This is a sub-page of Luigi's Mansion (GameCube).
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'...But does it make sense?' |
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To do:
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Unused Event Data#
event01.szp (E. Gadd Intro)#
No. |
Japanese Text |
English Text |
Notes |
|---|---|---|---|
0 |
|
|
Would have been spoken by Luigi when he got scared by the orange ghost. |
1 |
|
|
Would have been spoken by the orange ghost when it got caught by the Poltergust's suction. |
8 |
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Would have been spoken by E. Gadd right when the trio of orange ghosts appeared, given the location of the text. It can be restored with dialogue editing. |
The script file for the cutscene also has multiple
event03.szp (Melody Pianissima)#
In the section of text reserved for Melody's piano guessing game, there's a few pieces of text that are never used.
No. |
Japanese Text |
English Text |
Notes |
|---|---|---|---|
9 |
|
|
One of two wrong answers. |
10 |
|
|
The other wrong answer. |
11 |
|
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The right answer. |
12 |
|
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Unlike the other unused strings in Event 03, this doesn't seem to be related to Totaka's Song. |
25 |
|
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What Melody would say after playing Totaka's Song on the piano. |
Totaka's Song was probably supposed to appear in the guessing game, instead of the controller style select menu. Watch on YouTube
The event data that would show these strings and play Totakeke's theme is actually present and fully functional in the event file, but it's dummied out by being left out of the random jump that plays either of the two used versions. Totakeke's theme can be made to play by forcing the game to jump to case3. Unlike the other songs this one does not lower the volume of Luigi's shuffling noises. Totakeke is also the Japanese name for K.K. Slider, a character from the Animal Crossing series.
You can force it to play with these Action Replay Codes:
USA |
Europe |
|---|---|
4YN3-75VR-PG3Z5 |
ZTX1-YZHC-QFNYD |
For the PAL code, this only applies to the English language; in other languages, all of the text for the Totaka's Song case was replaced with "dummy" strings.
(Source: Ralf@GC-Forever, Catley, Gamma)
event08.szp (E. Gadd's Lab)#
No. |
Japanese Text |
English Text |
Notes |
|---|---|---|---|
19 |
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Would most likely be spoken by E. Gadd or, less likely, Luigi regarding info about the whole "Mario is gone" situation. |
20 |
|
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What seems to be another character's response to the above. |
(Source: LMFinish)
event45.szp (Luigi flips the breaker/Ends blackout)#
Japanese |
Translation |
|---|---|
|
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This is the older version of the event. What will happen when this segment is executed follows:
- Luigi doesn't walk towards the breaker, instead he will freeze, then look at the breaker.
- The camera doesn't zoom in.
- He will switch on the breaker.
- Luigi will be free from a locked state and used game related flags are set.
However, there is no 'earthquake' effect and the camera doesn't zoom in on Luigi. Interestingly, this event used to be activated by pressing the A button when in range, similar to how Toad's event activates. This part of the event never executes due to the
(Source: luigim1)
event73.szp (Ghost Heart Scan Descriptions)#
Event 73 contains the heart quotes for most of the Portrait Ghosts.
Placeholder Quote#
No problem!
A very simple placeholder message.
Jarvis#
Japanese |
English |
|---|---|
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Like most Portrait Ghosts, Jarvis has a heart quote that would be seen if the player scanned his heart with the GameBoy Horror. However, due to an oversight, nothing happens when his heart is scanned, rendering this quote unused. It should be noted that this quote is used in the 3DS remake, where it is properly displayed after scanning Jarvis' heart.
Uncle Grimmly#
Japanese |
Translation |
|---|---|
(ああーーああーーああああーーー、 |
( aa-aa-aaaa--- |
This text string is exclusive to the Japanese version. It would've been spoken by Uncle Grimmly if the player checked his heart before the blackout event. However, the only time Uncle Grimmly appears is during the blackout, so this dialogue cannot be seen without hacking.
Mode Text#
Koga::MissionMode
This string appears in the game's executable. Another, similar string, "Koga::GameMode," heads a section that seems to hold pointers to various pieces of code that set up the main game after a file is selected from the File Select screen. This suggests that "Mission Mode" was some kind of alternate game that could be played. The pointers in the "Koga::MissionMode" section, however, have been deleted.
There was originally going to be a multiplayer mode in Luigi's Mansion, similar to what was finally implemented in Luigi's Mansion: Dark Moon. "Mission Mode" could possibly have been this feature, or it could have been another mode altogether.
(Source: Iwata Asks: Luigi's Mansion Dark Moon (US), Gamma)
Error Log#
[main] jmpconvert 2945 (0) exception: trapped!
