This will change the map in which the player will spawn upon the loading of the file from the file selection screen. The doors don't have entrances associated with them, so aren't functional.įallback entrance: dokan_01 (right hand pipe)įallback coordinates: 0.000000, 0.000000, 0.000000 Room with 32 doors, eight pipes and lots of "compartments" that Mario can't escape from, even in 3D, despite them appearing flat in 3D mode. In 3D, there is a Red Floro Sapien between the Floro Cragnon and the furthest-right Spania.įallback entrance: doa1_l (left hand door)įallback coordinates: 0.000000, 0.000000, 0.000000 Has enemy setup: yes, version 6, no enemies Map with two pipes, three doors, a save block and some enemies. Large empty map with a door on the left that leads to the door at the end of ls4_01. Appropriately for the rooms numbering, the left hand door leads to the right hand door in ls4_01 (the first room of the level proper), and the right hand door leads to the left hand door in ls4_03 (the second room of the level proper). Map with grey blocks and an upside-down treasure chest containing Piccolo's card. The door leads to removed door entrance "doa2_l" in sp4_08, so entering the door just brings Mario to coordinates 0,0,0 in said room. "doa1_l" and "doa3_l" are used in that room, suggesting that this removed door entrance was in-between them. ![]() ![]() There are also some hardcoded enemy spawns for removed maps. It doesn't seem like hardcoded enemy spawns are used for used maps. Present in the file spmario.tpl and identical to the final, with two exceptions: NpcMain checks for map names containing "min" but none of them contain that (might be an old version of the mi1-4 groups) Seq_mapChangeMain groups maps with the tst prefix under stg4.txt when determining the message file to use Tst_02, tst_05 and kaw_05 have MapData entries, with init scripts in the rels In the following table "Description" is just supplementary data - not taken from the game itself.The copyright year is 2006 instead of 2007.Thoreau's spot is occupied by a strange ladder-type Pixl that also appears in early screenshots.When the game was converted from GameCube to Wii, the player models were given a higher resolution (about 50% larger). The GameCube models are still on the disk, under p_(character). While most of the textures are identical barring the increased size, some images on the GameCube side weren't quite finished yet. The handle on Peach's parasol is properly transparent in the Wii version. The image for Peach's alternate hairstyle is an obvious placeholder image in the GameCube file, with the shortened hair being colored over. The GameCube image is also missing the ponytail. More GameCube version remnants are in effect.tpl - specifically, button prompts for the A and B buttons of the GameCube controller. Present in e_octar (Squig's file) are two unused Squiglet body types. The first is an early version of the pink Squiglet. While this one uses an odd body color that doesn't match up perfectly with anything used in the final game. This variation of the Boomboxer attacks exactly like the ones featured in the game. It has 1 HP and 1 attack point, probably as a placeholder. NPC Template Name: メガマンモー ("Megamanmō" / "Mega Muth") It has a different name to the used Boomboxer. ![]() This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points. The normal muth is enemy 173 ( マンモー / "Manmō"). Oddly, it has the same NPC Template Name as the Mega Muth. Returning from Paper Mario: The Thousand-Year Door, this Koopa variation is only partly programmed into the game, with no death animation or much of an attack pattern present. There are four variations of it: regular, flying, flipping, and both flying and flipping. All of them have 1 HP and 2 attack points. Pre-Hooktail Pit has been completed by the following players:Ĭlick here to see the run in action.NPC Template Name: トゲゾー(逆さ) ("Togezō (sakasa)" / "Spiny (upside down)")Īn enemy which only starts attacking when approached and does so by seemingly homing on Mario. The run must be attempted in one go (optional). Do not leave the Pit of 100 Trials partway. ![]()
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