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Kirby: Triple Deluxe

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Kirby: Triple Deluxe is the first Kirby game on the Nintendo 3DS, and the spiritual sequel to Kirby's Return to Dream Land. One of the main gameplay features is hopping from the foreground to the background and vice versa, a feature seen in various other non-Kirby games. There's also an obscene collection of keychains.

Sub-Pages#

Data#

Sub-Game Specific#

Unused Models#

Shadow Kirby#

Shadow Kirby has two unused meshes that are otherwise used by regular Kirby. They're found in RomFS\gfx\STD\Step\Hero\Kirby\Base\Shadow.bch.cmp.

The first one is called KirbyBodyBigM, used by regular Kirby when having something in his mouth. Kirby_TRiple_Deluxe_Shadow_Kirby_Big_Mesh.png

The second one is KirbyBodyBlowM, used by regular Kirby when using attacks that involve breathing something out, like Fire's Fire Breath, Ice's Ice Breath, or Normal Kirby's Water Gun.. Kirby_TRiple_Deluxe_Shadow_Kirby_Blow_Mesh.png

Hypernova#

Similarly, Hypernova Kirby has the KirbyBodyBlowM mesh unused as well. Since Hypernova only sucks up things and eats them and there's no stage where it's allowed to be underwater, it's becomes clear why this went unused. Kirby_Triple_Deluxe_Unused_Hypernova_Blow_Mesh.png

Test Room Parts#

For some reason, an entire tileset for the rooms made for testing during the game's development can be found in RomFS/gfx/STD/Step/Decoration/Boss5/Land.bch.cmp. "Boss5" is the folder corresponding to Pyribbit's stage, the boss that resides within Endless Explosions. No other Boss stage folder has these parts. It's likely these parts were included in this folder as a placeholder for the real tileset that was to be used in Pyribbit's room, but the arena for Pyribbit instead includes its ground in the background instead of using a tileset.

Untextured "Toy" Tileset Parts#

Inside RomFS/Parufe America/gfx/STD/Step/Decoration/Toy/Land.bhc.cmp, there are various untextured slope tiles. Notably, stages with the toy tileset do not use slopes at all, so these are likely leftovers from earlier in development before it was decided to cut them. Kirby_Triple_Deluxe_Untextured_Toy_Blocks.png

Another Dimension Platforms#

Inside RomFS/gfx/STD/Fight/Decoration/LastStage/Land.bch.cmp is the model for Another Dimension's foreground. Floating above what is normally seen in game are a pair of unused platforms. Only one is finished, as the one on the right doesn't have its surface modeled. This may suggest that the battle stage Another Dimension was planned to host platforms similarly to Flower Land.

Dedede's Drum Dash Diving Board#

The Diving Board in Dedede's Drum Dash, located in RomFS\gfx\STD\Den\Gimmick\DenDivingBoard01.bch.cmp, has an unused version of its standard model in that very same file. It's called Top2L, and its main and most notable different is that the star in the base of it is blue instead of yellow. The base itself is also thinner.

Used

Unused

(Source: Vyroz)

Unused Graphics#

Hypernova Kirby#

Hypernova Kirby's model file, found in RomFS\gfx\STD\Step\Hero\Kirby\Base\Bigbang.bch.cmp, contains an unused texture called KirbyFace.10. This depicts Kirby with a surprised or shocked expression. Normal Kirby does use his own version of this texture in the cutscene prior to Sectonia Vine's boss battle, in which, of course, Hypernova Kirby is not present. Kirby_Triple_Deluxe_Unused_Hypernova_KirbyFace.10.png

Below is a model render of Hypernova Kirby with the texture applied. Kirby_Triple_Deluxe_Unused_Hypernova.png

(Source: Vyroz)

Item Box#

Found in RomFS/gfx/STD/Fight/Item/ItemBox.bch.cmp is an unused texture for the Blue Item Box that appears in Kirby Fighters, named itembox.00. The main difference is that the used version, just named itembox uses a lighter shade of blue. Judging by the damaged texture for it, which is named itembox.01, along with the unused material animations, it seems that the developers intended for the unused texture to be the one used in Kirby Fighters, but instead went unused likely due to the result of an oversight.