[main] jmpconvert 2945 (0) exception: code 0xC0000005 at 0x4111D2
[main] jmpconvert 2945 (0) exception: ax 0xA09B0F4 bx 0xA09B138 cx 0xA09D5C8 dx 0x0
[main] jmpconvert 2945 (0) exception: si 0x4 di 0x253ED70 bp 0x253EE90 sp 0x253EC6C
[main] jmpconvert 2945 (0) exception: exception is: STATUS_ACCESS_VIOLATION
[main] jmpconvert 2945 (0) stack: Stack trace:
[main] jmpconvert 2945 (0) stack: frame 0: sp = 0x253EA80, pc = 0x6100A2C3
[main] jmpconvert 2945 (0) stack: frame 1: sp = 0x253EABC, pc = 0x77F87AD6
[main] jmpconvert 2945 (0) stack: frame 2: sp = 0x253EAE0, pc = 0x77F799AB
[main] jmpconvert 2945 (0) stack: frame 3: sp = 0x253EB6C, pc = 0x77F6640A
[main] jmpconvert 2945 (0) stack: frame 4: sp = 0x253EE90, pc = 0x40C121
[main] jmpconvert 2945 (0) stack: frame 5: sp = 0x253F0B0, pc = 0x4059F7
[main] jmpconvert 2945 (0) stack: frame 6: sp = 0x253F150, pc = 0x4079D7
[main] jmpconvert 2945 (0) stack: frame 7: sp = 0x253F3A0, pc = 0x4059F7
[main] jmpconvert 2945 (0) stack: frame 8: sp = 0x253F440, pc = 0x40694E
[main] jmpconvert 2945 (0) stack: frame 9: sp = 0x253F660, pc = 0x4059F7
[main] jmpconvert 2945 (0) stack: frame 10: sp = 0x253F700, pc = 0x404B53
[main] jmpconvert 2945 (0) stack: frame 11: sp = 0x253F7D0, pc = 0x445B63
[main] jmpconvert 2945 (0) stack: frame 12: sp = 0x253FF10, pc = 0x61004402
[main] jmpconvert 2945 (0) stack: frame 13: sp = 0x253FF88, pc = 0x61004420
[main] jmpconvert 2945 (0) stack: frame 14: sp = 0x253FF94, pc = 0x45BE82
[main] jmpconvert 2945 (0) stack: frame 15: sp = 0x253FFA4, pc = 0x40103A
[main] jmpconvert 2945 (0) stack: End of stack trace (more stack frames may be present)
These strings can be found in map2.szp/path/jmpconvert.exe.core. They appear to be part of an error log output by the program Nintendo used to convert the path files into their current format.
Developer Comments#
These strings are from comments inserted among the commands for some of the game's events located in data/Event.
- Takahashi probably refers to H Shinya Takahashi (Ending Design). There is nobody called "Nakashima" in the credits, but probably refers to Souichi Nakajima (Debug Support).
- Teresa is the Japanese name for Boos.
event11 / event42 / event80#
event11, event42, and event80 are all identical events, with each one containing the same developer comments/notes and the same conversations between Luigi and E. Gadd after defeating a boss ghost.
Japanese |
Translation |
|---|---|
分岐:微妙に会話の内容が変わります ボスクッパテレサを倒した跡の会話はCHECKFLAG(82)の前に入ることになると思います。(中嶋) |
Branch: Contents of a conversation change slightly. I believe the conversation after defeating Boss Koopa Teresa comes before CHECKFLAG(82). (Nakajima) |
This is a note from Nakajima stating that he's fairly certain that the conversation Luigi has with E. Gadd after defeating King Koopa/Boo occurs before CHECKFLAG(82) gets called, which is the conversation Luigi and E. Gadd have after defeating Chauncey.
Japanese |
Translation |
|---|---|
この後もデモ(研究所)なのでこれは実行されなくてもよし(中嶋) |
After this it's a demonstration (laboratory), so it does not have to be executed. (Nakajima) |
This note, again from Nakajima, points out that the tag the note's prefixed with, (LUIGIFREE>), does not require execution since the Poltergust3000 demonstration occurs right after the note. This note is written after each conversation Luigi and E. Gadd have after defeating any boss ghost. (Excluding the King Boo/Koopa fight)
Japanese |
Translation |
|---|---|
ここに飛ぶことはありえないはずですが、,万が一飛んだときは長くWAITして知らせます。 |
Although it should not be possible to fly here, if it should fly, it will wait extra long to let you know. |
This note is most likely also from Nakajima where "it" is referring to Chauncey since this is the conversation event that plays after defeating him. This note mentions the debug tag
event39#
This event runs when you read a book from the bookshelf in Nana's room.
