
Returning from Paper Mario: The Thousand-Year Door, this Koopa variation is only partly programmed into the game, with no death animation or much of an attack pattern present. Oddly, it has the same NPC Template Name as the Mega Muth. The normal muth is enemy 173 ( マンモー / "Manmō"). This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points. NPC Template Name: メガマンモー ("Megamanmō" / "Mega Muth") It has a different name to the used Boomboxer. It has 1 HP and 1 attack point, probably as a placeholder. This variation of the Boomboxer attacks exactly like the ones featured in the game. While this one uses an odd body color that doesn't match up perfectly with anything used in the final game. The first is an early version of the pink Squiglet. Present in e_octar (Squig's file) are two unused Squiglet body types. More GameCube version remnants are in effect.tpl - specifically, button prompts for the A and B buttons of the GameCube controller. The GameCube image is also missing the ponytail. The image for Peach's alternate hairstyle is an obvious placeholder image in the GameCube file, with the shortened hair being colored over. The handle on Peach's parasol is properly transparent in the Wii version. While most of the textures are identical barring the increased size, some images on the GameCube side weren't quite finished yet. The GameCube models are still on the disk, under p_(character).

When the game was converted from GameCube to Wii, the player models were given a higher resolution (about 50% larger).

If the desired map to load is not located in the same zone of the map the player is currently in, the zone to load address (offset 0x4D0C40, string of length 32 in the US version) must be changed or frozen the same way to the corresponding zone of the desired map which is the first 3 characters of the map ID.Īdditionally, it is possible to change the map to save address (offset 0x4E3F94, string of length 32 in the US version) before saving with a save block. Because of the short timeframe, it is preferable to simply freeze the address. To access a map through a loading zone, the address containing the map to load (offset 0x4D0C60, string of length 32 in the US version) must be changed between the time the game changes it and the loading of the maps it will intend to load.

In the "dan_xx" maps, there were doors that could have been reached.
