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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)

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.

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.

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

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
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