the cutting room mirror

Kirby: Squeak Squad

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Block Ability#

To do:
Find a cheat code to stabilize Block.

Kirby_Squeak_Squad-BlockIcon.pngKirby_Squeak_Squad-BlockKirby.png

There is an unused ability, Block, which seems to be an alternate or earlier version of Triple Star.

The only difference between the two is that Kirby wears a recolor of Beam's hat, using similar colors to Mirror in Kirby Super Star. It seems to be manually disabled, and Kirby will lose the ability instantly after obtaining it. It is not known why this was disabled.

It does not seem to have the same entries in the game's main code files (arm9.bin and overlays) as all other abilities. The stats, parameters and sprite files for this ability are expected to be similar to those of Triple Star, but they are indeed very different and result in an entirely broken Triple Star if replaced. If the ability could be used at all, it is not with the final version of the code.

Placeholder Pause Screen#

This pause screen is associated with the Block ability. The kanji 仮 translates to "temporary" or "tentative".

Unobtainable Copy Palettes#

The unobtainable copy palettes unlocked and visible in the menu. Note the total on the top screen saying 10/10 instead of 6/6.

Aside from the six copy palettes that can be obtained throughout the game, there are four other copy palettes that are completely unobtainable. These unobtainable copy palettes are themed around Kirby, Meta Knight, Daroach, and King Dedede. Unlike the six obtainable copy palettes, the colors of the unobtainable four copy palettes do not change to match the color of the currently selected spray paint. These unobtainable copy palettes were actually obtainable through a short-lived event in Japan where a Download Play application distributed by DS Download Station kiosks could be used to unlock them in the Japanese version of the game. The cartridge used for this event has not been preserved, preventing any legitimate access to these copy palettes.

Despite the DS Download Station kiosk method to officially unlock these copy palettes being lost, they can be unlocked through hex editing the save data. The save data is broken up into four files, with each one being named with text visible in a hex editor: KbSystem, KbUser01, KbUser02, KbUser03, and each file has a backup copy later in the save data. Each file has its own checksum; if a save's checksum does not match the one calculated upon starting the game, then the game will load the backup save, but if both the main and backup save checksums are invalid, the game will deem the file corrupt and delete only the corrupted file, leaving all other non-corrupted files intact.

The unobtainable copy palette flags can be found at offset 60, which is part of the KbSystem save. Writing 0F sets the bitflags to unlock each copy palette. The bitflags that get set and what copy palette exactly they unlock are:

  • 01: Kirby
  • 02: Meta Knight
  • 04: Daroach
  • 08: King Dedede

Once the flags are written into the save data, the checksum also needs to be updated or else the game will not load the edited file. The checksum for the first KbSystem can be found at offset 7E as a two-byte little-endian value. To correct the checksum, simply add the value written to unlock the unobtainable copy palettes to the checksum. If 0F was written to unlock all four, then 0F (15 in decimal) should be added. The second KbSystem file can be found at offset 1000, with its equivalent location for the unobtainable copy palette flags being offset 1060 and checksum being offset 107E. If the first KbSystem is correctly edited, then there is no need to edit the copy later in the save, but if both are edited, and edited incorrectly, then the game will display the "YOUR SAVE DATA IS CORRUPTED" error on startup, which can help confirm that the hex editing was incorrectly done.

Once the save data has been edited and the game successfully loads the save data, the unobtainable copy palettes will be permanently unlocked for all save files on the cartridge. Each unobtainable copy palette has its own icon for the collection menu. Deleting a save file, then entering its collection room will still leave the unobtainable copy palettes unlocked and even allow starting a new game with it selected. The unobtainable copy palettes do not count toward the total of 120 treasures, but the copy palette style menu will count each unobtainable one unlocked toward the total displayed on the top screen.

As an alternative to hex editing the save data, the following save data can be used instead. All save files are empty, but the system save has already been edited to unlock the unobtainable copy palettes.

Download Kirby: Squeak Squad unobtainable copy palettes unlocked save file

File: KirbySqueakSquad unobtainable copy palettes unlocked save file.zip (8 KB) (info)

Additionally, see the notes page for cheats to view, but not permanently unlock, the unobtainable copy palettes in-game.

Kirby (copy palette style ID 6)

Meta Knight (copy palette style ID 7)

Daroach (copy palette style ID 8)

King Dedede (copy palette style ID 9)

(Original unlock method source: Archived DS Station website)

(Hex editing unlock method source: Original TCRF research)

Unused Graphics#

Unused food items that probably have the same effect as minor food items.

