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Talk:Super Paper Mario

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That blank Koopa shell...

Any chance it could belong to the graphics of the Koopa shells in that mini-game in the arcade where you hit them with a hammer at the right time? IIRC, they're monochrome. {EspyoT} 18:42, 27 August 2011 (EDT)

These have one of the "spots" on the shell black. So unless the game recolours them in real time...Skawo
Ah, right. They must be just placeholders then. Also the fact that there are 2 of them and such... {EspyoT} 10:06, 28 August 2011 (EDT)

Shy Guy (and more?)

Check it out! Someone at TSR found a regular Shy Guy in the game. Also, it's been a while, but were all those different Fuzzy colors really in SPM? Or are those TYD leftovers? --Peardian 12:39, 28 August 2011 (EDT)

The Stilt Guy texture file contains the shy guy, so I wouldn't add that yet. Only add it if a specific file for him exists.
See it here.
I know for a fact the gold one's not used, but I'm not sure about the pink one. Green and Black are used.--Skawo
So indeed it does. Should that be mentioned in Stilt Guy's section? Also, I decided to do a little research. The Pink Fuzzy is used, but the Green one isn't. Or it might be used as the body for the Dark Fuzzy. Also, the Gold Fuzzy isn't used, but it seems that it was planned, as it appears on the back of the Player's Guides for the game. Either way, it's a bit obvious that they just copied over all the Fuzzy assets from TYD. --Peardian 19:31, 28 August 2011 (EDT)
I wouldn't add it to the Stilt Guy section, since it's just used as the actual Stilt Guy.--Skawo

Extra unused music?

Super Paper Mario appears to have more unused music than just dummy_32k. I haven't played Super Paper Mario in years, but I can't recall hearing any of these. Can anyone verify that the following exist in the game/are unused? --Torchickens 21:12, 20 February 2012 (EST)

To my knowledge none of them are used. I will add them to the article. --AttackedbyGlitch 21:23, 20 February 2012 (EST)
I believe those are definitely unused. I'll grab the filenames for them, too. --Peardian 04:36, 21 February 2012 (EST)
There, done. Turns out the file names give a lot of information about them. --Peardian 05:12, 21 February 2012 (EST)

e_kami_kuribo

Is the character actually named Kamikaze in the game? Because kami means "god", so maybe they meant God(ly) Goomba? Just a thought. // Foxhack 00:27, 3 September 2012 (EDT)

They're called Headbonk Goombas, but considering the wild tackle they use, kamikaze would be an appropriate description. --Peardian 00:41, 3 September 2012 (EDT)
The Headbonk Goombas are actually a different color (Light gray), but it's possible that this is an unused variant. And yes, they're called kamikaze_kuribo in the animation files. --GoldS 04:11, 3 September 2012 (EDT)

Infinite Experience fixed in PAL version?

There's a spot in chapter 5-4 where enemies respawn infinitely and it is trivial to accumulate as much experience as you want. According to someone on GameFAQs, this was fixed in the PAL version of the game. Is this accurate? JorphoXL (talk) 21:12, 2 October 2013 (EDT)

Unused tattles?

Has anyone checked for any unused tattles in periods where Tippi is not present? I know you can get Big Blooper's tattle by going to Chapter 3-2 and using Tippi on the tentacle obstacles, but what about the boss battle with Bowser in Chapter 3-1? — NES Boy (talk) 02:27, 21 October 2013 (EDT)

I would like to check this. But the correct code for my version
All Pixls
04511AEC 010000DD
04511AF0 010000DE
04511AF4 010000DF
04511AF8 010000E0
04511AFc 010000E1
04511B00 010000E2
04511B04 010000E3
04511B08 010000E4
04511B0C 010000E5
04511B10 010000E6
04511B14 010000E7
is called invalid by http://geckocodes.org/ . Is there an alternative code for the pal version? And could you list all the events where you lose Tippi?--Hiccup (talk) 13:45, 23 October 2013 (EDT)
The special Escape scenes after Chapter 1 and Chapter 2 (I doubt any Have All Pixls codes will work with those scenes), all of Chapter 3, the point when Tippi falls ill after Chapter 4, the point when Dimentio attacks and sends you to the Underwhere (after going through the ruins of Chapter 6), Luigi's solo fight with Dimentio in Chapter 8, and the final boss fight with Super Dimentio up until you break his invincible barrier, I believe. For some of these, I don't think there would be much of anything. --AquaBat (talk) 17:06, 23 October 2013 (EDT)
See, I think the "have all Pixls" codes don't include Tippi, as she's a separate object or something. (She's not on the Pixl menu.) But you do bring up a valid point. The only thing you'd have to look out for is tattles that are used later on. For instance, I'm sure if you tattled on Francis, it'd just display the tattle you get when you fight him in the optional Mimi fight later on in Bleck's Castle. But who knows....? Robotortoise (talk) 17:44, 23 October 2013 (EDT)
There is actually a text dump on romhacking.net, so it would just be a matter of idenifiing the section with the tattles and searching for keywords (ie "Bowser", "Dimentio"). --Hiccup (talk) 05:12, 21 June 2014 (EDT)
That's a great idea, but it requires me to have an idea of what's used...and my memory of the game's not what it used to be. Robotortoise (talk) 15:37, 21 June 2014 (EDT)

