This was used for many debugging purposes and such while the game was still in development. This was used in the Japanese version in the Match Race and Battle Mode results screen, but goes unused in the international versions.įound among the graphics for the Item Storage and the Race Time numbers. This was used in the May and June prototypes, to block the middle lane path in Bowser Castle 3.Īccording to the debug menus used in various protoypes, this object is called "KABE" which means "WALL" in japanese.Ī smaller treetop, meant for Mario Circuit's background.Īn alternate version of the big Exclamation Mark, which has actually more detail than the used one. However, there is an unused object consisting of the 4 colored blocks. Item Fields, Oil Slicks, and Coins are an example. Objects consist of a set of tiles, which are placed on the track and are not visible in Time Trials. The Koopa Beach zipper can be seen in the April prototype where one is placed in both Koopa Beach tracks. Tilesets are in this order: Donut Plains, Choco Island, Koopa Beach, Vanilla Lake and Rainbow Road. However, some tracks don't use Zippers at all, so its palette's colour goes unused. Just like the Oil Slick, the Zipper has a unique palette to fit every track theme. The Choco Island oil slick can be seen in the April prototype where it's placed in Choco Islands 2 and 3. Tilesets are in this order: Donut Plains, Ghost Valley, Bowser's Castle, Choco Island, Koopa Beach, Vanilla Lake and Rainbow Road. This can not be seen in the Mario Circuit theme, because the dirt uses the same colour as the road. There is also some extra detail around the Oil Slick, which looks like dirt, meant to fit Donut Plains or Choco Island. Its palette is altered for each track theme to fit the tracks (except Rainbow Road). The Oil Slick is loaded within every track theme, however it is only used in Mario Circuit tracks. They use their own unique palette, which is different for each track theme, to fit the tracks. Loaded within every track theme are the graphics for Item Fields, Coins, Zippers, but also the Oil Slick can be found there. These were used in the April prototype in Ghost Valley 1.Ī road tile with a single pixel, a narrow piece of the lake and a duplicate of the water tile that doesn't animate when placed on the track. Unused edge pieces meant for the diagonal planks. Only the tile with the corner being on the down right was used. Unused corner tiles meant for the edge of the grass. It was used in the April prototype for both Choco Island 2 and the scrapped Choco Island 3 track. This tile was meant to extend the diagonal bumper that runs from top right to bottom left, but only a short version of it was used. The second one uses the unused tile.Īn unused piece of a bumper. Unlike the other used dirt tiles, this acts like the snow from Vanilla Lake it has a different sound and doesn't makes you too slow when driving over it.Īll diagonal bumpers. It also has some shining on it, unlike the used coin.Ī different looking dirt tile. Interestingly, this is found at the beginning of the tileset among the main track's graphics, while the objects such as item fields, jump bars and the normal coin itself are always at the end of the tileset, so it may be something different and part of the main track (maybe a star decoration?). It can also be found in the source files, where it was in place of the coin graphic in early tilesets. It acts like road and not like a normal block if placed on a course with an editor.Īn alternate version of the coin from Rainbow Road, which act as road and not like a normal coin. This block can be found in the tileset from the Mario Circuit courses. More than one debug command can be used at a time by adding the bytes above together (e.g., entering 14 in place of "?" will enable both pressing L to skip to the last lap and the item debugger). Pushing certain buttons lets you use an item instantly: 08 - The game crashes at races starting because it tries to load a RAM viewer, that was accessible in prototypes but removed in the final version.04 - Pushing L puts you on the last lap. #Download super mario kart 64 pro#12.5 Hidden "Unlock Special Cup" FunctionĪ number of debug commands can be accessed with Pro Action Replay code 7E1F06?, where "?" is one of the following:.11.5 Choco Island Tile Animation Routine.11.1 Bowser's Castle 2 Checkpoint Zone Oddity.
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