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Unused Graphics

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This is a sub-page of Paper Mario: The Origami King.

To do:

  • Illustrate everything applicable. You can use this tool to make spritesheets.
  • Double-check which animations are unused. You can search the game's scripts to see, or look for files that aren't referenced in data_npc.elf.zst or data_npc_model.elf.zst or placed in dispos files.
  • Any more missing characters?

The Origami King is built on the same engine and graphical style as Color Splash. While that game had a few back sprites and unused recolors, The Origami King takes it one step further by giving every front sprite a back sprite, nearly every Toad has six recolors, and sets of special poses are given to characters who don't use them. Even if the character only appears in one room, one scene, or not at all. Better safe than sorry?

It's also important to note that nothing is directly "reused" from Color Splash. Every sprite was re-assembled to make the perspective fit better, adjust line weights, and certain things like Toad hands look noticeably different.

The data_npc_model.elf.zst file lists the names and descriptions of every animation that a character can use in the game. Most characters come with six default animations: standing, walking, running, jumping, talking, and taking damage. Additional ones are added depending on their importance and individual events they appear in. Many paper characters who were in Color Splash retain sprites and animation data for interactions from that game, including their attacking animations, wobbling back and forth when dizzy, panicking (seen during certain Thing animations), tired sprites, sleeping sprites, and the startled jump they do before chasing after Mario (labeled "find"). As these animations aren't programmed to be used at all for the most part, they go completely unused in The Origami King.

Unused Graphics#

Mario#

When Mario collects his hammer in both games, he does the same pose. In Color Splash, the hammer is 2D, while in The Origami King, it is 3D. The sprites with Mario holding the 2D hammer are found in P_MAR_Opening while the ones used in-game are in P_MAR_Town.

Sprites for Mario getting hit while in Raccoon form exist in P_MARS. These could be seen in Color Splash, but in The Origami King, he will always turn back to his regular form before enemies attack.

P_MAR_Kart contains redraws of the sprites of Mario and Luigi driving the kart on the world map of Color Splash. In The Origami King, the kart is always seen in 3D.

P_MAR_Kaminote, which contains the 1000-Fold Arms graphics, starts with two sprites of Mario using the Cutout from Color Splash.

P_MAR_E contains a lot of graphics from Color Splash. These include Mario in the bubble in Cobalt Base, waving at the audience after winning Roshambo, standing with his eyes closed, a much shorter dancing animation, praying, getting damaged by an electrified fence and getting a bump on his head in Fort Cobalt, coughing, eating, drinking, putting something down, moving in a bucket in Plum Park, peeping below him, pulling objects, resting on a beach chair, celebrating collecting a Big Paint Star (the animation of him riding it is re-used for him sliding on ice in the Ice Vellumental Mountain), and pasting something.

UI#

Some speech bubbles display with small icons indicating who's talking. Folded Bowser and Kamek use small speech bubbles, but they never have the icon display.

Unused Characters#

The Origami King has an excessive amount of unused recolor graphics, mostly for characters who don't even appear in the game.

Bobby#

Bobby's P_BOMG.Default.bntx.zst and P_BOMG_Kusya.Default.bntx.zst files contain ghost sprites of every regular graphic he has, even the ones that aren't used in-game.

Sledge Bro#

The one paper Sledge Bro in the game, found in the Scorching Sandpaper Desert cafe, does not actually hold a sledgehammer. He has a set of unique sprites (the animations start with UNA_) that remove it, although the dimensions of the sprite are kept like it's still there to avoid stretching. The back sprites and his crumpled sprites cannot be seen as he stands behind an invisible wall.

Bowser and Jr.#

P_KPA_E has sprites of Bowser's rampage in Prisma Fountain from the previous game.

P_KPA_Crown.bfres.zst and P_KPA_Crown.Default.bntx.zst contain sprites of Bowser, and Jr., in the Koopa Clown Car. The only time it is used in this game is by a Shy Guy in a pre-rendered cutscene. The texture animations for the file are incomplete.

Host Snifit#

P_MUCL is Host Snifit from Sticker Star and Color Splash. His sprites are unfinished, as a lot of them are simply the same as regular red Snifit sprites.

Captain T. Ode#

Captain T. Ode always has his eyes closed (besides the lantern scene in the ending cutscene), but this didn't stop the artists from giving him every basic Toad pose. As for his unique animations, he can be seen standing and talking from both angles. When he is posed frozen in ice, jumps, and walks, the camera is fixed so his back sprites are unseen. One of his back walking sprites is missing an outline.

Rescue Squads#

The Rescue Squad leaders are used as targets for the Battle Lab. Despite this, they have all their event cutscene sprites from Color Splash.

Odd Monty Mole#

P_CRP_Roll, or CRP_YAOBB, is a Monty Mole with a limited sprite set (only three, front and back) that is rolled up like a tube. The sprites for when it is hit with a hammer, P_CRP_Roll_Kusya.Default.bntx.zst, actually depict an earlier design more in-line with how Rocky Wrenches look in the modern Paper Mario games. However, this character is never actually placed in any areas. The one digging in the hole that can be pulled out for a Collectible Treasure uses the regular model.

Toad and Rocky Wrench also have similar YAOBB files called P_KNP_Roll and P_POO_Roll. They do not appear to be used, but all of their sprites are the same as their regular graphics.

Accessory-Selling Monty Mole#

The accessory-selling Monty Mole (P_CRP_Shop.Default.bntx.zst) has graphics for walking.

(Source: Original TCRF research)

2D Thwomp#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can this be seen if you force the camera to rotate around?

The 2D Thwomp (P_DSN.Default.bntx.zst) has corresponding back graphics for each front graphic, although they are all identical.

