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User:Hiccup/Captain Toad: Treasure Tracker (Nintendo Switch)

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Hmmm...
To do:
  • version differences
  • Test layout config BYMLs in LayoutData
  • BYMLs in SystemData and DebugData
  • Unused stages
  • Debug font
  • Unused sounds
  • Check for unused music
  • Are the following ObjectData archives used?
    • AllTexture.szs. Contains Fossil Falls textures.
    • Wanwan.szs. Contains a broken(?), low-res(?) Chain Chomp model with the animations "AttackEnd, AttackLoop, AttackSign, AttackSuccess, BlowDown, Wait". Chain Chomp only appeared in 3D Land and Odyssey.
    • TruckTempleStageTexture.sze

Unused Objects

Wii U Leftovers

Stingby

Hmmm...
To do:
compare with Wii U object, test if it works in game and check if it is mentioned in debug/system bymls

Stingby, called Hacchin internally, is the Bee enemy that was used in the Conkdor Canyon 3D World level in the Wii U version. This object mentioned in the code.

(Source: Jedivulcan)

Plane

CTTT-PlaneKinopio.png

Hmmm...
To do:
BYMLs, check if its listed in debug/system bymls

ObjectData\PlaneKinopio ("PlaneToad") contains a simple airplane model. This object is not mentioned in the code.

Master Sword

Hmmm...
To do:
texture rip, rest of BYMLs, check if its listed in debug/system bymls/code

CTTT-Switch-Sword.png

ObjectData\Sword.szs contains a model of the Master Sword from the Legend of Zelda series. Maybe it is a leftover from the tech demo that featured Link instead of Captain Toad? This object is not mentioned in the code. It has eight BYML files:

ActorHitReactionCtrl.byml
Original Translation
<?xml version="1.0" encoding="shift_jis"?>
<Root>
  <isBigEndian Value="False" />
  <BymlFormatVersion Value="2" />
  <C0>
    <C1>
      <A0 Name="ReactionName" StringValue="消滅" />
    </C1>
    <C1>
      <A0 Name="ReactionName" StringValue="死亡" />
    </C1>
    <C1>
      <A0 Name="ReactionName" StringValue="ボール吹き飛ばしヒット" />
    </C1>
    <C1>
      <A0 Name="PadRumbleName" StringValue="弱" />
      <A0 Name="PadRumbleType" StringValue="全員" />
      <A0 Name="ReactionName" StringValue="引き抜きアクション" />
    </C1>
    <C1>
      <A0 Name="PadRumbleName" StringValue="中" />
      <A0 Name="PadRumbleType" StringValue="全員" />
      <A0 Name="ReactionName" StringValue="引き抜き完了" />
    </C1>
  </C0>
</Root>
todo

Wii U Leftovers

[in switch version at least]

Hmmm...
To do:
  • Leftover object and stage files from 3D World levels

Development Leftovers

Forest Cube

[in switch World version at least]
File:CTTT-Switch-Forest cube.png

DebugData\forest_cube.gtx is a cubemap reflection texture of a forest.

Image Filter

[in switch World version at least]
File:CTTT-imagefilter.png

imagefilter.tga depicts a stained glass window-like design.

Earth

[in switch World version at least]

Hmmm...
To do:
Find a way to display it, e.g. using SDK tools or the Smash Forge BFRES fork when it gets support for this BFRES version

DebugData\sphere_earth.bfres is a model of in an early Wii U BFRES format.

DebugEditor Reflection Textures

[in switch World version at least]
Some reflection textures for a "DebugEditor" scene. Most of them are too scrambled to make anything out, but some of them depict some interesting screenshots of in-development levels from this or another game.

BgmStageInfoList.byml

DebugData\BgmDataBaseForDebug.szs\BgmStageInfoList.byml (Switch) (World):
https://pastebin.com/vwcaQ2AP

Development Paths

Hmmm...
To do:
Check the digital + demo version

There are some development paths scattered throughout the NSO.

D:\Development\jenkins_Kinopio_S_Trunk\Kinopio-S\Trunk\.result\Game\NX32\bin\Product\Game.nss
D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/env/setup/../../../Env/SDK/4_4_1/NintendoSDK//Libraries/NX-NXFP2-a32/Release/nnSdk.nss
D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/Game/PlayReport/src/PlayReport.cpp
D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/env/sead/engine/library/modules/src/basis/nin/seadRawPrintNin.cpp
(Source: Original TCRF research)