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Wario: Master of Disguise

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Title Screen

Wario: Master of Disguise

Also known as: Kaitou Wario the Seven (JP)
Developer: Suzak
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: January 18, 2007
Released in US: March 5, 2007
Released in EU: June 1, 2007
Released in AU: May 17, 2007


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

In Wario: Master of Disguise, Wario decides to hit it big after watching a TV show about a master thief. He makes a device called the Telmet, which he then uses to enter his TV and take the show for himself. With gameplay and an art style that departed from the normal look and feel of Wario games, it was met with mediocre reviews.

Hmmm...
To do:
  • Get the rest of the unused stuff up, rewrite some of the text in the article, and split certain findings into their own pages.
  • Add Images to the regional difference regarding the museum quiz's

Debug Menu

WMOD debugmenu.png

A Debug Menu exists in all versions of the game, and can be accessed by using the below Action Replay codes.

Version Code
JP 94000130 FDFF0000 120D14D4 00000000 D2000000 00000000
94000130 FFFB0000 120D14D4 00000000 D2000000 00000000
94000130 FFFB0000 220D14D2 00000001 D2000000 00000000
94000130 FFFB0000 220D152A 00000001 D2000000 00000000
94000130 FD7F0000 220D152A 00000000 D2000000 00000000
US 94000130 FDFF0000 120D2BF4 00000000 D2000000 00000000
94000130 FFFB0000 120D2BF4 00000000 D2000000 00000000
94000130 FFFB0000 220D2BF2 00000001 D2000000 00000000
94000130 FFFB0000 220D2C4A 00000001 D2000000 00000000
94000130 FD7F0000 220D2C4A 00000000 D2000000 00000000
EU 94000130 FDFF0000 120CD198 00000000 D2000000 00000000
94000130 FFFB0000 120CD198 00000000 D2000000 00000000
94000130 FFFB0000 220CD196 00000001 D2000000 00000000
94000130 FFFB0000 220CD1EE 00000001 D2000000 00000000
94000130 FD7F0000 220CD1EE 00000000 D2000000 00000000

Hold L when the screens fades to black, and you’ll be taken to the Debug Menu. Pressing Select will also instantly bring it up, though it may lock up the game depending on where you are. Do NOT pause and unpause the game, as doing so will freeze the game if attempting to bring up the menu. It's advised to enter the Debug Menu from the title screen when first booting up the game. If the top screen fails to display when going back to the Debug Menu, press L+Down, then pick a screen in SUB to fix it.

When you’re in the Debug Menu, L and R buttons switches between pages (MAIN, SUB, DS), Up and Down on the D-Pad selects the screen. Left and Right reveals the next or previous set of screens/levels, and A will take you to the desired screen/level. A few parameters can also be set, like SCRIPT MAIN, SUB, and ENTRANCE. B toggles SCRIPT MAIN. Y toggles SUB. X sets the entrance, though it's unknown what exactly this option does.

Alternatively, use this less complicated version:

Version Code
JP 94000130 FFFB0000
02050A20 22002401
D2000000 00000000
A4000130 FFFB0000
02050A20 D00C2800
D2000000 00000000
US 94000130 FFFB0000
02050C7C 22002401
D2000000 00000000
A4000130 FFFB0000
02050C7C D00C2800
D2000000 00000000
EU 94000130 FFFB0000
02050CD0 22002401
D2000000 00000000
A4000130 FFFB0000
02050CD0 D00C2800
D2000000 00000000

Just hold Select whenever the screens fade out to reach the Debug Menu. These codes only work well in the menus and screens, they have no effect in-game.

There’s the following strings of text in the Debug Menu; "WARIO THE PHANTOM THIEF" which is possibly the game's working title, and a build date.

Misc. Debug Screens

WMOD rankshopdebug.png

Rank Shop: Sets whether any of the disguises is in possession. A button sets the highlighted disguise to "on", pressing A one more time upgrades it. B takes away the disguise.


WMOD itemshopdebug.png

Item Shop: Sets what items the player has obtained. The A button adds the selected item to the status screen at top, B removes it.

Unused Tiles

Hmmm...
To do:
Explain them in more detail.

Tilesets belonging to an early level (MAP256, specifically) exist in the game.

Unused Graphics

Hmmm...
To do:
Detail these better.

Various graphics also exist inside the ROM, completely unused.

