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05-04-22 05:50:40 PM
Jul - The Cutting Room Floor - WarioWare, Inc New poll - New thread - New reply
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TheMonkeyBob
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Posted on 05-03-11 12:24:06 AM Link | Quote
I have found a list of working titles for all games in WarioWare, Inc. I will have a list of working titles matched to the games they are for soon. However, there are a few that stand out.

The following working titles are for the unused games that still exist and are on the wiki.
BLOCK
F1 RACE
TV GAME 6
LP. PONG FOR TWO
I think I have also found the descriptions for the microgames but I will need to get a Japanese rom to be able to view them.

These are for games that no longer exist in the game.
KILL VIRUSES
FROG JUMP ( DUMMY )
SUPER MARIO? BASEMENT
LP. STREET FIGHT
LP. GOMA ( Dummy )
LP. ROBO CONTROL
LP. FUNCTION TEST
LP. 3D TEST
The working title SUPER MARIO? is for the microgame Super Wario Bros. so I would asume that SUPER MARIO? BASEMENT would probably have been an underground version.
LP. STREET FIGHT and LP. GOMA ( Dummy ) are found among the bosses.
LP. ROBO CONTROL is found among the minigames.

There are also what seem to be older versions of Getcha Groove On, Noodle Cup, and Code Buster. The only differences I noticed were that Getcha Groove On has to short of a time limit and Code Buster has less variations.

I have also found a way to play any music or sound effects that I want. I have already found one unused sound effect, one unused song, and three other possibly unused songs. However, there is a large amount of music and sound effects to check.
If anyone is interested in checking them out I can tell you how I do it.
oaa
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Posted on 05-03-11 01:43:22 PM (last edited by oaa at 05-03-11 10:45 AM) Link | Quote
Kill Viruses sounds like a working title for Dr. Mario
LP. Robo Control could be a multiplayer version of that R.O.B. minigame

I could probably point out some differences for you since I've played the everliving crap out of every Wario Ware game pretty much.

TheMonkeyBob
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Posted on 05-05-11 05:54:19 PM (last edited by TheMonkeyBob at 05-05-11 02:57 PM) Link | Quote
I have the list for the games.
wwlist.txt
Use a cheat device or the cheat option in an emulator to change the value at address 03000E61. With the value kept constant, just select any microgame from the grid.
Any game that does not exist will dummy to Crazy Cars.

I will work on the music/SFX next. There is a lot more that has to be done for those.

Also, I'm not comfortable with how different types of information should be formatted on the wiki so anyone can add the info I post.
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Posted on 05-05-11 09:59:01 PM Link | Quote

|| 1A  | Getcha Groove On         | LET'S DANCING         | N/A          | No   | Yes   ||



I am amused.

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Rachel Mae

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Posted on 05-05-11 10:32:07 PM Link | Quote
I like SHOOT CERTAINLY.

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TheMonkeyBob
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Posted on 05-06-11 08:41:39 PM Link | Quote
Here is my short guide of sound testing.

The first thing you need to do is disable the sound effect that plays when you switch between what is playing. You need to remove the first instance of 083FC2C4 (or C4 C2 3F 08 if you are in 8-bit view) from the rom by changing it to “00000000”. This can either be done by using a hex editor to permanently remove it from 0xF744 or a memory viewer to temporarily remove it from 0x800F744. Optionally, you can use a cheat to force 0x3000F74 to hold the value “10000000” if you are only listening to music.

Next, enter the name change menu. Change the 8-bit value at 0x3003B98 to “02” and change 0x3003B9C to “00000000”. Now you can use the address 0x3003BA0 for the value of what you want to play. Alternatively, you could not change the 8-bit value at 0x3003B98 and then use all four addresses (0x3003B9C, 0x3003BA0, 0x3003BA4, and 0x3003BA8) for playing sounds. I just find that having only one sound and an empty slot keeps things easier to follow.

Here is the current list of sounds and their hex addresses: wwsound.txt
The values increase by 14 hex. The list actually has the addresses of the sounds, for the values just change the “x” to an “8”.
There are 1,342 of them so it may take awhile to get through them all.
oaa
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Posted on 05-11-11 08:39:35 PM Link | Quote
Sort of unrelated: IIRC, Touched has a debug menu in the Japanese version
TheMonkeyBob
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Posted on 05-25-11 10:01:20 PM Link | Quote
I'm still working on the sounds and music but for now here are a few other things.