Unused Items

I found this list on GeckoCodes

Unavailable Item List
--- Replace xxx with a following value(s) ---
001 - Picture of a Coin
--- Does nothing
002 - Picture of a Coin
--- Does nothing
003 - Picture of a Red Flower
--- Gives 1000 Points
004 - Picture of a Blue Flower
--- Gives 1000 Points
005 - Picture of a FP Flower
--- Gives 1000 Points
006 - Picture of a Mushroom
--- Gives 10 HP and 1000 Points
007 - Picture of a Blue Mushroom
--- Gives 20 HP and 1000 Points
008 - Picture of a Green Mushroom
--- Gives 50 HP and 1000 Points
009 - Picture of Mario Buddies
--- Gives 1000 Points
00A - Picture of a Starman
--- Gives 1000 Points
00B - Picture of a Yellow Candy Bar
--- Does nothing
00C - Picture of a Red Candy Bar
--- Does nothing
00D - Picture of a Green Candy Bar
--- Does nothing
00E - Picture of a Purple Candy Bar
--- Does nothing
00F - Picture of a Blue Candy Bar
--- Does nothing
02D - Picture of a Peach
--- Does nothing
0E8 - Picture of Pointer Finger
--- Does nothing
0E9 - Card Bag
--- Does nothing?

--Hiccup (talk) 15:58, 8 July 2014 (EDT)

Some Hacking Docs/Dumps...

Dummy Sound Effects

I did a quick search through the Sounds Resource's sound rip (in WAV format) and found some 'DUMMY' and 'TEST' sound effects. They all sound the same. --Hiccup (talk) 11:32, 18 December 2014 (EST)

Unused Overthere item/Beta Fracktail

Is number 49 of 7-4 (hocuspocus.taloncrossing.com/rii/pm3envtex.zip) used in the final game? On hocuspocus.taloncrossing.com/rii/spmviewer9.png you can see the coconut tree on Fracktail. It also appears Fracktail may have originally been an enemy the whole time, as shown in www.youtube.com/watch?v=1SqbQB89rZw. Dimentio does not appear, Fracktail attacks immediately, and the Frackles that spawn on Fracktail are replaced with squiglets. Sorry if I wasted your time.

--HyperB1337 (talk) 13:29, 1 January 2015 (EST)
Hm, I can't say I recall that coconut tree. Anyways, how did he view the model? Robotortoise (talk) 16:01, 1 January 2015 (EST)

Partner Sprites

Would the partner sprites from Paper Mario and TTYD technically be considered unused? The sprites appear on their Catch Cards, but the actual sprites are never used ingame. --Mr.C (talk) 01:26, 7 February 2016 (EST)

Hm, now when you say "sprites"...do you mean they have models? Are the Catch Cards just a background with the model layered on top? If they truly are rigged for animations, I'd say it's at least worth a mention. Robotortoise (talk) 02:50, 7 February 2016 (EST)
Yeah, I meant their models. They look too much like sprites to me. Anyway, I think it's safe to assume that the models are rigged for animations since Goombella's definitely is (All of their models can be found here, with Goombella's individual model sheet being here). Is it only worth a mere mention or should the models be added to the page as well? --Mr.C (talk) 03:02, 7 February 2016 (EST)
I'd say only a mention, unless there's evidence suggesting they were, at one point, more than just catch cards. Robotortoise (talk) 17:47, 7 February 2016 (EST)

Files Access?

Hi. I would like to know how you were able to open the texture files. Since they have no extension, how were you able to figure out how to open them? --CenturyOfLuigi (talk) 17:03, 3 October 2016 (EDT)

About the enemies added by Tjkayes1

There aren't any files or internal names for these enemies and Tjkayes1 hasn't said where you can find the data or how to load them in-game, so I removed them. I hope this is okay. --Hiccup (talk) 08:51, 6 August 2017 (EDT)

I'm pretty sure that this guy is a troll, he threw this stuff onto the Paper Mario Wiki as well, and it looks like he has a history of adding false info to multiple wikis. --Emario407 (talk) 22:19, 7 August 2017 (EDT)

How to get to certain texture files

Most of the texture files are just loose TPLs. The same doesn't appear to be true for the textures in the "a" folder (which use the same names as the models, but with a "-" at the end), however those can simply be renamed to have a .tpl extension and they will open in BrawlBox. Paste the following into a batch file to do this quickly: ren *- *-.tpl

Even more unused maps!