Japanese |
Translation |
|---|---|
本(08/15メッセージの名前のみ正式名称に変更しました) |
Book (Changed the name of the message to its official name. - 08/15) |
It's unknown who this note's from.
event44#
This is the event that runs the beginning of the Blackout. The short exchange seems to be about a
Japanese |
Translation |
|---|---|
電話起動に使ってるから消さないでね---高橋 |
It's used for phone activation, so don't delete it! - Takahashi |
自分で間違っていれたものだとばかり思っていました。--中嶋 |
I just thought it was something I'd put in by accident. - Nakajima |
event45#
This event runs while Luigi's flipping the breaker to restore the mansion's power.
Japanese |
Translation |
|---|---|
ちょっとだけ修正しました---高橋 |
I fixed this up a bit. - Takahashi |
A note from Takahashi mentioning that he cleaned up the event.
Japanese |
Translation |
|---|---|
電話イベント消滅に使用中なので消さないでね---高橋 |
Do not erase this as it's used to cancel phone events. - Takahashi |
A note also from Takahashi, stating not to erase any tags around the note. This note is written twice in the event.
event50#
This event runs Chauncey's dialogue and fades the screen to white after the dialogue ends to begin the boss battle.
Japanese |
Translation |
|---|---|
ホワイトアウトの具合によってここを調整しないと消えるポーズが変なところで途切れる(中嶋) |
We need to adjust this depending on the condition of the whiteout, otherwise the vanishing animation gets iterrupted at a weird spot. (Nakajima) |
This note is prefixed with a
Japanese |
Translation |
|---|---|
次もデモなのでこれ以降は実行されなくてもいいでしょう。 |
Next is a demo, so you do not have to run it after this. |
The 'demo' they're referring to is the Chauncey boss battle cutscene, and the 'it' they're referring to is the
event53#
This is a 'case' event that contains all the Boo's dialogue.
Japanese |
Translation |
|---|---|
COUNTJMP2はインデクスが0なら今までのCOUNTJMPと同じ使い方。 COUNTJMP2(0)でテレサの種類を判別し、 COUNTJMP2(1)でテレサのメッセージを切り替えます。 カウンターは佐藤君がセットしてくれるので このイベントでCLEARCOUNTタグを使ってはいけません。 |
COUNTJMP2 works the same as the COUNTJMP up until now, if its index is 0. COUNTJMP2(0) denotes the type of Boo, and COUNTJMP2(1) switches to the Boo's message. Mr. Sato will set the counter, so do not use the CLEARCOUNT tag in this event. |
This note explains how COUNTJMP2 works and not to use CLEARCOUNT in this event because one of the programmers, Katsuhisa Sato (named 'Mr. Sato' here), will set the counter.
event64#
This is the intro to the boss battle with Chauncy.
Japanese |
Translation |
|---|---|
なぜかこれを使うと赤ん坊にもやがかかる(7/28現段階ではうまくいっています) |
For some reason, when you use this, mist appears around the baby. (Working fine in the current stage - 7/28) |
"This" in this context refers to the pause menu.
Japanese |
Translation |
|---|---|
赤ちゃんが消えたり、よく分からない副作用を起こすことがある(中嶋) |
It sometimes causes side effects I don't understand such as the baby disappearing. (Nakajima) |
Refers to turning the collision of the boss's model off.
Japanese |
Translation |
|---|---|
このタグは新製品です。消さないでね(内容・・・イベントの解放時にシャドウのリセットをしない |
It's a new tag, don't delete it (What it does: Won't reset the shadow when deallocating events.) |
Comes right after a
event66#
This event triggers the cutscene where Luigi encounters Bogmire at the large tombstone in the graveyard, beginning the boss battle.
Japanese |
Translation |
|---|---|
墓地でスカル3匹を倒した後、墓石の前のスポットに侵入するとイベント66にワープ |
After defeating the 3 Skeleton Ghosts in the cemetery, if the player enters the spot in front of the tombstone, the player will warp to Event66. |
This note simply explains how this event is triggered.
