![]() So what's the connection? Well, the Japanese name for the Smorg is Moamoa. Very likely that this is the standard Super Mario Bros. Most likely meant for the Thousand-Year Door opening.Ĭounterpart for the Power Up jingle. Different from key items? File name was most likely either ff_get5_32k.stm or ff_get1_32k.stm. Meant for the battle between Lord Crump and Cortez.Ī jingle for either Lord Crump or Cortez's ship appearing. Meant for an event in Petalburg, this track is present on the Multi-Game Interactive Demo Disc 18 demo but removed from the final.Įvent track for Boggly Woods in Chapter 2.Įvent track for the Great Tree in Chapter 2.Įvent track for the Glitz Pit in Chapter 3.Įvent track for Doopliss in Fake Mario form. Intended for the second Lord Crump battle.Īn event track for either Creepy Steeple or Twilight Town. In the final version, the inside of Riverside Station has no music at all, just ambient sounds.Ī list of internal track names that reference files that are no longer on the disc or are undefined.ĭoopliss (in Fake Mario form) was supposed to have a unique track. #Paper mario the thousand year door rom hd codeThis code and the string don't appear in any other version of the game.Įki is the three-letter abbreviation used for Riverside Station, so that's probably where this would have been used. It isn't clear whether the USA or Japanese pre-final demo was built first, but there is something that could suggest the USA demo was built first: the function gcDvdCheckThread, during what looks like the reset process, is set to write "リセット処理開始", which roughly translates to "start reset processing", to the console using OSReport. Possible oddity with Keelhaul Key NPCs (source: Supper Mario Broth)Ĭheck the filenames of the USA demos on every disc they appear on.Some other oddities and obscure secrets in this video.Might be worth analysing/listing the various dates that are contained within files.Are these models unused?: MOBJ_Arrow, MOBJ_IceBlock?.Add GIFs/videos for unused characters' animations - this can be used to play them.Prerelease screenshots/video + e3 2004 demo + interview.Possible regional/version difference with the first moving platform in Rougeport Sewers.Collision maps often have texturing, revealing early map designs (source: JasperRLZ). ![]() Textures that are painted on models but don't appear in-game.You may also be able to find some by simply looking out of bounds. To find more: enabling "other root nodes" in noclip.website's viewer of the game's maps can reveal unused geometry.More off screen objects/graphics (source:Shesez). ![]()
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