Unused

itembox.01

Used

(Source: Vyroz)

Shadow Dedede#

Shadow Dedede's model file, located in RomFS/gfx/STD/Step/Enemy/Maskeddedede/ModelEx.bch.cmp contains an unused texture depicting regular Dedede's appearance in grayscale. This was most likely an earlier and more simple take on his design that more closely resembled Shadow Kirby and Dark Meta Knight. The final model uses a more sinister black-and-red color scheme with solid white eyes.

Unused

Used

Here's Shadow Dedede's model with the texture applied.

Front

Back

(Source: JC Players)

Toughness Waddle Dee#

The Toughness Waddle Dee enemy that only appears in the Ability Testing Room has one unused texture that depicts them with their eyes closed. Their model file, which contains the unused texture, is located in RomFS\gfx\STD\Step\Enemy\ToughnessWaddledee.bch.cmp. Kirby_Triple_Deluxe_Unused_Toughness_Waddle_Dee_Texture.png

This Waddle Dee only uses three animations: one for idling, and two more for damage. None of these animations make use of the closed eyes texture. Below is the model with the texture applied. Kirby_Triple_Deluxe_Unused_Toughness_Waddle_Dee.png

(Source: Vyroz)

Dark Meta Knight#

Like Meta Knight in Kirby's Return to Dream Land, Dark Meta Knight, as his model in this game was based on Meta Knight's from the aforementioned game, has unused texture areas for a cloak. As Dark Meta Knight is never shown with a cloak in this game at all, this is likely just a leftover from Meta Knight's model in Kirby's Return to Dream Land. These unused texture areas are located in Dark Meta Knight's model file, RomFS\gfx\STD\Step\Enemy\Darkmetaknight.bch.cmp.

Texture

Texture Mask

Unused Sound Effects#

This game's sound archive is based on the one found in Kirby's Return to Dream Land. If not based on it, then it's actually completely lifted from that game, as evidenced from the huge amount of unused sound effects inside that game's Wave Archives are still here, including the leftover sounds from the cancelled Kirby for Nintendo GameCube. This is also the case for most future Kirby games. As such, only new unused sound effects will be shown below.

Sound

Name

Location

Description

WAV_97_GUESS_WARC_0_GUESS_G_KirbyBASIC

RomFS/snd/Parufe.bcsar/WARC_0_GUESS_G_KirbyBASIC.bcwar

A sound that's similar to the voices of the People of the Sky. It might've been used as an earlier version of their speech, and it's grouped next to their other sound effects. This version of their voice notably focuses more on the sound of the consonants, while the final voice has a more breathy, airy feel to it.

WAV_1_GUESS_B_FGM_FIGHT

RomFS/snd/Parufe.bcsar/WARC_3_GUESS_B_FGM_FIGHT1.bcwar

A sound possibly meant to be used in Kirby Fighters. Has similar instrumentation to various sounds in Super Smash Bros. Melee.

WAV_0_GUESS_COPY_BELL1

RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar

A generic bell ding for the copy ability Bell. It's similar to a sound from Kirby: Canvas Curse used in Rainbow Run.

WAV_1_GUESS_COPY_BELL1

RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar

Another sound for Bell. Similar to a sound for Temple Bell in Kirby Fighters Deluxe.

(Source: Vyroz)

Unused Abilities#

Mirror#

Mirror Kirby, originating from Kirby Super Star, has a single scene file listed in the FDG archive of the game, which would've preloaded its assets into the game's world map.

Data

Dependencies

Asset List

WMapHrAbKirbyMirror.dn

None

Unfortunately, the scene file does not contain any listed assets or dependencies from earlier in development. The ability's Mint, sounds, models, graphics, and animations are not present in the final game at all, so this scene file is all that remains. The ability technically does make an appearance as one of the many keychains the player can collect, and it was notably the only appearance of the ability in any Kirby game outside of Kirby Super Star and Kirby Super Star Ultra, though the file above is unrelated to the keychain.

The ability would later make a playable appearance in the 3DS via Kirby: Planet Robobot, the sister game to Triple Deluxe. In the end, the only ability returning from previous games that wasn't in Kirby's Return to Dream Land was Wheel Kirby from Kirby's Adventure.

(Source: Vyroz)

Unused Attack Types#

Each attack in the game, whether it be from playable characters or enemies, has its own unique type with determined attributes, such as elements, damage, knockback, and sounds. Some of these types are not assigned to any action in the game. The main Mint file, Step.bin, contains the full list of attack types with hex IDs under Scn.Step.OColl.AttackType.

