attack Down status, a counterpart to the generic Attack Up status that can be obtained with Power Lift. That status uses the same "Angry" icon this one does when the attack mod for this status is set from 01 to 7F. In the game, there are two status effects that boost Attack: Attack Up via Power Lift and Huge via the Power Punch item. However, there is only one status effect that lowers Attack: Tiny, which can be inflicted via the Mini Mr. Mini item and a few moves. Perhaps there simply are no moves that inflict the generic Attack Down status, which this icon correlates to. It would be interesting to find out what happens when this status is inflicted via an attack and if it has a corresponding battle message. Does anyone know how to modify moves to inflict different status effects? --Kimimaru (talk) 03:57, 25 January 2017 (EST)
- That's a good point. I chose the first value it showed on the cheat page that would inflict "Fear," which I assumed was the default value. However, since I'm not aware of any way to inflict this status in-game outside of cheats, I'm afraid I can't answer with 100% certainty. --Kimimaru (talk) 18:00, 4 September 2016 (EDT)
Unused Poisoned Animations
From what I know, there's no way for you to inflict poison on any enemies unless you confuse one that can use poison attacks and it poisons another enemy. However, using cheats, you can inflict poison on any enemy and they'll play their poisoned idle animation in battle. So far I tested it on a few normal enemies including Hammer Bros. and haven't had any crashes; I plan on testing more later. Which enemies are normally unable to get poisoned at all, due to a lack of other poison-capable enemies in battle, and how should that data be documented? --Kimimaru (talk) 21:31, 4 January 2017 (EST)
- I got around to testing more, and most enemy poison animations are shared with other status effects, most commonly Dizzy. However, Doopliss' Dizzy animation is the same as his Confused animation, while his poison animation is different than either of the two. To my knowledge, only the Confused, Dizzy, Poison, and Sleep status effects cause characters to play different idle animations (Frozen and Immobilized are just their hurt animations, and Fast and Slow simply speed up and slow down their normal idle animations, respectively) so I believe Doopliss' poison animation cannot be seen normally. --Kimimaru (talk) 05:10, 9 January 2017 (EST)
- Looks like you've already went about it the way I would have. I always thought the animations seemed like an unexplored venue for unused content. If the page needs it, I should be able to get good gifs for comparison (I just need to see a video so I know which animations are which). --Lazlo52 (talk) 03:21, 12 January 2017 (EST)
- In the last Shadow Sirens fight, Beldam can poison Mario or his partner. In theory, confusing her may allow her to poison Doopliss, but I'm unsure whether Doopliss can actually be poisoned via a move or if Beldam can actually hurt one of her allies when Confused (I tested extensively with Bowser and Kammy Koopa and couldn't get them to attack each other, so there's a chance of something similar happening here). Is there a way to check these? If Doopliss can indeed be poisoned, then the animation wouldn't be unused. However, considering Doopliss transforms early into the battle and the difficulty of getting him poisoned, I think it might be nice to note on the page regardless. While I'm not done testing, I've tested a majority of the enemies and Doopliss has been the only one so far with a unique poisoned animation. Hopefully I can find more. --Kimimaru (talk) 18:59, 13 January 2017 (EST)
- I did a lot more testing and confused Doopliss, Marilyn, and Beldam in the last Shadow Sirens fight. None of them directed their attacks on each other at all during at least an hour of testing. Either they did nothing from confusion, or they did what they would normally do in battle and attack your party or buff theirs. I'm hypothesizing that bosses simply cannot attack other enemies in boss fights considering if you confuse standard enemies they will attack each other fairly often. Since this is the case, then I can't see you being able to see Doopliss' poison animation at all in standard play. I will upload a gif of this animation; if we find a way to see it normally, then we can remove it and/or note it on the page. --Kimimaru (talk) 16:52, 17 January 2017 (EST)
- In the last Shadow Sirens fight, Beldam can poison Mario or his partner. In theory, confusing her may allow her to poison Doopliss, but I'm unsure whether Doopliss can actually be poisoned via a move or if Beldam can actually hurt one of her allies when Confused (I tested extensively with Bowser and Kammy Koopa and couldn't get them to attack each other, so there's a chance of something similar happening here). Is there a way to check these? If Doopliss can indeed be poisoned, then the animation wouldn't be unused. However, considering Doopliss transforms early into the battle and the difficulty of getting him poisoned, I think it might be nice to note on the page regardless. While I'm not done testing, I've tested a majority of the enemies and Doopliss has been the only one so far with a unique poisoned animation. Hopefully I can find more. --Kimimaru (talk) 18:59, 13 January 2017 (EST)
- Looks like you've already went about it the way I would have. I always thought the animations seemed like an unexplored venue for unused content. If the page needs it, I should be able to get good gifs for comparison (I just need to see a video so I know which animations are which). --Lazlo52 (talk) 03:21, 12 January 2017 (EST)
Superstar Stage Off-screen Objects
I used Dolphin's Free Look mode to check behind the Superstar stage, as it wasn't covered in the Boundary Break episode linked on the main page. Here's what I found:
- http://i300.photobucket.com/albums/nn38/Kimimaru4000/G8ME01-2.png
- http://i300.photobucket.com/albums/nn38/Kimimaru4000/G8ME01-3.png
- http://i300.photobucket.com/albums/nn38/Kimimaru4000/G8ME01-4.png
The first picture shows a table with what appears to be a water bottle and something else I can't figure out with an odd red trail. The second picture shows an off-screen control monitor of some sort. Considering it's well off the stage, I'm imagining you can't see this in normal play. I don't know what it's purpose is or would have been. The third picture shows doors and a staircase for the stage. This is on the left side of the stage; the right side just has the lower door with no staircase.
