Densetsu no Starfy 4/Unused content

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This page is a collection of unused content found within Densetsu no Starfy 4. [1].

Development text

Main article: Densetsu no Starfy 4/Text dump#Part 13 (unused)

An unused series of development related text begins at offset 0xE1B600 and finishes at offset 0xE22006. The text contains a list of variables with numbered descriptions and hex codes resembling offsets. Some of the variables are marked unused.

Unused 3D models

Among the model files are various panoramic views that appear distinguishable to those in the final game


Main article: Densetsu no Starfy 4/Unused content/Unused models

In Densetsu no Starfy 4, various seemingly unused 3D models are stored in the game's G3D directory. The G3D directory is typically used to store files such as the animations and models for the backgrounds of stage maps. The 3D models are defined by four files; NSBMD files that define the model and its dimensions, NSBTX files that define an object's colors and texture and NSBCA files that define how a model should be animated. Not all of the 3D models use all four files because some models may not have associated animations or textures.

Many of the unused models are shared with Japanese versions of Super Princess Peach. It may be worth stressing that Super Princess Peach is a game which was previously developed by TOSE. In the US version of Super Princess Peach the G3D directory was removed with all of the models stored inside it. [2]

'Unused' font

"stafy2_9b2_small_bmp" when it replaces "stafy4_13b2_full_bmp"

In the extracted ROM there is a font called "stafy2_9b2_small_bmp" with the two other fonts which are used; "stafy4_13b2_2_bmp", "stafy4_13b2_full_bmp". It is smaller than the other fonts. Though the font "stafy2_9b2_small_bmp" appears to be used for the scrolling yellow on the bottom of City screens, technically it isn't, and modifying the font will not change the text. Despite the name, the font is not identical to the font used in Densetsu no Starfy 2.

Hidden text in the Dejiru Stage 6 cutscene

The hidden text hidden in a black sqaure

Hidden text can be found hidden in the texture file ("ddemo s06_l") for the assets associated with the cutscene with Dejiru prior to entering Flourishing Desert. It reads 'ぼよ' ('pot').

Koopalings

Sprites of the seven Koopalings

Both Super Princess Peach and Densetsu no Starfy 4 share unused sprite data relating to the seven Koopalings from the Mario series. In Densetsu no Starfy 4, the data is stored in the 'Stage' directory, while in Super Princess Peach, the data is stored in the 'StageBoss' directory.

According to their filenames, Iggy Koopa was meant to appear in Area 1, Morton Koopa Jr. was meant to appear in Area 2, Lemmy Koopa was meant to appear in Area 3, Ludwig von Koopa was meant to appear in Area 4, Roy Koopa was meant to appear in Area 5, Wendy O. Koopa was meant to appear in Area 6 and Larry Koopa was meant to appear in Area 7. Note that the files were copied over from Super Princess Peach to Densetsu no Starfy 4, so it is likely that the Koopalings were only meant to be bosses in Super Princess Peach.

Test rooms

Starfy in room 257, facing the Angler vehicle

Densetsu no Starfy 4 features a number of different test rooms. These are described below.

Room 257

'Room 257' is a large room that is set mainly underwater. It contains most of Starfy and Starly's vehicles, including Angler which rests on floating blue rocks, the Propeller Bit which rests underneath Angler on top of a floating grass platform to west of brown rocks and Kelkie, which rests on top of a floating grass platform east of the brown rocks. If Starfy or Starly use any of the transformations, all of them will disappear. The background of Room 257 is invalid and appears to be based on the animation of the Chef's Hat Accessory.

Although there is no floor, Starfy and Starly are free to run across the bottom of the room without falling through. There is an invisible pool of water at the bottom-left corner of the room that allows Starfy or Starly to climb back up to the nearest platform.

Near the top-right corner of the screen there is a door that leads to room 260.

Video of room 257

Room 258

'Room 258' is a room that contains the Propeller Bit and Kelkie vehicles, as well as the Kigurumi. There is a single Swerl enemy. There are a number of breakable blocks in this room, as well as black pools of water, which only appear blue at the water's surface. 'Room 258' contains a door next to the Propeller Bit that can only be entered by riding it. It links to the same room, but outside the bottom-left most door.

There are two doors at the bottom-left corner of the room. Entering the first (west-most) door leads to the same room, but outside the top-right most door. Entering the second door leads to the same room and throws Starfy with a 'south-west' velocity outside of the door next to the Propeller Bit. Going inside the top-right most door leads to room 259.

Video of room 258

Room 259

Room 259

'Room 259' cannot be explored, because the game appears to simply load a white screen.

Room 260

'Room 260' has a small area with two doors near the west-most and east-most sides of the screen. Both doors have walls behind them, so Starfy or Starly must enter them if they are taken in front of the doors as they won't be able to move. There is a door in 'room 257' near the top right of the screen that leads to the west-most door in room 260. If Starfy or Starly enter the west-most door, it will lead to 'room 259'. If Starfy or Starly enter the east-most door, it will lead to room 261.

Video of room 260

Room 261

'Room 261' has a door near the top of the screen that is difficult to enter due to being blocked by brown stones. Access to the top section of room 261 is blocked by five triangular shaped stones. If Starfy or Starly attempt to Swim under them, they are propelled upwards.

Below the triangular shaped stones are two doors, and a large vertical section that cannot be climbed under normal circumstances. Room 261 contains some unused blocks that appear to be based on the Mario series. They are beige 'straight face' blocks, including one type shaped like a square and four types shaped like triangles, which are similar to the blocks that Mario can use to run up walls in Super Mario World. Near the bottom-left corner of the room there is a door that leads to room 262.

