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02-24-18 09:13:34 AM

Jul - The Cutting Room Floor - Some unused Yoshi's Island stuff New poll - New thread - New reply
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Peardian

  
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Posted on 02-22-10 07:04:00 PM Link | Quote
This is the only info I have to contribute. This is stuff you won't find in TMK's Unused Bytes section. This message was delightfully copied/pasted from my PM.

Two unused enemies appear several times in the tiles used by the levels, like this one for the battle with Burt the Bashful. They appear to be earlier versions of Sluggy and Nipper. Many times, only one of the Nipper's frames is loaded. Not surprisingly, these can all still be found in the Gameboy Advance version, where I first found them. I've assembled and animated them as well.





This is another rip of the tiles loaded for the Tap-Tap the Golden room (GBA version). Along with the same spotted Nipper, there appear to be tiles for an unused (and incomplete?) mobile Rocky Wrench.




That's all I know about them, as I've never really looked into the rom itself. I don't know if any objects reference them either, but I've never heard it mentioned anywhere.
Mattrizzle
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Posted on 02-22-10 11:58:58 PM (last edited by Mattrizzle at 03-02-10 11:01 PM) Link | Quote
I have seen that Nipper Plant sprite before (when looking through the graphics myself), but something about it just struck me--it reminds me of a Muncher, especially those from Super Mario Bros. 3. The white dots coming out of its mouth are where I see the connection. It also doesn't look very mobile...

These sprites, along with the Bob-ombs, Tweeter, and the Donkey Kong lookalike, seem to show that Nintendo originally wanted to include several more classic Mario enemies.


Here's some of my info, copied from a post I made elsewhere:

The remnants of three lost mini-battles exist in the coding. They can be accessed using PAR code 7E03A706, 7E03A70E, and 7E03A710. It appears that very little remains of the lost mini-battles except for the foreground tilemaps and graphics.

While $06 appears as an empty hut with a glitchy background, the other two have very different scenery from those used in the game. Here are images of the latter two, along with their HUDs. (Note that the tile values of certain parts had to be shifted, as the tilemaps point to the incorrect tiles.):


Mini-battle $0E
Destroyed versions of the buildings also exist in the graphics, but I don't have images ready for those.


Mini-battle $10


The image above is the mini-battle sprite tileset as seen in the Japanese version of Yoshi's Island. Most of the tiles were blanked out in the other versions. They appear to fit in nicely with the lost mini-battles...
FPzero
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Posted on 02-23-10 03:22:05 AM Link | Quote
Looks like $10 might have been a race against a Bandit judging by the HUD elements. Interesting finds.
Peardian

  
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Posted on 05-21-10 04:03:20 PM Link | Quote
I finally got around to adding the enemies I found. I didn't add this info to the wiki because it's pure speculation, but I really think the Nipper really is the original design for the Nipper. Why? Look at the Nipper Spores. Red with white spots! It makes sense.


Also, the D on the cabins could very well stand for the Japanese word for "thief", which is dorobō. Bandit's official Japanese name is Borodō, a play on the word.
Xkeeper






Posted on 05-21-10 05:03:22 PM Link | Quote
Originally posted by Peardian
I finally got around to adding the enemies I found. I didn't add this info to the wiki because it's pure speculation, but I really think the Nipper really is the original design for the Nipper. Why? Look at the Nipper Spores. Red with white spots! It makes sense.


Also, the D on the cabins could very well stand for the Japanese word for "thief", which is dorobō. Bandit's official Japanese name is Borodō, a play on the word.

It'd be pure speculation if the red spots weren't there. Consider adding it.
Peardian

  
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Posted on 06-07-10 07:02:23 PM (last edited by Peardian at 06-08-10 01:18 AM) Link | Quote
I found something weird. I decided to mess with random unknown sprites to see what I could find, and I discovered this:


S075 - Normally, all you see is a falling chunk of garbage. However, when you move into the room after Baby Mario has been hurt, the object will not appear like normal, but instead appear on Baby Mario's bubble, on the left side, move over it to the right in a choppy arc, and then move off to the left. I'm not very hopeful that we'll find proper graphics for it considering it calls on mostly reserved tiles that are loaded in every tileset the same way. It can hurt you only if you are falling and come in contact with the top-middle of it.

S1B5 - Identifed only as "bouncy sparkly thing" in Eggvine. Well, if you put on tilset 27, you'll see that it is in fact... a Bandit! A sparkly hopping Bandit. I have no explanation for its bizarre behavior and the fact that it always spawns at the same coordinates (0E, ??) besides that it might have been used for a minigame.


Edit: What? Really? This thing is sitting at the top of the rom and I haven't seen anyone mention it anywhere?
Edit: Magnets? Crawling? How can people miss this stuff?

Edit:
Edit: Please tell me I'm not the only person who's noticed these.
Edit: I'm pretty sure that Big Boo sprite is different.

Edit: sdfsdhfjsd Dragon Coin

Edit: Did they ever use these?

Edit: Circular windows in bricks? Shaded brick? (Shown with normal brick for reference.) I'm not sure about the brick but I know I don't remember that window thing.

Edit: Prince Froggy's Fort was going to have ARCADES


Edit: That's all I've found. Well, besides the stuff that's already been reported, like DK, transformations, the gears in the wood, Frumpyblock, etc.
BMF54123

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Posted on 06-08-10 02:30:20 AM Link | Quote
Originally posted by Peardian
Edit: sdfsdhfjsd Dragon Coin

That Dragon Coin is AWESOME.
Rick
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Posted on 06-10-10 09:45:52 PM Link | Quote
Awesome indeed, though I can't see how it would've fit into the grand scheme of things, unless it was supposed to take the place of the flower.

