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Unused Enemies

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This is a sub-page of Paper Mario: Sticker Star.

Unused Enemies#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Try and get the remaining enemies that have a Script file to spawn in-game (the 2-Fold Shiny Goomba for some reason crashes). Shiny Spiny also has a model. Skawo made a video of more of them working

The videos below modify 1-1's battle set file (Data/kdm_battle_set_hei_5.bin) to load these enemies instead of Goombas in battle.

To replace the first Goomba battle in 1-1 with another enemy do the following:

  1. Open Data/kdm_battle.bin in a hex-editor of your choosing.
  2. Within this data file, search for the name of the script file the enemy uses (for example, search for Enemy/btl_blow_packn when looking for the Ptooie).
  3. Directly before that string in the file should be the Text Label for the enemy, provided that it has one (Ptooie's is enemy_name_KIL)
  4. Directly before that should be the internal Japanese name of the enemy which will likely appear broken (In hex, Ptooie's is E3 83 95 E3 83 BC E3 83 95 E3 83 BC E3 83 91 E3 83 83 E3 82 AF E3 83 B3). Copy this string to your clipboard.
  5. Open Data/kdm_battle_set_hei_5.bin (still in the hex-editor). We will be replacing Bowser Jr in the file, as the Goomba's internal string name is too short to fit most other enemies.
  6. Go to address 0x0000002C in the file. This is where Bowser Jr's string starts. Replace it with the string you copied to your clipboard, and replace any extra space with NULL characters, to ensure the file is the same length as to when you first opened it.
  7. Look at the block from 0x000003F4 to 0x000003F4. It should read CC00. This is a little-endian address which points to the Goomba's string in the file (At 0x000000CC). It is telling the first Goomba in 1-1 to load a Goomba enemy in its battle. Replace it with a little endian address to our new string. (Replace CC00 with 2C00)
  8. Repeat this step with the block that goes from 0x00000414 to 0x00000415, again replacing CC00 with 2C00. This replaces the second Goomba in the battle with our enemy.
  9. Finally, save the file. If done correctly, the first Goombas in 1-1 should be replaced with your chosen enemy.

2-Fold Shiny Goomba#

Text Label: enemy_name_2MAI_KUR_K
Name: 2-Fold Shiny Goomba
Script: btl_2mai_kuriboo_k.bin

This is mentioned in the game's Prima Guide.

4-Fold Goomba#

Text Label: enemy_name_4MAI_KUR
Name: 4-Fold Goomba
Script: none

This is mentioned in the game's Prima Guide.

4-Fold Shiny Goomba#

Text Label: enemy_name_4MAI_KUR_K
Name: 4-Fold Shiny Goomba
Script: none

This is mentioned in the game's Prima Guide.

Shiny Spiny#


Text Label: enemy_name_TGZ_K
Name: Shiny Spiny
Script: btl_togezo_k.bin

This enemy later appeared in Mario & Luigi: Paper Jam.

Deep Cheep#

Text Label: enemy_name_SPU
Name: Deep Cheep

Monty Mole#

Text Label: enemy_name_CPO
Name: Monty Mole

Inky Piranha Plant#


Text Label: enemy_name_IPK
Name: Inky Piranha Plant
Script: btl_sumi_packn.bin

Typically, this enemy will crash on load, as it tries to look for assets which don't exist (Graphics/enemy/e_pakkun_flower_S.bcrez and Graphics/pera/pm_damage_pknflwr_S.bcrez).
However, we can modify Data/kdm_battle_model.bin to make them look for the normal Piranha Plant's graphics instead, fixing the crash (which share the same name as the files above, only without the "_S" suffix).
The strings in Data/kdm_battle_model.bin holding the path to Inky Piranha Plant's graphics are at 0x00005880 and 0x000058B8. When changing these strings, remember to replace any extra space with NULL characters to keep the file's length the same.

Ptooie#

Ptooie_Sticker_Star.PNG
Graphics/pera/pm_damage_huhupakkun.bcrez (and another file)
Text Label: enemy_name_FFPK
Name: Ptooie
Script: btl_blow_packn.bin

A Ptooie from Super Mario Bros. 3. While normal Piranha Plants appear in Sticker Star, Ptooies do not. Ptooies did make an appearance in the sequel, Paper Mario: Color Splash.
The Ptooie enemies shown here have not been modified at all, as they seem to already function perfectly.

