Chibi-Robo! Park Patrol is the second entry in the Chibi-Robo series. This time, your job is to restore a trashed park back to normal while fighting the evils of corporate pollution. Yippee!
Debug Room#
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To do: |
(Currently, only using Cheat Engine on DeSmuME seems to work, with other methods either failing entirely or causing room hybrids. Use the list here to find the room address in Cheat Engine, then set a write breakpoint and change the value to 04 when entering the park from the Chibi-House.)
A debug room can be accessed by changing the value of the current room to 04.
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US |
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2383CB4 |
23840B4 |
The room is a green void, with a flat plane of grass with several objects in it, mostly park attractions. Each has a different function, but most objects in here have the same function as they do in the normal park. Notably, games are not covered when not in use in this room.
Object |
Function |
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Chin-Up Bar |
Mostly the same as in the park, however there is no outlet next to it to charge with. |
Trampoline |
No collision, but can be interacted with to start the trampoline minigame. The minigame functions the same as in the park. Chibi-Robo starts his ascent and bounces from inside the trampoline rather than on top of it, but this does not affect the Chibits count. |
Smiling Trick Bench |
When interacted with, Chibi-Robo will sit on it and the camera will show a view from behind him. He will bob his head as an idle animation when allowed to sit for a few seconds. Chibi will jump upward when the touch screen is touched and then land on the bench again. There appears to be no way to leave the bench, as touching the part of the screen that would normally exit an attraction freezes the game. |
Swing |
Works the same as in the park. |
Cannon |
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Bubble Station |
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Smogling Bash |
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Smogling Bowling |
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Teacup Ride |
Mostly the same as in the park, however there is no outlet next to it to charge with. |
Tall Chin-Up Bar |
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Trick Bar |
Works the same as in the park. |
Trick Bench |
Unlike the smiling variant, works the same as in the park. |
SOON... sign |
Opens a model viewer. Uses the same controls as the object viewer, except the model being viewed does not actually change and is stuck displaying three blades of grass. More interesting is the sign model itself, which otherwise goes unused. |
SOLD OUT sign |
Opens an object viewer. Down and up increment 1 up and 1 down in the list of objects. Right and left increment 10 up and 10 down. Y, X, and A set the camera to a certain distance away from the object, with Y being farthest and A being closest. B exits the viewer. |
Racing Banner |
Works the same as in the park, with two Race Checkpoints in the room to reach. |
Drink Fountain |
Works the same as in the park. |
Windmill |
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Trash Can |
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Clock Tower |
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Additionally, there is a green bottle next between the Windmill and Smogling Bowling. When interacted with, the US version freezes, but the Japanese version opens a menu of choices:
Option |
Translation |
Effect |
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[1/6]:ミニマップ |
Mini Map |
Opens the map. |
[2/6]:クロ予報 |
Black Forecast |
Opens the Smogling Forecast. |
[3/6]:タイトルメニュー |
Title Menu |
Resets the game to the Nintendo logo. |
[4/6]:リザルト |
Results |
Opens the end of day totals screen, but does not end the day. |
[5/6]:エンドクレジット |
End Credits |
Displays the text sequence for the Staff Credits, but does not change the music or have the camera pan over the town that the normal Staff Credits sequence has. |
[6/6]:ステータスメニュー |
Status Menu |
Opens the pause menu. |
Unused Graphics#
A massive library of unused graphics can be seen in the game's files. Most of them are from early versions of the game.
Misc.#
A test image with an internal name of MainBattery_Dummy, appearing as four cropped plug icons in a row. It was most likely used to test the battery meter.
Early Graphics#
An early version of the bottom screen's background HUD image.
Early versions of the music box, syringe, and clippers icons, which at the time were able to be tapped on the main HUD screen.
Early versions of the "leave vehicle" and horn icon. Like the final version, they were able to be tapped on the bike and car HUD screens.
Early versions of the camera controls icons. Like the final version, it was able to be tapped on all of the HUD screens.
Early versions of a few of the Chibi-PC icons that you could tap. They are still in Japanese, too!
Early versions of the bottom screen's graphics that would show when you were equipped with the music box.
Title Screen Graphics#
There are not one, not two, but THREE different variants of the title screen, which are all unused. The unused logos are in English, even in the Japanese version.
TestTitle00 (Unused) |
TestTitle01 (Unused) |
Title (Unused) |
TitleLogo (Used, US) |
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Unused Audio#
There are two separate SDAT files in the game's files. Along with SoundMaster.sdat which is used, there is an unused file named Sound_E3_v2.sdat, which unsurprisingly contains not as many sound effects as the used file.
Music#
Sound_E3_v2.sdat contains an unused title screen music track.
SEQ_TITLE is an early rendition of the title screen music, which was later remixed and used as the credits music in the final version.
Unused Text#
touch.txt#
There is a text document with the name of touch.txt in the "allanm" directory. Its contents are below.
Don't delete.
Unused Models#
The Flower model from an early version of the game, which was present in E3 gameplay. This appears to have an early version of the Smogling/Flower face. Additionally, The petals have different textures that don't make use of alpha, And the leaves are modelled in a leaf-like shape rather than using a leaf sprite with alpha.
Regional Differences#
Title Screen#
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Japan |
International |
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Prompts#
The international releases changed the Yes and No prompt icons due to differing usages of yes/no symbols in Japan compared to the rest of the world.
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Japan |
International |
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Internal Name#
According to the header.bin file in the root of the game, the game's internal name was CHIBI ROBO DS.
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The Chibi-Robo! series | |
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GameCube, Wii |
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Nintendo DS |
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Nintendo 3DS |
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