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05-03-22 03:32:20 PM
Jul - The Cutting Room Floor - Super Mario RPG (Warning: Large Images!) New poll - New thread - New reply
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Mattrizzle
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Posted on 04-03-10 02:25:34 AM (last edited by Mattrizzle at 09-18-11 03:57 PM) Link | Quote

Prerelease Maps



There are even more unused maps in addition to the early Tadpole Pond I discovered. As with that map, these were discovered using Lazy Shell. The code tags denote the settings required to view these maps in the editor.

Test Map



This map is a simple rectangle featuring 5 exit paths, 2 raised platforms, a patch of dirt and what currently appears as part of an Item Shop sign. Judging by the tileset, the latter was originally a different 2x2 object. The item shop sign merely occupies the bottom right tile.


GRAPHICS SETS:

GFX Set 1: 16 (House exteror)
GFX Set 2: 1A (Town Decor)
GFX Set 3: 17 (House doors)
GFX Set 4: 2F (Town cliffs, stairs)
GFX Set 5: 0 (NONE)

TILESETS:
L1 Tileset: 4 (Towns 1 (L1))
L2 Tileset: 5 (Towns 1 (L2))

TILEMAPS:
L1 Tilemap: 0
L2 Tilemap: 1
**No Physical Map exists for this map**

PALETTES:
Palette Set: 3 (Rose Town)


Mountain Areas (2 levels in one)



This group of levels shows that the significant changes were made to the Mountain tilesets. Many of the tiles in the tilesets were shifted around (and in the case of the signposts, removed), so there are many glitched or blank tiles.

The Super Mario RPG preview article in Nintendo Power Volume 77 (October 1995) had a screenshot (see left) of the first of these two areas. Everything but the grass in the bottom left corner of the image matches the ROM data, suggesting that the map was altered prior to being removed from the game proper.

Using this screenshot and the placement of the blank tiles in the tileset, I partially reconstructed these maps. (click the link for an image)

The sign graphics in the mountain tileset no longer exist, so I used Star Hill's as placeholders. As for the blank 2x2 squares on the bottom map, it's possible that the numerous rock piles seen on the floor in the 1995 V-Jump Festival version of Moleville once occupied these spots.




GRAPHICS SETS:

GFX Set 1: 33 (Shacks)
GFX Set 2: 1A (Town decor)
GFX Set 3: 0 (NONE)
GFX Set 4: 34 (Mountain)
GFX Set 5: 35 (Mountain decor)

TILESETS:
L1 Tileset: 19 (Mountains (L1))
L2 Tileset: 1A (Mountains (L2))

TILEMAPS:
L1 Tilemap: 2A
L2 Tilemap: 2B
Physical Map: 29



I could go into elaborate descriptions for the remaining maps, but I'm too lazy to do it at the moment.

I'll just give you the images for now:
Map 02: Town (exterior) (tilemaps no longer exist)
Map 04: Alternate Mushroom Kingdom (exterior)
Map 0A: Alternate Mushroom Kingdom (house interiors)
Map 10: 3 Sewer areas (tilemaps no longer exist)
Map 15: 4 Forest areas (collision data no longer exists)
Map 25: Bowser's Keep area (graphics/collision data no longer exist)
Map 26: 4 Bowser's Keep areas (graphics/collision data no longer exist)
Map 28: Town (house interiors, probably corresponds with Map 02) (tilemaps no longer exist)
Map 2B: 4 Bowser's Keep areas (same tilemaps as Map 26, graphics/collision data no longer exist)
Map 34: 4 Grassland area with 3 square shadows
Map 3A: 4 Cave areas
Map 3C: 2 connected Grassland areas with glitched pipes
Map 48: 5 Mountain areas (tilemaps no longer exist)
Map 4D: 4 Sewer areas

Unused Palettes



There are other unused monster palettes aside from those seen on the unused monsters:

Even the first form of Smithy has one!

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Posted on 04-03-10 02:28:40 AM Link | Quote
Very nice Mattrizzle



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Posted on 04-03-10 02:31:10 AM Link | Quote
04-02-10 09:31:10 PM
Post #3005
Map 2B image is missing.

Some of those unused maps look really neat; too bad they lack graphics.

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gridatttack

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Posted on 04-03-10 04:06:15 PM Link | Quote
The unused palettes are awesome! I only knew about hippopo and shogun ones. Too bad they were cut out



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Posted on 04-03-10 04:22:05 PM Link | Quote
Are you sure those maps use the same format as the playable maps? There sure are a lot of tiles that are just mirrored incorrectly in the maps you uploaded to TCRF.

cYa,

Tauwasser

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Posted on 04-04-10 01:35:53 PM Link | Quote
It's a real shame that Lazy Shell's isometric drawing is absolutely ugly.

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Posted on 04-04-10 06:43:14 PM Link | Quote
Oh, man. It's a shame we'll probably never know what some of those areas looked like, especially that weird "town" (map 02), but it is pretty cool seeing an area from the early screenshots mostly intact.

Whoever originally rendered the Mario characters in 3D did a terrible job.

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Mattrizzle
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Posted on 04-05-10 01:48:19 AM Link | Quote
Looking at scans from the November 1995 issue of Video Games Magazine (found here), I believe I've found a match for one of the maps with missing tilemaps.

Compare this screenshot to the upper left portion of Map 10:


There are other interesting things in this screenshot as well. The knights and the character facing Mario don't appear at all in the final version. The cell bars and doors aren't used either, but their graphics still exist in the ROM.

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Posted on 04-05-10 02:31:38 AM Link | Quote
I found map 34 in the video!

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Mattrizzle
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Posted on 09-18-11 06:36:26 PM (last edited by Mattrizzle at 03-12-17 12:01:19 AM) Link | Quote
Bump with a few more unused graphics.



First, there's pipes that go into walls. These actually have metatiles defined for them in an unused version of the sewer tileset (L1/L2 tileset setting 59 in Lazy Shell). The used version of the tileset replaces these with the gargoyles from Belome Temple.



Graphics, a palette, and metatiles are loaded in the Grate Guy's Casino lobby for what appears to be an early version of the blackjack table. This table is a lot less detailed than the one found in the final version, and has a more curved shape. The graphics set's assignment to the lobby could either mean that the main area of the casino once used the same graphics, or that this room was the main area at one point.


And last, but not least:
GFX set 074 (or graphicSet.146.bin when exported from Lazy Shell) is actually an early version of the sunken ship (the final version's is in GFX set 106/graphicSet.178.bin).

Here are the differences:
  • The full ship is present, instead of just the mast, sails, and crow's nest.
  • The ship faces in the opposite direction (top-right instead of bottom-left).
  • The crow's nest doesn't look like a pipe opening, which could mean there must have been another method of entry, or it wasn't intended to be entered.
No palette or tilemap exists in the ROM for these tiles, so I had to piece them together and make up a palette based on the sunken ship seen in the game.

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