Bullet Bill#

Text Label: enemy_name_KIL
Name: Bullet Bill

These appear in the field, but not in battle, unlike the first two games.

Bill Blaster#

Text Label: enemy_name_KHD
Name: Bill Blaster

These appear in the field, but not in battle, unlike the first two games.

Banzai Bill#

Text Label: enemy_name_MKL
Name: Banzai Bill

These appear in an event in Bowser Jr.'s Flotilla, but not in battle.

Banzai Blaster#

Text Label: enemy_name_MKH
Name: Banzai Blaster

These appear in an event in Bowser Jr.'s Flotilla, but not in battle.

Crowber#


Text Label: enemy_name_KRS
Name: Crowber
Script: btl_kurosuke.bin

Like the Inky Piranha Plant, this enemy is missing its assets (Graphics/enemy/e_kurosuke.bcrez and Graphics/pera/pm_damage_kurosuke.bcrez) causing a crash on load.
However, there aren't any good graphics to substitute with, so the video above uses the Goomba sprites (Graphics/enemy/e_kuribo_br.bcrez and Graphics/pera/pm_damage_kuribo.bcrez).
Again, we change the graphics the Crowber looks for in Data/kdm_battle_model.bin. The strings to replace are at 0x000053D8 and 0x00005404.

Shiny Dry Bones#


Text Label: enemy_name_KRN_K
Name: Shiny Dry Bones
Script: btl_karon_k.bin

This is mentioned in the game's Prima Guide, suggesting it was removed late in development. This enemy later appeared in Mario & Luigi: Paper Jam.

(Source: Original TCRF research)

Removed Enemies#

These enemies existed within the game at one point, but have no remnants aside from kdm_char_viewer.bin and kdm_battle_model.bin referencing their models.

Internal
Name

Name Analysis

Defined in:

e_kuribo_snorkel

Snorkel Goomba, possibly similar to Goomdiver from Mario & Luigi: Superstar Saga.

kdm_battle_model.bin

e_smet

Listed as "トゲメット天井用", which translates to "Ceiling Spike Top". The E3 2010 trailer shows battle maps with a ceiling.

kdm_char_viewer.bin

e_gesso

A regular Blooper. The final game only has Poison Bloopers, which are defined as "e_gesso02" in kdm_char_viewer.

kdm_char_viewer.bin, kdm_battle_model.bin

e_bom_crowd

Might have been a crowd of Bob-ombs, as it is defined right next to e_bomhei (Bob-omb) in kdm_char_viewer.

kdm_char_viewer.bin

e_akapoihana

Red Cataquack from Super Mario Sunshine.

kdm_char_viewer.bin

e_firesnake

Fire Snake from Super Mario Bros. 3.

kdm_char_viewer.bin

e_zakomanda

Most likely the Yoshi snake enemy from this placeholder screenshot. Battle sound effects for this enemy remain in one of the game's sound archives.

kdm_char_viewer.bin

e_wanateki_g

Unknown. Translates to "enemy trap".

kdm_char_viewer.bin

e_kamihikouki

Kamihikouki means "paper airplane" in Japanese, so this was likely a paper airplane enemy.

kdm_char_viewer.bin

e_king_choropu

The King Monty Mole boss from the E3 2010 trailer.

kdm_char_viewer.bin

e_king_mander

Boss variant of e_zakomanda. A voice soundcue of this boss remains in one of the game's sound archives.

kdm_char_viewer.bin

e_king_mander_e

Same as above, but the added "_e" likely stands for "event", indicating that this might have been a cutscene model.

kdm_char_viewer.bin

e_king_mander_b

Most likely the model that King Mander would have used in battle.

kdm_char_viewer.bin

e_kingmander_yarare

Likely model of King Mander taking damage or being defeated.

kdm_char_viewer.bin

e_hone_mander

Most likely a Dry Bones counterpart of e_zakomanda or form of e_king_mander.

kdm_char_viewer.bin

e_hone_mander_e

Most likely a cutscene model, which apparently had an animation for looking at Kamek.

kdm_char_viewer.bin

e_hone_mander_b

Possibly the model used in battle.

kdm_char_viewer.bin

e_hone_seal

Some sort of sticker (a Royal Sticker, perhaps?) attached to Hone Mander's body.

kdm_char_viewer.bin

e_king_seal

Same as above, but for King Mander.

kdm_char_viewer.bin

(Source: Mario's Castle)

(Source: Original TCRF research)