Are you able to see the doors or table/water bottle in normal play? Do Shy Guys still go behind the Superstar stage and cause something to happen, or does that only happen with earlier stages? Once this is confirmed, I'll add these to the page. --Kimimaru (talk) 03:37, 25 January 2017 (EST)
Spanish Test E-mail Mistranslation
The last phrase "Será que juego demasiado." should be translated as "Maybe is because i play too much" instead of "I'll play them too much" (Yo los jugaré mucho). "Será que" is a phrase that denotes probability, along with "Quizá" (Maybe) o "Probablemente" (Probably). :) EblfIYH (talk) 00:10, 24 June 2017 (EDT)
Some stuff from Paper Mario: TTYD Speedrunning and Petalburg discords
Muz 🍀#7419 / discord userid 180795067861041152: Unused battle map
clarification from Zephiles: "im pretty sure the Unused battle map is also from the unused battles, accessed via the battle modifier"
PistonMiner: Debug code: "If you attempt to make an animation pose with a model that doesn't exist, hoshi (star) will be used instead"
Gibstack#2014: More unused battle setups - "e.g. one in the creepy steeple chest room (has a boo that you might've had to fight but might just be a placeholder since there is generally a placeholder in all of them), a strange hyper paragoomba one, a pider fight in the puni statue room"
Zephiles: these can probably be activated using's Ralf@gc-forever's battle modifier code
SolidifiedGaming: Unused flag in the Major League Room script, may be more hidden stuff in the scripts
PistonMiner: "They cut out an escape sequence from Ch7 for the ending"
clarification from Zephiles:
For the cut chapter 7 escape sequence, the function that starts the ticking audio for chapter 2 actually plays 2 different tracks depending on the sequence. If the sequence is 352 or higher (which is the start of chapter 7), then it plays the audio track SFX_STG7_ALART_WARNING1. Otherwise, it plays the audio track SFX_STG2_BOMB_TIMER1. So this heavily suggests a cut escape sequence
audio (converted to wav), seemingly otherwise unused (filename is sic)
Zephiles: useless empty scripts?
Zephiles: unused magical map texture?
PistonMiner: "unused hooktail castle foyer lock"
clarification from Zephiles:
For the unusued Hooktail Castle lock, theres a number of things pointing to this:
1. The script used for the intro cutscene is set to change the sequence to 37 immediately (it's at 34 beforehand) 2. In the demo code (which is also fully present in the retail versions btw, which i'll get into later), there are 2 entries for sequences 35 and 36, which are Key and Lock. But since the room script just sets the sequence to 37 immediately, these never actually get used.