After all, there are five to collect in each level. Doesn't that sound familiar?
SGR
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Posted on 06-11-10 01:45:52 AM Link | Quote
Originally posted by Rick
Awesome indeed, though I can't see how it would've fit into the grand scheme of things, unless it was supposed to take the place of the flower.

After all, there are five to collect in each level. Doesn't that sound familiar?


The sound, too. It fits perfectly for a coin.
Peardian

  
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Posted on 06-14-10 01:21:32 PM (last edited by Peardian at 06-14-10 05:16 PM) Link | Quote
Oh, hey, guys, look what I just found...



Edit: Silly me.
Miss Dani
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Posted on 06-14-10 04:42:52 PM Link | Quote
Uh, that's just the French and German bonus game stuff... it's used in the European version. =/
Peardian

  
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Posted on 06-14-10 05:15:32 PM Link | Quote
...dang, now I recognize those button things. Silly me.
Peardian

  
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Posted on 06-26-10 07:52:39 PM Link | Quote
Bit of an update: Maps of both unused rooms are up on the wiki now.


Next target?

The unused backgrounds.

Peardian

  
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Posted on 07-26-10 02:50:08 PM Link | Quote
I just made a small discovery of a different nature. In the cave room of 2-6, there's one part where you have to shoot a hidden cloud to reveal a door that leads to the bonus room. Strangely, there is a "secret entrance arrow" sprite directly below the same spot, but there are no switches in the whole level, so it never appears.


I also forgot about getting the bonus backgrounds, so hopefully this will remind me.
Mattrizzle
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Posted on 07-26-10 10:09:18 PM (last edited by Mattrizzle at 03-11-17 08:55:15 PM) Link | Quote
This should come in handy for the unused layer 2 backgrounds and palettes.

I never made one for layer 3, though.
Peardian

  
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Posted on 07-26-10 10:20:25 PM Link | Quote
Oh, so you've already done the Layer 2 backgrounds and palettes? You should put that stuff up on the wiki.

I can provide full (or almost full) rips of the unused backgrounds if you want me to, with the help of EggVine.



hmm... Know what I just noticed? The background image I ripped in the above screen is the same one as the one you have their, but the trees in mine are taller. I used a really tall room (my background ripping room) for the shot, and those top branches were all the way at the top of the room. My theory is that the background actually adjusts itself so that the top part is always at the highest point and the bottom is always at the lowest, stretching the trees in hte middle as needed.
Mattrizzle
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Posted on 07-26-10 11:25:12 PM (last edited by Mattrizzle at 07-27-10 12:28 AM) Link | Quote
Sorry...
I forgot to mention that I altered some of those screen captures just so that every part of the background could be seen in a small image. As far as I know, the trees are always rendered that tall in the game.

Also, some tips:
The header bytes can be changed using PAR codes prior to entering a level.

7E0134?? Background Color/Gradient
7E0136?? Layer 1 Tileset
7E0138?? Layer 1 Palette
7E013A?? Layer 2 Image
7E013C?? Layer 2 Palette
7E013E?? Layer 3 Type
7E0140?? Layer 3 Palette
7E0142?? Sprite Set
7E0144?? Sprite Palette
7E0146?? Layer/Ordering Properties
7E0148?? Tile Animation (upper 4 bits of Special Effects)
7E014A?? Palette Animation (0-14) (lower 4 bits of Special Effects)
7E014C?? Layer 2 Scrolling?

EDIT: And if you don't have it already, vSNES makes ripping the full backgrounds loads easier.
Peardian

  
Magikoopa

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Posted on 07-27-10 12:58:55 AM (last edited by Peardian at 07-27-10 08:54 AM) Link | Quote
Oh, nevermind then.


The thing with Yoshi's Island is, it doesn't load all of the background at once. Each background is (usually) 512x1024. I can use Eggvine to change the fixation so that the background scrolls the same as the foreground and can thus be ripped much easier.


Edit: Another small discovery. The last room of 2-7 has a helicopter bubbled placed inside the block ceiling in the first half of the room (with only the car bubbles). Seems like a silly place to park a helicopter!
Peardian

  
Magikoopa

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Posted on 08-31-10 11:21:18 AM (last edited by Peardian at 08-31-10 11:46 AM) Link | Quote
This is partially to remind myself to rip the unused castle tiles, and also to post a little unused sprite behavior I remembered.


Cactus Jack, the weird little Pokey ball enemy that drops down in 2-5 and 2-6, has an unused property where placing the sprite in an odd column causes three to fall down and stack on top of each other.


Edit: Just found some abandoned sprites in the second room of 3-1 (room 4A). Some Grinders, a Piranha Plant, and a Watermelon are placed a whole screen below the main path, putting them in the middle of nowhere and inside the mud. Note that the watermelon is positioned directly next to one of the Grinders, instead of just using the Grinder-with-Watermelon sprite.
Xkeeper






Posted on 08-31-10 12:20:48 PM Link | Quote
Makes you wonder what else they stuffed down there.

But hey, at least they just moved them instead of deleting them.
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Jul - The Cutting Room Floor - Some unused Yoshi's Island stuff New poll - New thread - New reply




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