DebugEnemyKiller (0x2E1)#

DebugEnemyKiller, ID 2E1, is a debugging element not assigned to anything currently known inside the game. It would've presumably eliminated enemies made for debugging purposes (like the ones present in Kirby Star Allies). It deals massive damage, almost rivaling Crash Kirby's "Supernova" move. It deals a lot of knockback, albeit with the normal effect instead of heavy knockback. It can only hit enemies, as hitting tiles with it will have no effect. Below is a video of the type assigned to Sword Kirby's "Sword Spin" move.

(Source: Vyroz)

Unused Control Types#

The Step.bin.cmp archive also has a few alternate, unused control types that would've changed the way the player needed to press the 3DS' buttons in order to control Kirby or King Dedede. These are fully functional with the game, and can be called in the game by changing the code inside the Scn.Step.Hero.HIDConvDataInit.Exec(Scn.Step.Hero.HIDConvDataSet) function. All the control types are found in Scn.Step.Hero.HIDConvDataInit, and are named with letters in an alphabetical order. For reference, the used control type is at Scn.Step.Hero.HIDConvDataInit.ExecTypeG(Scn.Step.Hero.HIDConvDataSet).

It's likely that HAL Laboratory considered including multiple control schemes similarly to Kirby Star Allies, but ultimately decided against it. It's probably for the best, since these controls are somewhat... Unorthodox for the Kirby series, and they even more closely resemble the controls of the Mario series in some instances.

(Source: Vyroz, min_is_mini)

TypeA#

Control Type A, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeA(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓡ while walking with the D-Pad

Ⓐ

Ⓑ or Ⓧ

Ⓨ

None
(Touch Screen Only)

Ⓛ

Start/Select

TypeB#

Control Type B, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeB(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓡ while walking with the D-Pad

Ⓑ

Ⓐ or Ⓨ

Ⓧ

None
(Touch Screen Only)

Ⓛ

Start/Select

TypeC#

Control Type C, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeC(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓧ while walking with the D-Pad

Ⓐ

Ⓑ or Ⓡ

Ⓨ

None
(Touch Screen Only)

Ⓛ

Start/Select

TypeD#

Control Type D, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeD(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓡ while walking with the D-Pad

Ⓐ or Ⓨ

Ⓑ or Ⓧ

None
(Touch Screen Only)

None
(Touch Screen Only)

Ⓛ

Start/Select

TypeE#

Control Type E, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeE(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓡ while walking with the D-Pad

Ⓐ or Ⓨ

Ⓑ

Ⓧ

None
(Touch Screen Only)

Ⓛ

Start/Select

TypeF#

Control Type F, located at Scn.Step.Hero.HIDConvDataInit.ExecTypeF(Scn.Step.Hero.HIDConvDataSet), consists of the following controls.

Up

Down

Left

Right

Dash

Jump/Hover

Inhale/Spit/Attack

Drop Copy Ability

Use Assist Star

Guard

Pause

↑
(Only responds to moves that require aiming)

↓
(Only responds to moves that require aiming)

←

→

Flick Circle Pad
(double tapping ←/→ on the D-Pad does not work)
Hold Ⓡ while walking with the D-Pad

Ⓐ or Ⓑ

Ⓧ or Ⓨ

None
(Touch Screen Only)

None
(Touch Screen Only)

Ⓛ

Start/Select

Debug#

There's an extra control type, simply referred to as "Debug", located in Scn.Step.Hero.HIDConvDataInit.ExecDebug(Scn.Step.Hero.HIDConvDataSet). It makes use of some non-existent debugging buttons, so this control type will result in no valid inputs when loaded in-game. The only buttons that will respond are Start and Select to pause the game.

The names and values of the buttons are still found inside the mint file under Scn.Step.Hero.ButtonMask:

  • DebugSelect (0x10000)
  • DebugA (0x20000)
  • DebugB (0x40000)
  • DebugX (0x80000)
  • DebugY (0x100000)
  • DebugL (0x200000)
  • DebugR (0x400000)

Unused Debugging Features#

setupDebugShort#

Flowered Sectonia's mint file, StepLCharaSectniaflower.bin.cmp, has a very well hidden debug feature for her fight designed specifically for her flower-like minions, known as setupDebugShort. The script Scn.Step.LChara.Sectniaflower.BudCtrl.setupDebugShort() is not defined in Scn.Step.LChara.Sectniaflower.AnimScriptAppearDemo.Exec(Scn.Step.LChara.Obj) or Scn.Step.LChara.Sectniaflower.AnimScriptAppearDemo.ExecShort(Scn.Step.LChara.Obj), which makes it imposible for it to appear in regular gameplay. If it's added back, it makes it so the fight progresses with all 4 of her minions present at all times up until the fourth phase, where they will behave as normal.

