The vertex and triangle data used to construct the animated painting triangle mesh is stored at offset 0x178C0 (0x81AA16 extended ROM) and takes the following format. Here, I made the diffuse color red instead of white. You can use this to change how the paintings are rendered while animating. The ambient and diffuse lighting parameters for the paintings are stored at offsets 0x177B8 and 0x177C0 respectively. The other font textures that look like arrows are listed for reference as well. It is the first arrow listed in the picture below. There is a peculiar up arrow texture stored at offset 0x17698, right in the middle of some F3D display lists. I may try to decode these later to see if it reveals anything interesting about the stages available in the stage select. The hex values don't line up to any characters in the (U) ROM dialog lookup table, but they may be remnants from the (J) ROM. Decoding it reveals something like the listing below. In addition to the dialog, level names, and act names, there is an unused section encoded in a similar manner starting at offset 0x7C94. Looks like lighting parametersĠx172D0 0x178BF Matrices, F3D display lists, verticesĠx178C0 0x18A0D Paintings mesh vertices, triangles This minigame was meant to be a harder version of Boom Box.0x00000 0x049FF Large font and HUD texturesĠx05900 0x06FFF Small dialog font texturesĠx077E8 0x07BE7 Small dialog font lookup tableĠx07BE8 0x07C7B Credits font lookup tableĠx07C94 0x07D07 Some unused dialog-encoded textĠx11AC0 0x120B7 F3D display lists and verticesĠx120B8 0x172B7 Shadow, transition, other texturesĠx172B8 0x172CF Unused. Interestingly, in the final game, Shuffle Shell gives five shells to the player by default. This minigame was meant to be a variant of Shuffle Shell. It's currently unknown if this description just refers to the final Mario's Slides and Connect the Characters minigames (with Silly Slide and Screwy Slides being their early names) or to another scrapped pair of minigames with the same theme. No minigame called Silly Slide exists in the final game, either. They are all blank in the French and Spanish text, and written in English in the Italian text. There are six descriptions for minigames that don't exist in the final version. It is blank in the French and Spanish text (despite being translated into French in the original game), and is written in English in the Italian text. This text also went unused in the original game, although ironically German was the only language it wasn't translated into there. It's blank in French and Spanish, and written in English in the Italian text. This text is used in the original game when accessing Big Boo's Haunt for the first time. (Discovery: WaluigiBSOD) Leftover Text Big Boo's Haunt 0164 Japanese In French, only the first line is not blank, and it's a duplicate of the used one at 000E. This text is written in English in the Italian script. Wir haben hier etwas Besonderes für dich. No related audio can be found in the wave archive for the ending (NCS_WAVE_SE_VOICE_ENDING). There is an unused Yoshi-specific version of what Peach says after being rescued even if the game is completed with only Yoshi unlocked (by using cheats), this text still isn't used. (Source: TVTropes - ryanasaurus0077) Ending Alternate Ending Both are blank in French and Spanish, and written in English in the Italian script. In the final game, no text appears when using those caps for the first time. However, using Action Replay codes or a glitch to access the course with Yoshi reveals that this boss has Yoshi-specific dialogue as well.Īfter the used text that appears when Yoshi disguises as Mario for the first time, there are unused lines for disguising for the first time as Luigi and Wario, respectively. Normally, it is only possible to fight the giant ice boss, Chief Chilly, with Luigi.
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