KirbySScinnamunfsmall.png KirbySSicecreamsmall.png KirbySScinnamunfbig.png KirbySSicecreambig.png

E3 2006 Demo Leftovers#

Kss-title_logo_edition_e3.bin.png
A placeholder logo that was used in the title screen (see here at 0:03.)

Kss-soon_edition_e3.bin.png
The ending screen of the demo, which is a rough drawing featuring Kirby sitting on grasses all alone just wondering... forever. It was later used for the Japanese and USA kiosk versions (example) of this demo, but with different text as those demos were meant to be only played after the game's release.

Debug/Other Rooms#

To do:
Merge this into the Debug Rooms subpage

There are about 300 unused rooms, many of which are duplicates. Most of them are for testing enemies and have a similar tileset to debug rooms of Nightmare in Dream Land and Amazing Mirror. The other rooms are for testing environments and typically have a normal tileset.

A few of those rooms are alternate/scrapped versions of regular rooms, and some are entirely separate rooms that weren't used. These are usually found at the end of shorter stages (such as 2-4).

One of the many debug rooms.
A debug room, with the previously used tileset.

There's about 30 in total!
An array of doors leading to various testing rooms.

There's no way to get down there.
Alternate version of a room in level 3-4. The area in the lower left is completely new, most items and enemies are different, and the background is changing color.

Debug Text#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Any code leftovers?

Present in the ARM9 binary at 0x161C5C is this text:

Original

Translated

リザルト
タイトル 1
タイトル 2
タイトル 3
プロローグ
サブゲーム
デンゲンON
エクストラ コア
ゴールゲーム
メインゲームコア
ステージ
エクストラ クリア
ゲームオーバー
ボスバトル コア
ステージ
センタク
プレイデモ゙ 1
プレイデモ゙ 2
エクストラ 
ボスバトル クリア
エクストラ リザルト
ステージ
シュウリョウ
ボスバトル 
シングルモード
プレイデモ゙ 1カイシ
エクストラ 
シュウリョウ
エクストラ ゴールゲーム
エクストラ GameOver
シャメイ
ロゴ + タイトル
メインゲーム
シュウリョウ
プレイデモ゙ 2 カイシ
ボスバトル GameOver
プレイデモ゙ 1シュウリョウ
エクストラ ステージ
センタク
メインゲーム
クリアシュウリョウ
プレイデモ゙ 2 シュウリョウ
ボスバトル ステージ
センタク
Results
Title 1
Title 2
Title 3
Prologue
Sub Game
POWER ON
Extra Core
Goal Game
Main Game Core
Stage
Extra Clear
Game Over
Boss Battle Core
Stage
Selection
Play Demo 1
Play Demo 2
Extra
Boss Battle Clear
Extra Results
Stage
End
Boss Battle 
Single Mode
Play Demo 1 Start
Extra 
End
Extra Goal Game
Extra GameOver
Company Names
Logo + Title
Main Game
End
Play Demo 2 Start
Boss Battle GameOver
Play Demo 1 End
Extra Stage
Selection
Main Game
Clear End
Play Demo 2 End
Boss Battle Stage
Selection

Debug Prim#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What is a debug prim? What does it do? This section appears to be talking about the root/debug directory containing dbPrim.cea, dbPrim.cga, and dbPrim.cla.

A Debug Prim is in the files of the game.

Unused Enemy#

To do:

  • Add ID(s) and how to spawn it
  • Confirm: " While it doesn't appear in the main game, it does appear in cutscenes and Sub-Games."

Normally, there are three types of Squeakers: yellow, green, and blue. However, a red variant exists in the game completely unseen, complete with its own unique AI! The Squeaker's behavior is similar to that of the green one, throwing small bombs, but it moves over greater distances and can double jump. It can still be seen via hacking.

(Source: Kirby Wiki)

Unused Ghost Behavior#

To do:
Test AR code from video description (press start near midboss):

94000130 FFF70000
622619B8 00000000
B22619B8 00000000
000000E8 022CB020
D2000000 00000000

Although all of the mid-bosses, as well as Gordo, Shotzo, Spinni, and the Squeakers cannot normally be possessed by Ghost Kirby in-game, they are able to be possessed by Ghost Kirby when manually applying the possession effect.

Watch on YouTube

(Source: Black Rigga)

Unused Samples#

The sound archive is in data/sound/sound_data.sdat.

