Models[]
Image (Early) | Image (Final) | Filename(s) | Description |
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castle_tree1.brres | An earlier version of the 3D trees, which are used in Mario Circuit and Moo Moo Meadows. It's almost identical to the final version, except with the texture having a bit of a different design. Some other changes include:
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castle_tree2.brres | An earlier version of the 2D trees, which are used in Mario Circuit and Moo Moo Meadows. Just like with the 3D Model above, it is almost identical to the final version, except with this version having a bit of a different design. Some other changes include:
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choropu.brres | An earlier version of the Monty Moles, which were used in Moo Moo Meadows, with the model being ported from Super Mario 64 DS. This is apparent as not only the model and texture from both games look the same, but the texture is named the same across both games too (choropu_cmp4).
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N/A | kinoko_lift1.brres
katachi_g_10.tex0 |
Seems to have been a test version of the bouncy mushrooms from Mushroom Gorge. Its only texture resembles several test textures that are found in other Nintendo games, such as Wii Sports Resort amd Mario Kart 8. | |
kuribo.brres | An earlier version of the Goombas found throughout various courses. | ||
N/A | npc_mii_a.brres | Believed to be the model for the unused Mii Outfit C during the time, it appears that (according to the file name), it was originally going to be an outfit that only NPC Miis would wear (which seen in courses like Luigi Circuit and Coconut Mall) and is very unlikely that it has anything to do with the actual Mii Outfit C in the first place. It has also one animation (wait.chr0).
However, the object entity (npc_mii_a) does not seem to support loading Mii head models since restoring the model, and placing the object entity in-game, will not make a Mii head appear (not even when playing as a Mii, or when the object entity is placed in courses that have Mii statues). | |
N/A | pakkun_f.brres | An earlier version of the Piranha Plants, which are used in GCN Mario Circuit. The model is pretty much identical to the final version, with the exception being that the pipe model being present alongside the Piranha Plant model. In the final game, both the Piranha Plant and the pipe models are split into two separate models as both are controlled by two separate object entities (pakkun_f and pakkun_dokan). Some minor changes include:
This model also contains the three animations for idling, attacking and getting hurt. They all seem to be identical to the final versions, with the only exception being that the attacking animation is set to a constant loop (whereas in the final version, it only plays once when attacking). | |
N/A | pendulum.brres
katachi_e_01.tex0 |
An unused pendulum object. Just like the kinoko_lift1.brres, its only texture resembles several test textures found in other Nintendo games, such as Wii Sports Resort and Mario Kart 8. It has one material (test01_lambert3) and a bone (pCube8). |
Object entities[]
Image | Filename | ID Number | Description |
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N/A | sound_sand_fall | 0x00F | Generates a sand fall sound effect. The range where the sound comes from is controlled by it's route.
It may have originally been used for the rising sand piles in Dry Dry Ruins before being replaced. |
N/A | gnd_sphere
gnd_trapezoid gnd_wave1 gnd_wave2 gnd_wave3 gnd_wave4 |
0x069
0x06A 0x06B 0x06C 0x06D 0x06E |
These object, as their name imply, form into a shape of the following filename that's labeled and were likely used for testing purposes. The objects doesn't need any external files to work properly as both its model and collision are culled from any side it has associated to it. However, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when the said item was dropped.