Japanese |
Translation |
|---|---|
ここは調整しなければならない部分!!(BOSS_FIRE_WAIT_TIME) (BOSS_FIRE_WAIT_TIMEが19~58までならここだけで調節可) (19以下なら(C)を0にして、(B)と(D)で調整だが、動作の保証なし) (58以上なら、A(できればA')のウェイトの間にALLCONTROLをはさむ必要がある) |
This value must be adjusted!! (BOSS_FIRE_WAIT_TIME) (Adjustable only if BOSS_FIRE_WAIT_TIME is between 19 and 58) (If it is less than 19, we can adjust it by setting (C) to 0 and then using (B) and (D), but not sure if it actually will work.) (If it is 58 or more, we have to insert ALLCONTROL between WAIT tags in A (preferably A')) |
This note explains how exactly the BOSS_FIRE_WAIT_TIME string is to be handled, and that only the BOSS_FIRE_WAIT_TIME string just after the note must be adjusted.
Japanese |
Translation |
|---|---|
ここは調整しなければならない部分!!(BOSS_FIRE_STOP_TIME) (約20~約350フレームまではここの調整だけで可能) (この部分の最後から BOSS_FIRE_STOP_TIME 直前の部分に ALLCONTOROLのタグを挿入すればそれで可能) |
This value must be adjusted!! (BOSS_FIRE_STOP_TIME) (It's adjustable from about 20 frames to 350 frames) (You can only edit this string from the end of this section to the part just before BOSS_FIRE_STOP_TIME as long as you insert the tag ALLCONTOROL) |
This note is similar to the BOSS_FIRE_WAIT_TIME note, however this note is explaining how BOSS_FIRE_STOP_TIME string is used, and where it can be used.
event71#
This event loads the ring of Boo's conversation before they transform into Boolossus and begin the boss battle.
Japanese |
Translation |
|---|---|
この後、ボステレサ登場のイベントがあるので、ライトや時間などは戻しません。 |
Since the Boolossus event occurs right after this, lights, time, etc; are not reset. |
This note explains how some tags don't require being reset after the event ends.
event73#
This event determines King Boo's dialogue based on how many Boos are left when Luigi tries to enter the spade door early.
Japanese |
Translation |
|---|---|
共通処理。テレサの数チェック・分岐処理(マリオの絵の部屋の前) |
Common processing. Check number of Teresa. Bifurcation process (in front of the room with the Mario painting). |
This is a note that the next few lines of code are common proccessing, determining how many Boos are left when Luigi encounters King Boo.
event77#
This event loads the messages that Luigi will say when the player scans furniture with the Game Boy Horror. The note mentions how the main mechanism of getting the right message works, and advises against using the CLEARCOUNT tag to, well, clear the count.
Japanese |
Translation |
|---|---|
COUNTJMP2はインデクスが0なら今までのCOUNTJMPと同じ使い方。 (COUNTUPを使っていなければ、プログラムで上書きできる) COUNTJMP2(0)で家具メッセージの種類を判別します。 カウンターは岩本さんがセットしてくれるので このイベントでCLEARCOUNTタグを使ってはいけません。 |
COUNTJMP2 works as same as COUNTJMP up until its index is 0. If COUNTUP is not used, it can be overwritten in the program. The type of furniture message displayed is determined in COUNTJMP2(0). Since the counter will be set by Iwamoto, the CLEARCOUNT tag shouldn't be used in this event. |
event85#
This event checks if you've either obtained enough Boos to battle Boolossus, or haven't obtained enough Boos, causing a Boo to appear at the door and send you back to the Foyer.
Japanese |
Translation |
|---|---|
(a1,a2,a3,b1,b2,b3は使わないことにしました。) |
(We've decided not to use a1, a2, a3, b1, b2, and b3.) |
This note is apparently stating that multiple different dialogues were scrapped that were originally planned for the Boo to say just before entering the Balcony based on how many Boos you've captured before encountering him.
Japanese |
Translation |
|---|---|
念のためぼすてれさ戦以降はこのイベントを起こさない。(中嶋) |
As a precaution, we will not turn on this event after the boss fight. (Nakajima) |
A note from Nakajima stating that event85 will not be called again after the Boolossus fight in order to prevent a few bugs from occurring.
event88#
This event triggers the dialogue between Luigi and E. Gadd after defeating King Boo/Koopa, as well as Luigi's motions and small cutscene of him walking away with the Mario painting.
Japanese |
Translation |
|---|---|
この下のメッセージ部分は変更してください。(足助) |
Please change the first bit of the message just below. (Asuke) |
This note is from Shigeyuki Asuke who is credited for debug support.
Japanese |
Translation |
|---|---|
これより上のメッセージ部分は変更してください。(足助) |
Please change the bit of message just above. (Asuke) |
This note is also from Asuke.
(Source: Gamma (discovery), GlitterBerri, divingkataetheweirdo (translation), Inkstar (discovery/translation))
Font Test#
US/Japan#
The US and Japanese Font Test debug mode uses those. In the executable two sets of characters can be found, as seen below. First set is found at 0x3049B0 in US and at 0x2F9BB0 in JP, while the second set is found at 0x304C1C in US and at 0x2F9E1C in JP.