Looks like the Korean version of the game has some more unused maps that aren't in any other version: https://www.youtube.com/watch?v=2wKQ1YxxlIs&feature=youtu.be Alex95 (talk) 23:05, 18 December 2018 (EST)

Where to put the Korean cat map info for this game

As people have said, the Korean version of this game has many extra maps, some of which contain mysterious cat like beings. Obviously we need this to be included somewhere in the article or on a sub page of said article.

But where should it go?

Cause it feels like it could fit:

  • On the main page
  • On the regional/revisional differences page
  • Or on its own page entirely.

And I have no idea which one would work best here.

CM30 (talk) 21:15, 4 March 2019 (GMT)

That case is kind of a weird one. I'd personally put it in a subsection of the Regional Differences subpage. MrMrMANGOMILK (talk) 16:56, 4 March 2019 (EST)
I'd say regional/revisional differences is more for changes in-game content. It should go under unused maps (which could be made into a sub-page) imo. --Hiccup (talk) 03:24, 5 March 2019 (EST)
I vividly remember seeing the Korean cat map content on the page, but after scouring the revision history, I can't seem to find any trace of it. Given how drastically different and interesting this content is, don't you think it ought to be properly documented? We've known about it for quite some time, after all. --OlimarRocks 17:11, 10 January 2022 (UTC)
I mean its been on the todo list for a while now. Maybe you just remember that. --Hiccup (talk) 18:19, 10 January 2022 (UTC)

Unused? Ackpow Card

I was looking through msg/US/global.txt and I found a catch card description for Ackpow. Is this used anywhere throughout the game?

   ehelp_403 This "motivator" oversees
   prisoners in Merlee's Mansion.
   <k> <p>
   Nothing says motivation like
   the crack of a whip!

-- A22347 21:05, 7 March 2019 (AEDT)

Info from Seeky

Seeky on the TCRF discord has provided some info on some unused things/oddities in the code

there's also a lot of things in the game's code that look like Dutch was intended at some point
spmarioInit (first function to run in the game that initialises a load of stuff) sets the language field of gp (global variables struct) based on SCGetLanguage, and redirects Dutch to UK English (but doesn't redirect chinese or korean which I think can be returned here too?):
https://cdn.discordapp.com/attachments/610974864706371585/822501479704952942/unknown.png
Code that uses the language id for array indexes always seems to use arrays of 8, sometimes leaving in Dutch for id 7
https://cdn.discordapp.com/attachments/610974864706371585/822502833202004008/unknown.png
And sometimes redundantly re-mapping it to UK English there too
https://cdn.discordapp.com/attachments/610974864706371585/822503209812623380/unknown.png
Basically, the game's custom language ids map to these folders usually
0: jp
1: us
2: uk
3: ge
4: fr
5: sp
6: it
7: du (or sometimes UK)

And the game maps the wii's system langauge ids from SCGetLanguage to its custom ids in this way (for pal at least)
2: Japanese, English, Dutch
3: German 
4: French
5: Spanish
6: Italian
and just ignores the ids for korean and both chinese languages
The game's mapdata struct array contains entries for maps tst_01, tst_02, tst_05, which don't exist in any files afaik. The rel has init scripts for them, 02 & 05 are stubbed in the final rel (relF.bin) but have contents in relD.bin and rel.bin, haven't figured out anything about what they would be doing yet though really
There's also a few random, seemingly useless additions to some scripts in the other rels
https://github.com/SeekyCt/spm-docs/blob/master/rel.bin%20init%20evt%20difs.txt
https://github.com/SeekyCt/spm-docs/blob/master/reld.bin%20init%20evt%20difs.txt
Oh and apparently some slightly more significant-looking ones in other scripts that I'd forgotten about, again haven't really figured out what's going on with them yet though
The game was also compiled with asserts on, with SJIS description messages, and there's a few cases of debug instructions being used in scripts (iirc floro sapien heads print a few different things, but that's not the only time they're used)
So, for the most part, just stuff I'm unsure about and wanted to wait until I knew more about before potentially adding, I could probably set up some kind of scripts to dump the asserts and debug instruction messages with what I know already though
Oh, there's also really weird, seemingly entirely broken, handling of NAND error codes
Super Paper Mario has a system to delete a corrupted file if there are errors in the initial NAND handling code on boot, but it's not very good. If NAND error -5 or -15 happen, it starts this process. However, those errors are ignored unless they happen when handling banner.bin, or the closing of the 4th save file (so any error in the opening, reading & closing of save file 1-3, or the opening & reading of save file 4 does nothing). If the process starts, it brings up some messages to inform the player
https://media.discordapp.net/attachments/769945602304901160/795091227477016586/unknown.png
https://cdn.discordapp.com/attachments/769945602304901160/795091737617891358/unknown.png
If the player clicks yes in the second, then it starts deleting the file. The first problem here is that it uses the value of the yes or no choice as the id of the save file to delete, for some reason. The second problem here is that the function this id is passed into completely ignores the parameter and sets the internal value for the save file to delete to 0, so the 1st save file is deleted and nothing else, which would totally fix any issues the game could be having with banner.bin or the 4th save file