While in phases where they're not present in a regular fight, they will not move at all. The only action they'll perform is follow Kirby around with their eye, and join the other 2 minions in a downwards laser attack if they are able to perform. Kirby_Triple_Deluxe_4_Sectniabuds.png

(Source: Vyroz)

During the game's development, a debugging console was used by the developers for printing messages within the game's various Mint files as a way to communicate errors or notices. Some of these print messages survived in a couple of Mint scripts, but cannot be triggered in vanilla Triple Deluxe.

(Source: Vyroz)

Archive.bin.cmp#

This section documents messages within Archive.bin.cmp, one of the game's main Mint files.

Function

Message (Japanese)

Translation

Notes

Cmn.SunStoneList.LayoutUtil.IconParentName(int,int)

"LayoutUtil.IconParentName : out of range."

Already in English.

Cmn.SunStoneList.StateInit.ChangeState(Cmn.SunStoneList.Component)

"StateInit.ChangeState() : SunStoneData::openLevelIndex() out of range."

Already in English.

Scn.Step.LChara.Template.ModelDesc.InitEx(Scn.Step.CharaUtil.ModelDesc)

"Exモデルは未対応です"

"EX Model not supported"

This message is located inside a function inside an unused module that was used while the game was in development as a Template to create bosses. It would've been printed out in the console to indicate that the model referenced by this file (STD/Step/Enemy/Template/Model, which does not exist in the final game) does not support an EX Model.

Step.bin.cmp#

This section documents messages within Step.bin.cmp, the game's main Mint file for gameplay.

Function

Message (Japanese)

Translation

Notes

Scn.Step.Hero.Gimmick.AnimScriptEnterDummyGoalDoor.Exec(Scn.Step.Hero.Obj)

"非ビッグバン時に呼ばれることを想定していません。"

"Not intended to be called outside of Hypernova."

This message is located inside the function for the animation script for the fake Goal Door used in stage 2 of Wild World. It would've been printed out in the console to indicate that this door is for exclusive use within the last room of this stage.

Scn.Step.Hero.Dedede.StateShot.onStart()

"無効な DirectionKind です"

"Invalid DirectionKind"

This message is located in King Dedede's starting script for his charging state. It presumably would've been printed out when a set direction type was not valid during development.

"Kind:%d"

Already in English.

Scn.Step.Hero.Spark.StateLightning.GetDir(Scn.Step.Hero.Obj)

"[StateLightning]十字キーが押されていないのに状態遷移しています"

"[StateLighting] The state transition ocurred despite no directional keys being pressed"

This message is located in one Spark Kirby's scripts for the unused move, "Light-Speed Dash". Would've presumably been printed out during development to indicate that the move happened despite not triggering the required directional inputs.

Scn.Step.Hero.Spark.StateShot.onStart()

"[Spark.StateShot]レベルに対応した処理が実装されていません"

"[Spark.StateShot] The corresponding handling level isn't supported"

Scn.Step.Hero.ModelDescInit.Exec(Scn.Step.Hero.ModelDesc,int,const Scn.Step.ContextAccessor)

"無効な Hero.Kind です"

"Invalid Hero.Kind"

Scn.Step.MChara.TeleportAlgorithm.getTeleportPos(Scn.Step.MChara.Obj)

"テレポートできる高さか幅が0グリッドで設定されています。"

"The height or width at which it's possible to teleport is set to 0 grids."

"テレポートできる範囲を超えています。"

"Outside of the teleportation range."

StepLCharaDarkmetaknight.bin.cmp#

This section documents messages within StepLCharaDarkmetaknight.bin.cmp, the file with all the code related to Dark Meta Knight.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Darkmetaknight.Brain.ExecSpecialAction(Scn.Step.LChara.Obj,int,int)

"テーブル番号が不正です。"

"Invalid table number."

Scn.Step.LChara.Darkmetaknight.Brain.ExecSpecialActionAnger(Scn.Step.LChara.Obj,int,int)

Scn.Step.LChara.Darkmetaknight.MirrorsDivisionCtrl.registerDoppelMirror(int,Scn.Step.SChara.ObjPtr)

"登録する鏡の番号が不正です。"

"The registered mirror number is invalid."