Picture Frames

Selecting EKAKI in the Debug Menu, and using any of the below codes will display a set of graphics that never appear anywhere else in the game. Interestingly, they seem to be early designs for the treasure pictures in Wario's coffee table book. The first picture doesn't have any description, and instead shows garbled tiles. Touch the garbled icons that blink at the bottom of the touch screen to shift between the images.

Version Code
JP 0206D0E8 32200852
1206D0EC 00000000
US 0206D5A0 32200852
1206D5A4 00000000
EU 0206D62C 32200852
1206D630 00000000

WMOD wario block frame.png

Wario Block: Unused block frame.


WMOD wario bucket frame.png

Wario Bucket: Unused bucket frame.


WMOD bomb frame.png

Bomb: Unused bomb frame.


WMOD axe frame.png

Axe: Unused axe frame.


WMOD homerun bat frame.png

Home-run Bat: Unused home-run bat frame.


WMOD meat frame.png

Meat: Unused meat frame.


WMOD vechile frame.png

Vehicle: Unused Vehicle frame.

Nose Picking Wario

WMOD wario nosepick2.png WMOD wario nosepick.png

A image of Wario picking his nose. Note that this was not extracted from the games internal files, but found by extensive sprite hacking. The right image shows what it looks like when all parts are joined. They can be viewed on the title screen with the below Action Replay codes.

Version Code
JP 0206D0E8 32XX0112
1206D0EC 00000900
US 0206D5A0 32XX0112
1206D5A4 00000900
EU 0206D62C 32XX0112
1206D630 00000900

Replace XX with the below values:

04 - Sprite Chunk 1
24 - Sprite Chunk 2
44 - Sprite Chunk 3

Ribbons

WMOD ribbons-parts.png

Graphics for ribbons can be found as well. They all go unused in the final game, but can be seen by using the below codes and selecting EKAKI in the Debug Menu. The ribbon parts in the above image have been cleaned and grouped together in one set for better viewing, as every part were originally separated along with some garbage tiles around them.

Version Code
JP 0206D0E8 32XX0092
1206D0EC 00000000
US 0206D5A0 32XX0092
1206D5A4 00000000
EU 0206D62C 32XX0092
1206D630 00000000

Replace XX with the below values:

A0 - Sprite Chunk 1
B0 - Sprite Chunk 2
C0 - Sprite Chunk 3

Like the above unused image, the ribbons all come in chunks. By piecing them together, they form the ribbons as seen in the below images.

WMOD ribbon1.png WMOD ribbon5.png

WMOD ribbon2.png WMOD ribbon6.png

WMOD ribbon3.png WMOD ribbon7.png

WMOD ribbon4.png


They correspond to the unused frames above that also are accessible from EKAKI. They read as follows:

Original Translated
ブロック block
ジャンプボックス jump box
ばくだん bomb
おの axe
バット bat
ほねつきにく bone with meat (such as a rib)
バギー buggy
(Translation: Zettabyte)

Wario

Hmmm...
To do:
Get Wario's other unused sprites ripped and animated, and get them up on the page. Also get the other unused sprites and document them, and the frames of that nose thing with glasses performing.

There's quite a bunch of them in here. Use the Action Replay codes below to see them for Wario's respective forms ingame.

Cosmic Form

Version Code
JP 220A6C63 000000XX
US 220A82CB 000000XX
EU 220A762B 000000XX

WMOD Cosmic Wario Helmet Shine.gif15

Cosmic Wario standing in triumph as the reflection on his helmet shines.

Genius Form

Version Code
JP 220A6D4E 000000XX
US 220A83B6 000000XX
EU 220A7716 000000XX


WMOD Genius Wario coatblow.gif12

Genius Wario looking down at something while his lab coat blows by the wind.


WMOD Genius Wario Talk.gif11

Wario talking while in his genius form. He never does this in any other forms besides his Thief one, as he just changes back to Thief Wario whenever a cutscene starts.


Thief Form

Version Code
JP 220A6C34 000000XX
US 220A829C 000000XX
EU 220A75FC 000000XX

WMOD Thief Wario Kneeling Down.gif16

Thief Wario either kneeling down in defeat, or bowing to someone.

Wicked Form

Version Code
JP 220A6D7D 000000XX
US 220A83E5 000000XX
EU 220A7745 000000XX

WMOD Wicked Wario 1.gif13

Wicked Wario in a strange pose. It looks a lot like the first frame of Thief Wario's laughing sprite.