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N/A | dossunc_soko | 0x0DC | Possibly some type of Thwomp (possibly an early version of the Thowmp as "dossunc" is it's Japanese name) |
N/A | pile_coin | 0x077 | It's a normal coin model that the player can pass through, creating a wall bonk effect along with it. |
N/A | K_bomb_car_dummy
car_body_dummy kart_truck_dummy |
0x0DF
0x0E0 0x0E1 |
Possibly a dummy version of the following vehicles (associated to the filename) for Moonview Highway. |
N/A | basabasa_dummy | 0x0EF | Possibly a dummy version of the Swoopers in Wario's Gold Mine. |
N/A | Twanwan_ue | 0x0E6 | Possibly an alternate version of the Chain Chomp in Chain Chomp Roulette. |
N/A | Kdossunc | 0x0F1 | Presumably some sort of Thwomp. Has data in the "GeoHit" tables. |
N/A | dummy | 0x12D | A dummy object. |
N/A | npc_mii_a
npc_mii_b npc_mii_c |
0x139
0x13A 0x13B |
Three scrapped NPCs for the Mii. "npc_mii_a" relates to the unused costume (npc_mii_a.brres) |
N/A | kinokoT2 | 0x143 | Likely was meant to be a moving bouncy mushroom decoration variant for Mushroom Gorge, considering another similarly named object (kinokoT1) corresponds to the moving bouncy mushroom decoration used in the course. |
N/A | DKmarutaGCc | 0x15E | Supposed to be used in GCN DK Mountain. [Note: Maruta (丸太) translates to Log] |
N/A | DKropeGCc | 0x15F | Another object that was supposed to be used in GCN DK Mountain. Judging by the filename, it's possibly a rope object. |
N/A | v_stand1 (Solo)
v_stand2 (Team) |
0x173
0x174 |
This is the solo/team match podium (where one contains the 1, 2 and 3 placements), which are seen in Mario Circuit when winning a Grand Prix/VS Race/Battle. Although the model is technically used (being stored in /Demo/Award.szs/v_stand1.brres/v_stand1.mdl0), it never appears in the game as a object entity that can be placed in courses. When loaded in, its respective model will be automatically placed much higher and farther than the position it was originally placed in the parameters file. |
N/A | BlackHole | 0x179 | Possibly was meant to appear on Rainbow Road, considering its ID number is placed together with other decorative objects used in the course. |
N/A | MiiSphinxY1 | 0x17E | A carbon copy of MiiSphinxY2, except without the head and is also unsolid unsolid. |
N/A | FlagA4 | 0x182 | This object was probably meant to be for the starting line flag of a track, considering other similarly named objects are starting line flags (for example, "FlagA3" is the starting line flag used for DS Delfino Square). |
N/A | MiiStatueDK1 | 0x18D | As the name implies, it was originally meant to be a statue for Donkey Kong that would've had its head replaced with a Mii instead. |
N/A | Press_soko | 0x19E | Though it's unknown what object this would represent, it's possible that may have been related to the used object (Press) for the press button of Toad's Factory (over the belts). |
N/A | choropu_ground | 0x1A0 | Choropu is Japanese for Monty Mole. Judging by it's file name, it's possible that it would've been an early build for a Monty Moles digging. |
N/A | dc_pillar_c | 0x1A7 | Though it's unknown what the object would represent, a similar named object (dc_pillar) corresponds to the falling pillars for Dry Dry Ruins. |
sanbo_big.2 | 0x1AC | Appears to be identical to sanbo_big (the Giant Pokey boss used in the Thwomp Desert competition/tournament) and also has identical information in the GeoHit tables to it's respectful counterpart.
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N/A | kinoko_kuki | 0x201 | An object that was most likely meant to appear in Mushroom Gorge as "kinoko" is the Japanese name for "Mushroom". |
N/A | FlamePoleEff | 0x203 | An unused version of the Lava Plume, which are seen in some courses of the game with lava in the level. Despite the game not having a .brres model file (named FlamePoleEff), most of the .brres files corresponding to the Lava Plume (such as FlamePole_v.brres) have most of their subfiles named FlamePoleEff. This means that it's possible to load this object in Bowser's Castle or N64 Bowser's Castle by placing the object entity in the parameters file (KMP) for those courses, making a copy of FlamePole_v.brres, and renaming it to FlamePoleEff.brres
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N/A | venice_gondola | 0x20B | This object is a gondola ship that would have traversed around the Delfino Pier arena, with a Pianta waving in the stern of the ship. None of the graphical files needed for this object to work are in the game anymore.
When placing the object in the game (and creating the necessary files to make it work), it will appear floating in the sea (no matter if the object was placed above or below it), following the route assigned to it in the course parameters (the traversing speed can be changed in one of its settings). When players crash into the gondola, it does not produce any sound. In addition, stepping on it from above will repel the player with a slight boost, much like what happens when stepping through a truck's roof in Moonview Highway.
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N/A | HP_pipe | 0x218 | As the name implies, it's most likely a pipe. It's unknown if the "HP" would be used for Balloon Mode is it abbreviates to "Health" |
N/A | BeltCurveB | 0x25D | Possibly an unused set of conveyor belts on Toads Factory. |
N/A | Mstand | 0x2C1 | Though it's unknown what the object would represent, a similar named object (Mdush) corresponds to the small boost ramp in Mario Circuit. |
N/A | group_enemy_d | 0x2C6 | An unused set of NPCs, which can found on Mario Circuit and its winning cutscene variant. When enabling the object, Toad sounds can be heard, implying that this was meant to be another group of Toads (much like the group_enemy_c object, which is used in the final game). |
FallBsC | 0x2CD | An unused waterfall splash effect (which was meant to be used in Koopa Cape). Since it's name is similar to the other waterfall splash effect entities used in the course (such as "FallBsA" and "FallBsB"), this object would've also required the same external resources. | |
N/A | volfall | 0x2DE | Though it's unknown what the object would represent, a similar named object (volsmk) is used for the smoke effect by the trembling rocks in Grumble Volcano.
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