--Hiccup (talk) 17:24, 19 March 2021 (UTC)

Decided to have another look over the NAND error stuff and I think I was wrong about most parts. Firstly, the error codes I listed are only checked on loading banner.bin, not the individual save files (misread a check to think it meant the opposite lol, they're actually specifically ignored on save files). Next, deleting save file 1 effectively deletes all saves as far as the game is concerned, it'll just ignore the others if one doesn't load. The save file parameter being ignored is still true though, which is mildly interesting and suggests it worked differently earlier in development

--Hiccup (talk) 19:15, 19 March 2021 (UTC)

Chapter 8 Grambi dialog

Tippi has this dialog for chapter eight named "anna_info_223":

Grambi, wait...

Why would Tippi mention Grambi in the dialog for chapter eight? I remember seeing this dialog years ago in-game without cheats, but I haven't seen it since then. I think it was in the room before the O'Chunks battle. Maybe it's worth looking into? --Nicko (talk) 09:47, 26 March 2021 (UTC)

That's pretty interesting, I'll see if I can find any code/scripts referencing it soon. This probably won't matter, but just in case, what region & revision of the game was this on? Seeky (talk) 23:14, 26 March 2021 (UTC)
I had a North American copy, and I think it was revision 2. It may have been revision 1, but definitely not 0. I remember that a lot of bugs had already been patched. --Nicko (talk) 03:28, 27 March 2021 (UTC)
I figured out how it triggers now, and it's pretty weird. Tippi says it when you tattle yourself in 8-1 between when the stairs appear by solving the torch puzzle and the opening cutscene of the O'Chunks fight (when GSW 0, the sequence value, is 363). Probably left in by accident with no testers noticing it because of how little time there is to trigger it? Seeky (talk) 20:07, 28 March 2021 (UTC)
It turns out this was just a mistake in the script. "ルミエール" ("Rumiēru"), i.e. Blumiere, somehow became "Grambi". I've added the details to the Regional Differences sub-page. --Hiccup (talk) 15:13, 29 March 2021 (UTC)

More unused models and animations

Looking through the files in the game's "a" folder, I saw some stuff that may be of interest. I'm no expert on the game though, and I don't have a way to get quality renders of these models/animations, so hopefully someone more skilled can look into these?

File Explanation
e_DmenL_f Super Dimentio has teeth!
e_lui_robo Unused death animation? Its name is "D_6".
MOBJ_arrow A red arrow sign on a wooden post.
MOBJ_bom Looks like a much simpler version of the bombs created by Boomer.
MOBJ_bomfire A model with no texture file.
MOBJ_burn_reef This looks more like a bush than a reef. It has three textures: a green bush, a red/orange/yellow one (probably burning), and a completely black one.
MOBJ_ice_block A blue, iced-over brick block.
MOBJ_waza_block A white block with a white outline that, uh, breaks into pieces and moves itself up/down? It's really weird.
n_gid_tyou A model of Tippi that only consists of black outlines. It isn't very detailed.
n_nasta Nastasia has textures for a pen and some GBA/DS thing. They're positioned near her hands.

There are also lots of screen transition animations, some of which may be unique and unused. Their file names all start with "OFF_". --Nicko (talk) 09:47, 26 March 2021 (UTC)

Enabling "Other root nodes"

There was a section recently added to the TTYD page about invisible geometry being seen by enabling "other root nodes" on noclip.website. This also exists on some of the maps in SPM, maybe someone could look into this? --Sashac0re (talk) 19:53, 17 February 2022 (UTC)

Can confirm I found one on literally the first map I clicked, which happened to be the unused Dimension D map. I'll take some notes. MrMrMANGOMILK (talk) 00:20, 5 May 2022 (UTC)