WMOD Wicked Wario 2.gif14

Wicked Wario ducking with his wings out.


Others

WMOD EKAKI Arrow.gif

WMOD EKAKI Arrow2.png

WMOD EKAKI number1.png WMOD EKAKI number2.png WMOD EKAKI number3.png WMOD EKAKI number4.png WMOD EKAKI number5.png WMOD EKAKI number6.png WMOD EKAKI number7.png

More graphics belonging to the EKAKI screen.

Version Code
JP 0206D0E8 32FF0852
1206D0EC 000032XX
US 0206D5A0 32FF0852
1206D5A4 000032XX
EU 0206D62C 32FF0852
1206D630 000032XX

Replace XX with the below values:

81 - Return arrow
59 - Numbers
69 - Arrow


WMOD FWD arrow1.png WMOD FWD arrow2.png

These unused arrow graphics are loaded during the opening and ending cutscenes. Possibly some sort of fast forward option were being planned? They are easiest to see in the ENDINGDEMO3 screen.

Version Code
JP 0206D0E8 3AXX0852
1206D0EC 00001A00
US 0206D5A0 3AXX0852
1206D5A4 00001A00
EU 0206D62C 3AXX0852
1206D630 00001A00

Replace XX with the below values:

0D - FFWD arrow
19 - FFWD arrow 2


WMOD Nose Jump.gif

The nose-like creature from the unused minigame W59_09_01 has unused animations for dancing on stage and winning. The only way to see them is to modify the unused minigame's setup pointer address and replace it with the setup from Roach Smash.

Version Code
JP 2208EC20 0000000A
0208EC24 021DC1FC

US 22090298 0000000A
0209029C 021DDE3C

EU 2208F580 0000000A
0208F584 021D841C

The codes don't make the unused minigame fully playable, it just makes some of the animations of the nose creature possible to see.

Unused Music/Sounds

SSEQs

A number of tracks are unused in the game. For the SSEQ music, use these codes to listen to them in the game.

Version Code
JP D5000000 000000C0
C0000000 0000001D
D6000000 020EC7A4
D2000000 00000000
020EC820 000000XX
020EC824 003C00XX
US D5000000 000000C0
C0000000 0000001D
D6000000 020EDEC4
D2000000 00000000
020EDF40 000000XX
020EDF44 003C00XX
EU D5000000 000000C0

C0000000 0000001D

D6000000 020E84A4
D2000000 00000000
020E8520 000000XX
020E8524 003C00XX

Replace the XXs with the values that correspond to the below tracks:

Unused Episode 2 Song

Track ID: 0E

A piece of music intended to be used in the second episode. Internal filename is BGM_WORLD02B.

Early Wishstone Theme

Track ID: 1B

An early version of the final Wishstone music. Internal filename is BGM_CHARA_ETC01.

Streams

These streams remain inside the ROM, but are unused. They can be heard ingame by using the codes below.

Version Code
JP 120687BA 000021XX
US 12068C5E 000021XX
EU 12068CEA 000021XX

Replace XX with the values that correspond to the below tracks:

Unused Music

Track ID: 01

An unused short jingle. Internal filename is STR_SCOOP.

Unused Music 2

Track ID: 03

Sounds like a jingle that would have played in the scene where Wario demonstrates his Telmet, but is never used. Internal filename is STR_OP_03B.

Unused Music 3

Track ID: 0C

Perhaps an game over jingle. For whatever reason, it ended up being unused. Internal filename is STR_GAMEOVER.

Sounds

Hmmm...
To do:
Get up the unused sound effects, and document them regarding their uses and so on.

A whole load of unused sound effects has been left in the game as well. The sounds are categorized by the folder they are located at in the ROM. They can be listened to ingame by using the below Action Replay code to replace all the sound effects with the value specified by 120683AC at the end of the code (EU only atm.):

Version Code
EU D5000000 00000314
C0000000 00000035
D6000000 020E8698
D2000000 00000000
D5000000 000006E0
C0000000 00000035
D6000000 020E88D8
D2000000 00000000
D5000000 00000B48
C0000000 00000030
D6000000 020E8E5C
D2000000 00000000
220E8774 000000XX
220E8B40 000000XX
220E8B42 000000XX
220E8FA8 000000XX
120683AC 000022XX
XX - The current sound effect being set to play
XX+XX+XX+XX - Sound bank