Found in the registration script for the attack "Mirror's Division", this would've been printed out to the console when an inputted number to control the amount of mirror's on screen was not correct.

Scn.Step.LChara.Darkmetaknight.MirrorsDivisionCtrl.getDoppelMirror(int)

"取得する鏡の番号が不正です。"

"The obtained mirror number is invalid."

Found in the calling script script for the attack "Mirror's Division", this would've been printed out to the console when an inputted number to call the amount of mirror's on screen was not correct.

Scn.Step.LChara.Darkmetaknight.MirrorsEdgeCtrl.attackOne()

"ミラーズエッジのリクエストデータがありません。"

"Mirror's Edge has no request data."

Scn.Step.LChara.Darkmetaknight.MirrorsEdgeCtrl.attackCore(int)

"ミラーズエッジのリクエストデータに指定されたIndexのデータはありません。"

"Mirror's Edge request data has no specified data specified for its Index.

StepLCharaMaskeddedede.bin.cmp#

This section documents messages within StepLCharaMaskeddedede.bin.cmp, the file with all the code related to Masked Dedede (and Taranza).

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Taranza.ModelDesc.InitEx(Scn.Step.CharaUtil.ModelDesc)

"Exモデルは未対応です"

"EX model not supported"

Found in the script listing Taranza's EX model (which is not implemented at all), this message would've been printed out to simply state that, since he's a boss exclusive to Story Mode and The Arena, there is no "EX" model for him.

StepLCharaPaincia.bin.cmp#

This section documents messages within StepLCharaPaincia.bin.cmp, the file with all the code related to Paintra.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Paincia.MaskPaintColorTable.init()

"MaskPaintColorTable : 配列数が不正"

"MaskPaintColorTable : Invalid array size"

StepLCharaSectniasoulcore.bin.cmp#

This section documents messages within StepLCharaSectniasoulcore.bin.cmp, the file with all the code related to Soul of Sectonia.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Sectniasoulcore.ModelDesc.Init(Scn.Step.CharaUtil.ModelDesc)

"常モデルは未対応です"

"Standard model not supported"

Found in the script listing Soul of Sectonia's model, this message would've been printed out to simply state that, since she's a boss exclusive to The True Arena, there is no "normal" model for her.

StepLCharaSectniavine.bin.cmp#

This section documents messages within StepLCharaSectniavine.bin.cmp, the file with all the code related to Sectonia Vine.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Sectniavine.BudCtrl.create1st(uint)

"1回目の生成Numを確認してください。"

"Please check the Num value from the first generation."

Scn.Step.LChara.Sectniavine.BudCtrl.create2nd(uint)

"2回目その1の生成Numを確認してください。"

"Please check the Num value from the 1st part of the 2nd phase."

"2回目その2の生成Numを確認してください。"

"Please check the Num value from the 2nd part of the 2nd phase."

Scn.Step.LChara.Sectniavine.BudCtrl.create3rd(uint)

"3回目その1の生成Numを確認してください。"

"Please check the Num value from the 1st part of the 3rd phase."

"3回目その2の生成Numを確認してください。"

"Please check the Num value from the 2nd part of the 3rd phase."

Scn.Step.LChara.Sectniavine.BudCtrl.create3rdRevive(uint)

"3回目復活その1の生成Numを確認してください。"

"Please check the Num value from the 1st part of the 3rd revival."

"3回目復活その2の生成Numを確認してください。"

"Please check the Num value from the 2nd part of the 3rd revival."

Scn.Step.LChara.Sectniavine.StateInit.ChangeState(Scn.Step.LChara.Obj)

"DeGoモード・Exモデルは未対応です"

"Dededetour! mode and EX model not supported"

Found in the initialization script for the boss, this message would've been printed out during development to indicate that Sectonia Vine is simply not available to fight during Dededetour!, and thus, has no EX model of her own.

StepLCharaVolgerom.bin.cmp#

This section documents messages within StepLCharaVolgerom.bin.cmp, the file with all the code related to Pyribbit.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Volgerom.StateBoundPressMove.onStart()

"StateBoundPressMove:通常攻撃時のテーブルの長さを確認してください。"

"StateBoundPressMove: Please check the length of the table during normal attacks."

"StateBoundPressMove:怒り攻撃時のテーブルの長さを確認してください。"

"StateBoundPressMove: Please check the length of the table during angry attacks."