The original pallets for Mario and Bowser that weren't used in the final versions of the Classic Clash microgames.
The big circle may have had something to do with a super attack. I may have found where it would have been used or just a glitch and the circle will remain unexplained. I will explore it more before I jump to any conclusions.


The little devils seen here are unused and I am not sure what their purpose could possibly have been.


Two things to note here. Next to the folder for Jimmy is a larger picture of him with darker hair. Also there is a third cell phone folder with a white phone.


In this one there is a chicken, turtle, pig, witch, and some other things mixed in the Dr. Wario tiles. I have beaten Dr. Wario on all three difficulties and I did not see any of those things. The UFO, clouds, and the dino are used.

That is all for now, but there is more to come.
oaa
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Posted on 05-26-11 01:12:32 AM Link | Quote
I remember seeing a Witch in the sprite data of the original Dr. Mario but never saw it used anywhere. But that's probably because I suck at that game
Drag
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Posted on 06-29-11 07:52:59 PM Link | Quote
2096
DJBouche discovered years ago that the music in Wario Ware is stored as plain, ordinary MIDI files, which you can extract from the game and play in any standard midi player! The instruments will be wrong, of course, but that's pretty interesting. The other games used the regular SDK music engine.

Also, since Wario Ware's music/sfx seems to be based on one of the GBA Wario games, maybe that game has standard MIDIs as its music too?

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Keitaro

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Posted on 06-30-11 06:26:38 PM Link | Quote
Wario Land 4 uses the sdk's default M4A midi player engine, so nope, its all converted. Wario Ware was a pretty curious item in that regard.
Drag
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Posted on 07-01-11 09:52:24 PM Link | Quote
2104
Given that there's eleventy billion music clips and such in the game, maybe it was faster/easier to just use the plain MIDI files instead of converting them all over to M4A.

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TheMonkeyBob
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Posted on 01-30-12 07:27:18 AM (last edited by TheMonkeyBob at 01-30-12 04:29 AM) Link | Quote
I've been busting through all the sounds and have cut the list down to about 80. Some may still be used, but some are most definitely unused. Here are some of the definitely unused. I put fade outs on those that don't normally end.

x_TEST Is not only a test file but also acts as the dummy for sounds.

m_x_BGM_BOMB_4bar
m_x_BGM_BOMB_8bar
^Definitely designed for testing microgame length. While 2bar was used for a few microgames, 4bar and 8bar go unused.

m_BGM_01
^Most likely early menu background music.

The music for Dribble's story has four variations. It is most likely a change in format of the story mechanics so that all character's stories work the same way that left some of these unused. Others seem to be unused for no reason.
m_BGM_DraBuru_02_IN
m_BGM_DraBuru_03_IN
m_BGM_DraBuru_04_IN
^These were supposed to be for retrying at the various music variations.
m_BGM_DraBuru_02_END
m_BGM_DraBuru_03_END
m_BGM_DraBuru_04_END
^These were supposed to be for the results screen.
m_BGM_DraBuru_02_BOSS_IN
m_BGM_DraBuru_03_BOSS_IN
m_BGM_DraBuru_04_BOSS_IN
^These were supposed to be for just before fighting a boss.
m_BGM_DraBuru_03_SpeedUp
m_BGM_DraBuru_04_SpeedUp
^These were supposed to be for when the speed increases.
m_BGM_DraBuru_04_Intro
^This was supposed to be for the beginning of the fourth variation of the music.

m_BGM_VS_RoboControl_10
^A song from a versus minigame that was not put into the game.

And finally, for now.
m_BGM_Title_01
While not actually unused, some of the title music can not be heard normally.

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TheMonkeyBob
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Posted on 02-28-12 05:55:28 AM Link | Quote
I still have to record them, but here are some more unused sound files. None of these have any code that references them.
m_BGM_BOMB_Demo_AFRO_NEXT2A
m_BGM_BOMB_Demo_AFRO_NEXT2B
m_BGM_BOMB_Demo_AFRO_NEXT2C
s_Demo_Title_BUMP
s_BOMB_BOSS_Goma_FALL_0
s_BOMB_BOSS_Goma_FALL_9
s_BOMB_JUMP_12
s_BOMB_Bound_07
s_BOMB_Count_01
s_BOMB_CURSOR_01
s_BOMB_BUMP_03
s_BOMB_Mario2_Step_ON_1
s_BOMB_Mario2_Step_ON_2
s_BOMB_Mario2_Step_ON_3
s_BOMB_Mario_Step_ON_END2
s_BOMB_Beat_Tel_03
s_Drum_BD_1
s_Drum_SD_1
s_Drum_SD_Rim_Close
s_Drum_SD_Rim_Open
s_Drum_SD_Roll
s_Drum_Tom_1
s_Drum_Sym_Crash
s_Drum_Sym_Sprash
m_BGM_BOMB_22
m_BGM_BOMB_47
m_BGM_BOMB_86
s_VS_Push_HIT_01
s_v_WARIO_WIN_YOKI
s_v_App_Morning_1
s_v_App_Hello_1
s_v_App_Night_1

There are still some more sound files that I have yet to determine if they are used. There is code that references them, but I am not sure if the code is for for unfinished/unused content.