List of Sound bank folders:

1F+77+21+CF - SFX_OPED
20+78+22+D0 - SFX_SYSTEM
21+79+23+D1 - SFX_TITLE
22+7A+24+D2 - SFX_MENU
23+7B+25+D3 - SFX_BINDER
24+7C+26+D4 - SFX_ENEMY
25+7D+27+D5 - SFX_TREASURE
26+7E+28+D6 - SFX_ACT_WARI
27+7F+29+D7 - SFX_GNRL
28+80+2A+D8 - SFX_WLD01
29+81+2A+D8 - SFX_WLD02
2A+82+2B+D9 - SFX_WLD03
2B+83+2C+DA - SFX_WLD04
2C+84+2B+D9 - SFX_WLD05
2D+85+2C+DA - SFX_WLD06
2E+86+2D+DB - SFX_WLD07
2F+87+2D+DB - SFX_WLD08
30+88+2E+DC - SFX_WLD09
31+89+2E+DC - SFX_WLD10
32+8A+2F+DD - SFX_BOSS_AG
33+8B+30+DE - SFX_BOSS_01
34+8C+31+DF - SFX_BOSS_02
35+8D+32+E0 - SFX_BOSS_04
36+8E+33+E1 - SFX_BOSS_05
37+8F+34+E2 - SFX_BOSS_06
38+90+35+E3 - SFX_BOSS_07
39+91+36+E4 - SFX_BOSS_08
3A+92+37+E5 - SFX_BOSS_9A
3B+93+38+E6 - SFX_BOSS_9C
3C+94+39+E7 - SFX_BOSS_10
3D+95+3A+E8 - SFX_BOSS_10B
3E+96+3B+E9 - SFX_BOSS_10W
3F+97+3C+EA - SFX_BOSS_10R
40+98+3D+EB - SFX_BOSS_10F
41+99+3E+EC - SFX_CHARA00
42+9A+3F+ED - SFX_CHARA01
43+9B+40+EE - SFX_CHARA02
44+9C+41+EF - SFX_CHARA03A
45+9D+42+F0 - SFX_CHARA03B
46+9E+43+F1 - SFX_CHARA04A
47+9F+44+F2 - SFX_CHARA04B
48+A0+45+F3 - SFX_CHARA05
49+A1+46+F4 - SFX_CHARA06
4A+A2+47+F5 - SFX_CHARA07
4B+A3+48+F6 - SFX_CHARA08
4C+A4+49+F7 - SFX_CHARA09A
4D+A5+4A+F8 - SFX_CHARA09B
4E+A6+4B+F9 - SFX_CHARA09C
4F+A7+4C+FA - SFX_CHARA09D
50+A8+4D+FB - SFX_CHARA10A
51+A9+4E+FC - SFX_CHARA10B
52+AA+4F+FD - SFX_CHARA10D
53+AB+50+FE - SFX_CHARA10E
54+AC+51+FF - SFX_CHARA10F
55+AD+52+100 - SFX_STAFFROLL


SFX_SYSTEM

The SFX_SYSTEM folder has a few unused sound effects, the four last ones supposedly being for some kind of scrapped mission mode:


Sound ID: 07

The same piece of sound as the one at 06, but in reverse.


Mission Completed

Sound ID: 0E


Mission Failed

Sound ID: 0F


"Mission Complete"

Sound ID: 10


"Time Up"

Sound ID: 11


SFX_MENU

SFX_MENU contains a couple sounds also, completely unused.


Bottle

Sound digit: 06


Chicken

Sound digit: 0C


Ding!

Sound digit: 0D


Treasure Peek 1

Sound digit: 0E


Treasure Peek 2

Sound digit: 0F


Early Option Confirm

Sound digit: 15


Ka-Ching!

Sound digit: 17


SFX_ACT_WARI

In the SFX_ACT_WARI folder, a number of unused voice samples for Wario can be found:

"D'ohhh!"

Sound digit: 31


"Oh yeah!"

Sound digit: 32


"Hahaha! Wario!"

Sound digit: 35


"Ha!"

Sound digit: 36


"Punch!"

Sound digit: 37


"Yah!"

Sound digit: 38


"Yahoo!"

Sound digit: 39

Unused Levels/Screens

Hmmm...
To do:
Get screenshots of the unused levels, document them here, and detail them.