WAVE_ARCHIVE_0#

The wave archive WAVE_ARCHIVE_0 hosts a bunch of samples used for generic sound effects, such as Kirby, enemies, menus, among others. Some of the samples that the game uses for these are lifted from Kirby: Canvas Curse, another DS game, but not all of them got used.

Sound

Location

Description

data/sound/sound_data.sdat/WAVE_ARCHIVE_0

A sound used among the menus of Kirby: Canvas Curse when selecting an option or starting the game from the title screen.

data/sound/sound_data.sdat/WAVE_ARCHIVE_0

A sound used in Canvas Curse when hitting an enemy. Squeak Squad uses a different, more unique sound instead.

Leftover Sounds from Kirby for Nintendo GameCube#

To do:
Put them here.

Some of the sounds used in this game and Kirby: Canvas Curse are actually leftovers from a prototype for a cancelled Kirby title for GameCube.

Regional Differences#

To do:

  • Check for differences and compare to the Wii U re-release or any other re-releases if any (for example, anti-epilepsy measures).
  • Check for differences and compare to the Korean version (Title screen, graphics, any bug fixes).

There are at least four different game versions.

  • The Japanese version - 星のカービィ 参上! ドロッチェ団 (Hoshi no Kābyi Sanjō! Dorotche-Dan)
  • The US version - Kirby Squeak Squad
  • The European version - Kirby Mouse Attack
  • The Korean version - 별의 커비 도팡 일당의 습격 (Byeorui keobi dopang ildangui seupgyeok)

Title Screen#

Japan

North America/Australia

Europe

Did this game really predict "Kirby: Mass Attack"?

While the Australian version received name changes to match the European version, it was still called "Squeak Squad" in its initial release. The title was reverted back to "Mouse Attack" when it was re-released on Wii U.

Level Names#

Some of the level names in the Japanese version were changed during localization into English and European languages.

Japanese

Prism Plains

Nature Navel

Creamy Cloud

Jam Jungle

Voice Volcano

Island Ice

Secret Island

Gamble Galaxy

English

Prism Plains

Nature Notch

Cushy Cloud

Jam Jungle

Vocal Volcano

Ice Island

Secret Sea

Gamble Galaxy

French

Clairière Colorée

Nature Natale

Nuage Nonchalant

Jungle Jonglante

Volcan Vocal

Ile Iceberg

Mer Méconnue

Galaxie Go

German

Spiegelsteppe

Naturgarten

Wirbelwolken

Rätselwald

Stimmvulkan

Eisinseln

Geheimnis-See

Finalgalaxie

Italian

Vivaci Vallate

Cunicoli Curvosi

Nuvole Neve

Giungla Groviglio

Vulcano Vertigo

Algidi Atolli

Mare Mistero

Galassie Giocose

Spanish

Prados Prisma

Nido Natural

Nube Nubosa

Jungla Junglar

Volcán Vocal

Glaciar Glasé

Mar Mareado

Universo Universal

Korean

Prism Grassland

Nature Navel

Cream Cloud

Jam Jungle

Singing Volcano

Ice Island

Secret Island

Gamble Galaxy

Slope Bug#

The slope where you could clip in the Japanese version.

In the Japanese version, it was possible to clip through a slope in the second room of Level 8-3, by walking up the slope while repeatedly crouching. This is possible because any out of bounds area (anything that you shouldn't be able to reach) can be interacted with as if it were part of the level.

The bug was fixed in the international versions by making the out of bounds area in each level completely solid.

Animal Bug#

In the Japanese version, if Animal Kirby touches water while performing a dash attack on an enemy, the attack gets canceled but the enemy will get stuck indefinitely and Kirby will not take any damage from other enemies in the same room. One possible way the bug could occur is if the player performs a dash attack on an underwater enemy from the side of a body of water, shown in the screenshots below. This was fixed in the international versions where Kirby continues the attack even underwater.

(Source: 星のカービィ研究所)

Level 8-3 Bad Wall Collision#

In the Japanese version, there is a wall in the third room of level 8-3 that has improper collision. This was fixed in the international versions.

(Source: 星のカービィ研究所)

Cannon Bug#

In the Japanese version, if you enter a spinning cannon while inhaling, if any object that can be inhaled comes near, such as an ability star or a bubble, then Kirby will inhale it but also fall out of the cannon and be invisible while the cannon keeps spinning. This was fixed in the international version, where Kirby is prevented from inhaling anything while inside a cannon.

(Source: 星のカービィ研究所)

Miscellaneous#

The debug room's tileset is present only in the Japanese version.