Video of room 261

Room 262

'Room 262' has a single door near the top right corner of the room that leads to the bottom-left door of room 261. To the west of the door and above it there is an invisible pool of water that links the floor (which also consists of a slope) to the north-east most platform. Above the slope there is one of the unused triangle blocks as seen in room 261. Starfy or Starly can jump through it.

EmbedVideo was given an illegal value for the alignment parameter "Video of room 262". Valid values are "left", "center", or "right".

Unused music

Densetsu no Starfy 4 features three unused tunes as well as nine dummied out tracks that are copies of Lobber's Cottage.

Sequences

In Densetsu no Starfy 4's sound_data.sdat file, there are a total of 68 playable sequences. In the final game, 56 sequences are available in the Legendary Concert - but it is notable that there are an additional three valid tracks that are seemingly unused in the final game. Below are playable videos of the three aforementioned unused tracks.

In addition to the 59 "valid" sequences, there are an additional nine tracks that are copies of Lobber's Cottage when they are forcibly played. These will be described in further detail in the 'dummied-out music' section below.


Unknown 1
Unknown 2
Unknown 3

Dummied-out music

The sequences in Densetsu no Starfy 4 are named in the format '[1]-SEQ-[2]'. The first integer is a number that appears to describe the real track, and the second number describes the order that the track appears in the game code.

Below are the list of sequences as they appear in the game's SDAT file.

000-SEQ_000.SSEQ
001-SEQ_001.SSEQ
002-SEQ_002.SSEQ
003-SEQ_003.SSEQ
003-SEQ_003.SSEQ
004-SEQ_004.SSEQ
005-SEQ_005.SSEQ
006-SEQ_006.SSEQ
007-SEQ_007.SSEQ
008-SEQ_008.SSEQ
009-SEQ_009.SSEQ
010-SEQ_010.SSEQ
011-SEQ_011.SSEQ
012-SEQ_012.SSEQ
013-SEQ_013.SSEQ
014-SEQ_014.SSEQ
015-SEQ_015.SSEQ
016-SEQ_016.SSEQ
017-SEQ_017.SSEQ
018-SEQ_018.SSEQ
001-SEQ_019.SSEQ (*)
019-SEQ_020.SSEQ
020-SEQ_021.SSEQ
021-SEQ_022.SSEQ
022-SEQ_023.SSEQ
023-SEQ_024.SSEQ
024-SEQ_025.SSEQ
025-SEQ_026.SSEQ
026-SEQ-027.SSEQ
027-SEQ_028.SSEQ
028-SEQ_029.SSEQ
029-SEQ_030.SSEQ
030-SEQ_031.SSEQ
031-SEQ_032.SSEQ
032-SEQ_033.SSEQ
033-SEQ_034.SSEQ
034-SEQ_035.SSEQ
035-SEQ_036.SSEQ
036-SEQ_037.SSEQ
037-SEQ_038.SSEQ
038-SEQ_039.SSEQ
039-SEQ_040.SSEQ
040-SEQ_041.SSEQ
041-SEQ_042.SSEQ
042-SEQ_043.SSEQ
043-SEQ_044.SSEQ
044-SEQ_045.SSEQ
045-SEQ_046.SSEQ
001-SEQ_047.SSEQ (*)
046-SEQ_048.SSEQ
047-SEQ_049.SSEQ
048-SEQ_050.SSEQ
001-SEQ_051.SSEQ (*)
001-SEQ_052.SSEQ (*)
001-SEQ_053.SSEQ (*)
001-SEQ_054.SSEQ (*)
001-SEQ_055.SSEQ (*)
001-SEQ_056.SSEQ (*)
049-SEQ_057.SSEQ
001-SEQ_058.SSEQ (*)
050-SEQ_059.SSEQ
051-SEQ_060.SSEQ
052-SEQ_061.SSEQ
053-SEQ_062.SSEQ
054-SEQ_063.SSEQ
055-SEQ_064.SSEQ
056-SEQ_065.SSEQ
057-SEQ_066.SSEQ
058-SEQ_067.SSEQ


As shown above, the first integer does not always match the second integer. There are nine SSEQ files that use '001' as the first integer in their filenames when the second integer suggests that they are separate entries. These have been indicated above with an asterisk.

As the number of sequences extends to 68, this may imply that the developers allocated more files for music if they needed to add them. The contents of these nine files are in fact copies of '001-SEQ_001.SSEQ' (Lobber's Cottage) that were probably kept as placeholder data.

It may be worth stressing that the dummied-out sequences are unusually ordered, given that they are indexed in between the SSEQ files of used music and the three unused tracks.

Notes

In the Legendary Concert, data exists at the end of track names for a sequence titled "No Tune 58" (Japanese: なしきょく58). However, it appears to be simply a placeholder to mark the end of the Legendary Concert, given that there are a total of 57 songs indexed, including the 'not-unlocked' placeholder, "☆☆☆☆☆☆☆☆☆" which is listed as the first track. The nine additional copies of Lobber's Cottage are not indexed in this list.

External links

References

  1. Tools used: NDSTool, DSLazy, NSBMD, ConsoleTool3, CrystalTile2, SSEQ2MIDI, VGMTrans v9, NDSSNDEXT, HxD, ArtMoney SE v7.38
  2. Super Princess Peach - unused materials