By using the Debug Menu codes, various unused levels, minigames, and screens can be found. The names for the levels here are derived from the Debug Menu.


WMOD betacredits.png

STAFFROLL01: A unfinished staff roll screen with Wario sitting on his sofa watching TV. This screen never appears in the final game.


WMOD betaminigame1.png

W59_09_01: A minigame with a nose wearing glasses standing on a platform. The goal of this minigame could have been that the player would touch the arrows with the stylus (the arrow graphics are not visible for some reason), changing the color of the lights. The player would then tap the "OK" icon and the creature would start performing.

There's unused animations of the creature dancing and hopping in place. It's unknown what the win and lose conditions would be due to the unfinished nature of the minigame.


WMOD betaminigame2.png

W50_01_02: Unused Paint Picture minigame. Unlike the above unused minigame, this one is actually playable.

W50_01_03: Same as W50_01_02.

W50_01_04: Same as W50_01_03.


WMOD flagshopdebug.png

FLAG SHOP: Blanked out, with a single “!” in the top left corner. While it is unknown what this screen was used for due to the code having been removed, it's possible this screen would have let developers set flags that change things in the game, like progress, treasures obtained, and maybe even more debugging functions.


WMOD MAP256 Area.png

MAP256: An unused level with graphics not used anywhere else. Only the view can be moved around. This level is unplayable in its current state. Trying to make it playable via hacking only makes the level layout become a garbled mess.

The area normally crashes when trying to select it in the Debug Menu. Using any of the below codes fixes it.

Version Code
JP 220911F4 00000005

US 2209286C 00000005

EU 22091B54 00000005


WMOD EKAKI.png

EKAKI: Maybe a screen used for promoting the game. Some Japanese symbol graphics which scrolls at the bottom are glitched for some reason.


WMOD earlytitle.png

TITLE: Early title screen with an earlier model of Wario. Touching the blinking nose makes the top screen switch to a screen explaining how to move Wario, using the stylus in gameplay and such.


WMOD W10 03 08.png

W10_03_08: The room used for the cutscenes and the final (and easy) phase of the Terrormisu boss, with a few differences; located in the upper left part of the room is Terrormisu along with two Wishstone pieces. At the bottom left part of the room is the door that looks like it can be entered. Even if the player has the Crimson Gem the door still won't open. The door always appear in front of Wario.


WMOD W10 01 02.png

W10_01_02: Unused room that would connect between W10_01_01 and W10_01_03. Could be possible that it was to contain some enemies or treasure. The entrances on both sides of the room don't work. Strangely the entrances DO work in the likewise unused W30_01_02 room.


WMOD W00 01 45.png

W00_01_45: Unused scene of Wario in front of his TV, with smoke coming out of the screen. This screen comes after W00_01_44, so this would likely have followed the previous scene. In the final version the screens simply fade to black with a "The End" graphic followed next by the Staff Credits, so this screen is never used.

The upper screen for this scene does exist, but selecting it from the Debug Menu in retail versions will freeze the game. It doesn't freeze in the US Kiosk demo though. For retail versions, the below codes fixes the X00_01_45 entry in SUB.

Version Code
JP 0208779C 00000000
020877A0 00000000
020877A4 02000000

US 02088E14 00000000
02088E18 00000000
02088E1C 02000000

EU 020880FC 00000000
02088100 00000000
02088104 02000000

Using another code will replace the BINDER_DUMMY entry in the DS section with the above unused scene.

Version Code
JP 02087470 0014000B
020A39B0 49444E45
020A39B4 4420474E
020A39B8 354F4D45

US 02088AE8 0014000B
020A5010 49444E45
020A5014 4420474E
020A5018 354F4D45

EU 02087DD0 0014000B
020A4370 49444E45
020A4374 4420474E
020A4378 354F4D45

WMOD savefile difficulty.png

SAVE FILE DIFFICULTY: An unused screen for setting the chosen file's difficulty level. The purple icon represents the harder difficulty. Although the icon bounches when touched, it has no apparent effect on neither difficulty or gameplay.

Regional Differences

Music

Japan International

The title screen music has lyrics in the Japanese version.

Museum Quiz Typing System

In The US version, The Typing system lets you draw a letter with the Stylus. But in the European version it is replaced with a keyboard. (Possibly to suit the extra languages in this version)