3. Theres an actual important item in the game that has the description of opening the gate to Hooktail Castle
the ID for this item is 15
Zephiles: unused stuff caused by and possibly including having multiple partners out in battle
for the thing about multiple partners in battles, the game handles having multiple partners out in battle in weird ways, but the one key thing to take note of is that if you use Veil and are still able to attack with another partner, a flashing icon will appear to notify you that Mario is under the ground. Im not sure if this icon is on TCRF, and as far as I know its tecnically unused since you normally cant have more than one partner out at once
PistonMiner: there are leftovers of a cut test map "complex"
PistonMiner: unused conditions for the Glitz Pit
clarification from Zephiles: "as for the unused conditions, they are for the glitz pit, and Piston found them. Theres a ton of unused ones that dont have actual text for them, such as the equivalent of "You must use your hammer". You'd wanna talk to Piston to get the full details"
PistonMiner: "unused sequence conditions"
Isocitration: piranha plants have unused ceiling behavior
clarification from Zephiles: "for the piranha plant ceiling behavior, im guessing that this is the same type of thing as with buzzy beetles https://www.youtube.com/watch?v=BmlO1NraQTY"
Zephiles: "there are also several partner attacks that claim to specifically target Mario, but can also work on other partners. One of these is Smooch. I dont remember all of the ones that are like this"
Zephiles: "theres an unused follower that uses the same model as Gus. I have no idea who it's supposed to be though" "the ID for this follower is 12" "https://cdn.discordapp.com/attachments/389069114230046731/675106695936081940/TTYD_Unused_Follower.mp4"
Zephiles:
Going back to the demo code, all of it is still present in all 3 retail versions. All you would need to do is change a flag at boot. One small problem is that the file select screen for the demo wants to use monthry.tpl, which is not on any of the retail discs. Because of this, the game would crash upon getting to the file select screen.
However, if you manually add the file back into the iso and then rebuild it (and each version of the game should have their own version of monthry.tpl that probably cant be swapped between versions), then the demo will work perfectly fine And then this is where i got the Key and Lock names from before: the demo code contains code that is set up to warp to specified points in the game, which was likely what the devs used to test stuff. Theres a total of 494 of these warp points, although a few of them are unused. Piston figured all this out, and provided me with the info so that I could port the code into my Practice Codes project, so now it can be used to warp to pretty much any point in the story.
Theres 2 more interesting things to note here: 1. Theres some extra init functions included that were not in the demo, which makes it all the more likely that it is in fact used for testing purposes. 2. For whatever reason, the names for all of these warp points got translated to English when they made the US build, so thats how I got the actual names for them. When you warp to one of these points, the game sets a bunch of stuff, including all of the flags that should be set up to that point, the sequence, which partner and follower you should have out (if any), the loading zone that should be used, and whether Mario should be in boat mode or not (there's a few places where this is used). Piston can give a lot more info on this stuff than I can though im pretty sure thats what all of this is btw
https://tcrf.net/Paper_Mario:_The_Thousand-Year_Door/Unused_Text/Sequence_List
Zephiles:
For the regional differences page, i moved my source to here:
https://www.speedrun.com/ttyd/guide/l3reb
theres also some newer entries that arent on TCRF. The numbering changed a bit though, so the entire list needs to be reviewed
Zephiles:
another obscure thing is that the room script for Rogueport central is that Attack FX B is set to spawn outside of the badge shop if you've completed Mowz's trouble but have not actually received the badge from her. This is only possible if you warp to this point via the events, as one of the last ones is set to give you Mowz and set her trouble as completed.
another thing is that theres a bunch of unused enemy IDs for battles. Jdaster64 documented all of them, including the unused ones, but idk how he found the names. So you would wanna talk to him about them.
heres where they are documented: https://github.com/jdaster64/shufflizer/blob/master/shufflizer/rel/include/ttyd/common_types.h#L63
i extended upon that a bit in my project, by figuring out a few enemy order things and whatnot https://github.com/Zephiles/TTYD-Practice-Codes/blob/master/ttyd-tools/rel/source/global.cpp#L1224
(and if you're not familiar with how enum values work, they start at 0 unless specified otherwise, and then each entry is incremented by 1, unless also specified otherwise)
Zephiles:
The JP demo also has all of the rel files present, some of which are only present in this demo as well as PAL retail. This is mainly because of tst.rel, which would be used for the test maps, which the scripts within that rel file indicate that theres several test rooms that exist, but were not included in either discs. There are also several functions that seem to only be used by this rel file, so those functions only exists in the JP demo as well as PAL retail
Zephiles: "also i just tested, and fire pop works the same way in the US demo as it does in the JP demo, at least for how it damages the person its used on"
Zephiles: "all of the demo code is still in the retail disc, and can be booted by changing a flag and adding a missing tpl file to the disc" sets the flag (can also be done by hex editing the dol):
$Boot To Demo (US) 04087624 60001004
you need to add monthry.tpl from the appropriate region demo disc
Zephiles: the struct containing sequence info (https://tcrf.net/Paper_Mario:_The_Thousand-Year_Door/Unused_Text/Sequence_List) is used by the demos and when you start a new file
[comment: i wonder if the flags set for each sequence always matches up with the flags you "naturally" while playing through the game - stuff they didn't notice while using this data for debugging.]