StepLCharaWhispyflowers.bin.cmp#

This section documents messages within StepLCharaWhispyflowers.bin.cmp, the file with all the code related to Flowery Woods.

Function

Message (Japanese)

Translation

Notes

Scn.Step.LChara.Whispyflowers.VacuumReceive.OnVacuumed(Scn.Step.LChara.Obj)

"[Whispyflowers] このバリエーションで吸い込まれるべきではありません。"

[Whispyflowers] This variation should not be able to be inhaled."

Found in Flowery Wood's inhaled script, this message would've presumably been printed out when attempting to inhale a variation of Flowery Woods that isn't supposed to be inhalable, such as the normal version or the EX version.

Unused Sample Code#

Inside the "Etc.bin.cmp" Mint archive, located in RomFS/mint, there's some sample code under Scn.Nakano.Sample.IntValue(), which was presumably put into the game by Hiroaki Nakano, the main programmer. This is most likely a leftover from the development of Triple Deluxe's version of Mint.

int IntValue()

fenter 2, 0, 2
ldsrc4 r0, 0x1
ldsrc4 r1, 0x2
addi32 r0, r0, r1
ldsrc4 r1, 0x3
addi32 r0, r0, r1
fret   r0

Unused Debug Scripts#

Inside RomFS/mint/Step.bin.cmp under Scn.Step.Debug, there lie three Debug debug scripts that appear to be empty. They're called "CameraFilterMaxSizeCamera", "DamageMonitor" and "GeneralDrawer". The first one returns in Kirby Star Allies, albeit still empty, while the last two also appear to be in Kirby Fighters Deluxe, while still being very empty. One more script is mentioned in Scn.Step, called "DebugStepSettingProxy", but it's... you guessed it, empty.

(Source: Vyroz)

Unused Scene Data#

The FDG archive, which is located in RomFS/fdg/Archive.bin.cmp, has some asset preload data for non-existent Dedede's Drum Dash test maps. All of them contain the path "gfx/STD/Den/Decoration/Lv1/BG.bch.cmp" in their assets.

Data

Dependencies

Asset List

DenMapDataGameTestKamitakeTest0BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestKamitakeTest1BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestKenmochiTest0BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestKenmochiTest1BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestKawajiTest0BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestKawajiTest1BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestOkadaTest0BG.dn

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gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestOkadaTest1BG.dn

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gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

DenMapDataGameTestOkadaTest2BG.dn

None

gfx/STD/Den/Decoration/Lv1/BG.bch.cmp

(Source: Vyroz)

Oddities#

  • All the DX bosses are internally labeled as "Ex" models, which is a carryover of the EX bosses from Kirby's Return to Dream Land. Shadow Dedede is also considered the EX/DX model of Masked Dedede.
  • The file for the Mamatee enemy uses the early name "Briterri", in reference to Blipper.
  • The title screen theme, "Sun, Sky, Dreamstalk", is internally labeled as title_wii.dspadpcm.bcstm. Whether or not this suggests that Triple Deluxe was originally a Wii game or that the song was composed for Kirby's Return to Dream Land is unknown.
  • "Revenge of the Enemy", the revenge boss theme, is labeled as BGM_LP_KAZAN1.dspadpcm.bcstm internally. This suggests that it originally was a stage theme for Endless Explosions.
  • Level 6-7 features an arrangement of "The Adventure Begins" from Return to Dream Land, which is called gck_plants.dspadpcm internally. The original song was called st_plants.brstm. The gck suggests it was a level theme for the scrapped GameCube title that eventually turned into Return to Dream Land. It is also oddly shorter than the track used in that game - perhaps gck_plants.dspadpcm was the original version? This idea is supported by its name on the official Kirby Star Allies soundtrack: "The Adventure Begins / Original Short ver."
  • The filenames for Bomber's textures in this game, along with Kirby Fighters Deluxe and Kirby: Planet Robobot, have the Ch prefix despite the fact that Bomber was completely absent in the original version of Kirby's Return to Dream Land, combined with the fact that the textures also aren't compatible with the Super Smash Bros. Brawl model, where the prefix is primarily used.

Internal Project Name#

The project's internal name is "Parufe", according to the game's sound archive. Parufe (parfait) is a type of dessert. Additionally, the game sports a second name, that being "Kirby3DS", found in ExHeader.bin.