一人止日手火地下足所明暗音何右左押出赤出
押出赤上下生中金引青行大小白東西南北絵北
扱電読画源発表従込面説示書取(体指)体
0!1’2〜3:4ー5。6?7、89「ルイ〜ジ・マンション」ン
あいうえおぁぃぅぇぉかきくけこがぎぐげご♪□△※☆◇*◇
さしすせそざじずぜぞたちっつてとだぢづでど絵上本上
なにぬねのはひふへほばびぶべぼぱぴぷぺぽぺ
まみむめもやゃゆゅよょらりるれろわをんを
アイウエオァィゥェォカキクケコガギグゲゴゲ
サシスセソザジズゼゾタチッツテトダヂヅデドデ
ナニヌネノハヒフヘホバビブベボパピプペポペ
マミムメモヤャユュヨョラリルレロワヲン/ン
alphabet 123
0123日本語サンプルです。
0123456789
abcdefghij
ABCDEFGHIJ
あかさたなはまやらわ
イロハニホヘトチリヌ
:,、.。〜!?’−
0aAあアいウえオか
0123456789
Europe#
The European Font Test debug mode uses those. The JP and US versions (as seen above) have are a variety of Japanese test strings in place, while the European version uses different and simpler strings. The first set was removed, but the second set of strings is still in the European executable, starting at 0x309B35, unused. The text for the first 10 European strings is located at 0x4BDBB8, 11th string is located at 0x309AE8, and 12th string, being the start of that second set, is located at 0x309B28.
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFG
ABCDEFGabcdefg
alphabet 123
Leftover Japanese Text#
Included in several event files is Japanese text that was used as a reference for the developers when adding the event-specific dialogue. A lot of this text differs from the final Japanese script.
Event 01: E. Gadd Intro#
No. |
Early Japanese Text |
Translation |
Final Japanese Text |
Official English Translation |
|---|---|---|---|---|
2 |
イタタタ・・・ |
Ouch... |
・・・あぃたたたた。 |
Ouch... |
3 |
・・・なんじゃ、なんじゃ。 |
...What in blazes? |
すっころぶわ、なぐられるわ・・・ |
Ooof... I sure take a lot of |
4 |
えっ、キミが、この屋敷のもちぬし!? |
Wha?! You're the owner of this mansion!? |
どっこいしょっ・・・と! |
I'm getting too old for this |
5 |
・・・わしか?わしは、オバケけんきゅうか、 |
...And myself? I'm the ghost researcher, |
この オヤ・マーはかせとも あろうものが |
Anyway, nice to meet you. |
6 |
あきやだと思って、ここにながい間、 |
I thought this place was vacant, so for a long time, |
それに しても このオバケども・・・ |
This house... I swear it seems |
7 |
ここはオバケ屋敷として、ゆうめいでな… |
This is a famous haunted mansion, you know... |
こんな ぶっそうな オバケやしきに |
What's a young feller like you |
9 |
お~っと、のんびりしとるヒマはないわい。 |
Oh-ho, we don't have time to dilly-dally. |
わわ・・・ヤバイ、ヤバイ! |
Uh-oh! This looks ugly. |
10 |
ルイージくん、ひとまず、わしの後について |
Luigi, for right now, |
そこのキミ! ぼさっと してないで |
All right, youngster, look |
Event 02: Ghost Portrficationizer Cutscene#
|
|
'...But what does it mean?' |
No. |
Early Japanese Text |
Translation |
Final Japanese Text |
Official English Translation |
|---|---|---|---|---|
0 |
よくぞ ぶじに もどってきた、ルイージくん! |
XXX |
よくぞ ぶじに もどった、ルイージくん! |
Good job, Luigi! You made it |
2 |
ひょいとつまんで・・・ |
XXX |
もともと オバケは めに みえぬ~ |
The ghosts are invisible... |
3 |
いっきにプレ~ス! |
XXX |
うつろう かたちを |
so we need to... |
4 |
おつぎは、あっしゅく~! |
XXX |
いっきに プレース! |
press 'em into visible forms... |
5 |
フタをしめたら・・・いっちょうあがり、と! |
XXX |
おお、うるわしの オバケの絵~。 |
and presto! Turn 'em into |
6 |
フム・・・・・・ |
XXX |
ふむ・・・ |
Hmmm... |
7 |
よし、さっそく こんかいの けっかを みてみると するか! |
XXX |
よし、ぶじに オバケを |
Well, we managed to turn those |