One last thing, if I find that a sound is used for finished but unused content such as unused microgames, should I list the sounds as unused or not?

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Rachel Mae

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Posted on 03-01-12 05:13:52 AM Link | Quote
Originally posted by TheMonkeyBob
One last thing, if I find that a sound is used for finished but unused content such as unused microgames, should I list the sounds as unused or not?
Well, if it only appears in an unused microgame, then that would make it an unused sound, no?

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TheMonkeyBob
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Posted on 02-09-16 07:44:54 AM Link | Quote
Bumping the crap out of this thread!

Anywho, getting back into working on this game so now I have some new stuff.

I am going through the prototype available on the wiki. It is not one of the demos from Wario Word (US), so does anyone know where it is from?

Higher levels:
Repellion has 10 levels. The 10th level has 10 ships. While these cannot normally be seen in the prototype on the wiki, they can be accessed by increasing the level beyond normal limits. They can also be accessed normally in Selected 2 demo.
Dodge Balls has 9 levels, just like the final game. The 9th level has 10 balls. Again, not normally accessible but can be accessed by increasing the level. Selected 1 demo only goes up to level 6.

Alternate Versions:
In the prototype on the wiki, once you finish 21 microgames the level resets and for one round the microgames are a special advertisement versions. Screenshots are still needed.
These alternate versions do not seem to be in Trial Ver. 1 from Wario World (US).

Music and sounds:
Here is the list of all music and sound in the prototype.
I have found a way of cleanly getting them, so I will be working on getting the music to finish the "to do".
I can get the sounds as well if they are needed.
m_BGM_BOMB_READY_Turn_1_JC
m_BGM_BOMB_GOOD_0_JC
m_BGM_BOMB_BAD_0_JC
m_BGM_Tutorial_READY_1_JC
m_BGM_Tutorial_END_01_JC
m_BGM_BOMB_Demo_11_JC
m_BGM_BOMB_01_JC
m_BGM_BOMB_03_JC
m_BGM_BOMB_17_JC
m_BGM_BOMB_08_JC
m_BGM_BOMB_12_JC
m_BGM_BOMB_10_JC
m_BGM_BOMB_07_JC
s_BASIC_BUTTON_A1_vg3
s_BASIC_BUTTON_B
s_BASIC_PAUSE_ON
s_BASIC_PAUSE_OFF
s_BOMB_Bomb_04_JC
s_BOMB_Bomb_05
s_BOMB_CAR_02
s_BOMB_Catch_BAD_02
s_BOMB_Catch_OK_01_JC
s_BOM_Fail_01_JC
s_BOM_Fail_02
s_BOM_Fail_03_JC
s_BOMB_Fall_01
s_BOMB_Hit_08_JC
s_BOSS_Bear_Bump_LOW_JC
s_BOMB_KALI_02_JC
s_BOMB_KALI_06_JC
s_BOMB_PI_21
s_BOMB_PO_01
s_BOM_Shot_01_JC
s_BOMB_Success_01_JC
s_BOMB_Voice_Child_02_JC
s_wario_TURN_JC
s_v_wario_OK_01
s_v_wario_OK_02
s_v_wario_OK_03
s_v_wario_OK_04
s_v_wario_OK_05
s_v_wario_OK_06
s_v_wario_OK_07
s_v_wario_OK_08
s_v_wario_NG_01
s_v_wario_NG_02
s_v_wario_NG_03
s_v_wario_NG_04
s_v_wario_NG_05
s_v_wario_NG_06
s_v_wario_NG_07
s_v_wario_NG_08


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Posted on 02-09-16 11:55:54 AM (last edited by Hiccup at 02-09-16 11:56:11 AM) Link | Quote
On a related note; does anyone know how to properly convert the GBA ROMs that you find on GameCube discs to normal GBA ROM format? Without watermarking the header?

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