--Hiccup (talk) 14:21, 6 February 2020 (EST)
Offscreen objects
There's some unused geometry that you can only view by using noclip.website and enabling "other root nodes", I wanted to add that stuff to the page but don't know where it would go, would it go under "Offscreen Objects"? And are there any rules about getting screenshots from noclip.website? Thanks, I added some other stuff from the "to-do" section a few days ago too, I hope I edited the page correctly. --Getlucky12341 (talk) 05:08, 12 January 2022 (UTC)
- Nice work on adding stuff from the todo section to the page. I think for this, simply "Unused Geometry" would be a good heading. Although, I'm not sure - is there a way to hide the *used* geometry in noclip.website? It would be useful to take a screenshot of the geometry without the used geometry in the way, in addition to the one with both for context. --Hiccup (talk) 14:34, 12 January 2022 (UTC)
- Yes, if you disable "Enable Render Root" the normal used geometry goes away (except for save blocks and maybe a few other things). Depending on the room the unused stuff will sometimes fit perfectly with the used geometry, but in other areas like the part of Twilight Trail with the Hyper Goombas, the unused geometry collides with the used geometry.
- So I guess one picture showing only the unused geometry, and another picture showing it mixed with the used geometry? --Getlucky12341 (talk) 01:17, 13 January 2022 (UTC)
- I just started a subpage because there's a good chunk of stuff. https://tcrf.net/Paper_Mario:_The_Thousand-Year_Door/Unused_Geometry Getlucky12341 (talk) 03:01, 13 January 2022 (UTC)
Unused Battle Commands?
Protect Partner |
Rise |
Two battle menu strings I don't ever recall seeing in-game. Are they actually unused? --Alley (talk) 16:45, 1 March 2022 (UTC)
Possible unused audience sprites
source:The Spriters Resource
Are some of these sprites unused? I don't recall seeing any of the 15th column. They look like they've been made dizzy, which as far as I know you can't make the audience dizzy? I also don't recall any blue or green Toads, but that one may just be me misremembering. — The preceding unsigned comment was added by Sashac0re (talk • contribs)
"Pennington" debug enemy
At the end of this video here Getlucky talks about some kind of bizarre test enemy called Pennington. I don't see this mentioned anywhere in the article but its probably worth looking into it. — The preceding unsigned comment was added by Klondike Kat (talk • contribs)
Proposed move to Paper Mario: The Thousand-Year Door (GameCube)
We should probably move this page from Paper Mario: The Thousand-Year Door to Paper Mario: The Thousand-Year Door (GameCube), right? Since the new version coming out for the Switch doesn't have a difference in title? Devann (talk) 20:48, 12 April 2024 (UTC)
Why is there a request to replace APNGs with GIFs?
The GIF format is much more limited, which is specifically why I uploaded those unused animations as APNGs. For TTYD animations specifically, since each piece of a character has a different colored outline you can't just pick one color for the matte and be done with it. You're going to get artifacts on the edges of each frame unless you meticulously edit each frame. Not to mention the color limit on GIFs results in noticeable quality loss. APNG has none of these issues (each frame is basically the same as a PNG) and is widely supported at this point among modern browsers. The only reason I can think of for wanting GIF instead is so it will always play on the page or to save on space, but I think keeping the quality of the animation is more important (plus for me they do play on the page after clicking them once). The only place GIF would be preferable is with pixel art sprites. I understand exporting as APNG is not as accessible but I think users who are able to do it should be able to use it where it would avoid sacrificing quality.
Regardless I would like clarification on this before I upload any more.--Fawfulthegreat64 (talk) 09:17, 23 July 2024 (UTC)
- I suppose you can remove the note. Whoever added that probably doesn't know that GIF has a limited color palette and they're not good for anything that has more than 256 colors. ReyVGM (talk) 12:30, 23 July 2024 (UTC)
How Does Dialog Work?
In a recent video I watched, there was a brief explanation how all the text works. Looks like XML formatting. Start at 22:10. 23:22 is interesting because there is shake and wave text. Can't be combined, but combining works in Paper Mario. This suggests a programming error or lack of programming. Might be worth investigating. --Wildgoosespeeder (talk) 04:30, 22 October 2024 (UTC)