(Source: Original TCRF research)

Mario#

Mario has many sprites based on animations in Color Splash. He has graphics (character/pera/P_MAR_E.Default.bntx.zst) depicting him holding a hammer, which go unused because the hammer obtained in-game is never a sprite and is, in fact, a 3D model. This file also includes the sprite of him with a bump on his head after he gets his by the Basin at Fort Cobalt, which isn't used in The Origami King.

P_MART is graphics for Mario wearing the Spike Helmet from Color Splash, which didn't return in this game.

(Source: CometMedal)

Unused Recolors#

Shy Guys#

Only red paper Shy Guys appear in the final game. They have existing character IDs: P_HEI_B, P_HEI_BLK, P_HEI_G, P_HEI_P, P_HEI_Y.

Shop Snifits#

In the final game, the yellow Snifit shopkeeper is in Shroom City, the red one is at Bonehead Island, and the blue one is at Shangri-Spa. The green and pink ones go unused. Their IDs are P_MUC_Shop_G and P_MUC_Shop_P.

Yellow Lab Toad#

This is found under P_KNPASS_Y. It is for a yellow lab assistant Toad. The main one found on Picnic Road has a red tie and is always holding a wrench, and uses a different file.

Sunglasses Toads#

In Color Splash, three Toads wear glasses: a green one who runs the Mustard Cafe, a default-colored one who runs the cafe in Bloo Bay Beach, and the lighthouse keeper on Lighthouse Island. In this game, there are six recolors, although the only ones used are green (the curator of the Earth Vellumental Temple) and purple (DJ Toad).

Ninja Toads#

A red ninja Toad is seen jumping in the background of the Shuriken Dojo minigame and appears during the parade after destroying the blue streamer. There are blue, yellow, purple, and green recolors.

Toad Crew#

P_KNP_Crew is a defined NPC for a default-colored Toad whose only sprites are a simple salute animation. This animation is used for other characters: in Color Splash, some of the pirate Toads do it, Sea Captain Toad does it after being rescued, and Professor Toad does it after meeting Captain T. Ode. The Crew file goes unused, though.

Toad Can't Dance#

The file P_KNP_Dance.Green.bntx.zst is not called in any of the NPC data files. The default color one is defined, but goes unused. The yellow Toad dance sprites are used in the hotel lobby when playing music.

Toad's Not Dead#

KNP_Dead is used for the naked Toad hanging from the laundry line in Vortex Island in Color Splash. In this game, it once again returns with new sprites, despite not actually being used anywhere.

Extra Poses#

P_KNP_E_B, P_KNP_E_R, P_KNP_E_V, and P_KNP_E_Y are a variety of "extra" poses. Most of these are leftover from Color Splash. The Toad grabbing onto driftwood is used in Graffiti Underground and the Toads dancing with various expressions are used by the Feelin' Fungi.

Hungry for Asset Reuse#

P_KNP_Eat is another instance of Color Splash recycling. These are the sprites used for the dining Toads in Tangerino Grill, but redrawn to fit the art style of The Origami King and with five extra color palettes. These sprites are unseen outside of a picture in the ending credits. There is an NPC defined as P_KNP_Eat in Toad Town, but it's actually for the Shy Guy being eaten by a Paper Macho.

Factory#

The Toad Trainworks foreman's pointing poses are used for a default-colored Toad found in P_KNP_Factory.Default.bntx.zst. This is not used in the game.

This Just In, More Reuse#

KNP_News is the graphics used for the Toad reading the newspaper in Port Prisma. It also has six color swaps.

Paste#

KNP_Paste is four sprites of a Toad being stuck against a wall. This is also from Color Splash, where it was used for the Toad stuck against the crane window in Toad Trainworks.

Referee#

KNP_Referee is the Toad who judges the Roshambo matches. He does not appear in this game but also has six color swaps.

Shop Toads#

The shop Toads that appear in the game are red in Toad Town and Shogun Studios, and yellow in Picnic Road. This leaves the other color swaps unused.

Inked Toad#

Aboard the Princess Peach, there's a Toad who has the Color Splash ink effect baked into his sprites, the joke being that he thinks the ship is all clean but he doesn't realize he's messy. There are a whopping over 1200 sprites made for him and his recolors, even though he only has three animations in-game.

Port Prisma Toads#

KNP_Town holds Toads from Port Prisma in the previous game. The Deep Cuts Toad, Guide Toad, Action Toad, the museum Toad, the Rescue Squad Chief, and the Know-It-All Toad. The museum Toad has both direct remasters of his old sprites and brand new ones. Also interesting is that there are new back sprites for Toads who never had them in Color Splash, including some brand new assets, like the front of the Rescue Squad Chief's adding machine, and the Deep Cuts Toad having a worried expression.

And none of this is in the game aside from the yellow museum Toad.

Troubled Toads#

The Toads that are in trouble have a variety of unused color swaps between them.

  • Accordion: red, violet
  • Ball: blue, red
  • Break: green, red, violet, yellow
  • Foldbox: blue, red, violet
  • HeadBrk (unused?)
  • Head: green, red, yellow, (blue?)
  • Mado (some palettes)
  • Maki (some palettes)
  • Nebukuro (default, blue, green, red, violet, yellow)
  • Telescope: violet

Unused Origami Toad Colors#

The following origami Toad models are the only ones used in-game, with the rest being unused (there are 6 colors for each). Ones lacking a suffix use the "default" red-spots blue-vest colors.

  • O_KNP_Bonsai_G
  • O_KNP_Butterfly
  • O_KNP_Butterfly_B
  • O_KNP_Butterfly_R
  • O_KNP_Butterfly_V
  • O_KNP_Butterfly_Y
  • O_KNP_Cactus_G
  • O_KNP_Cat_Y
  • O_KNP_Chestnut_Y
  • O_KNP_Dog_R
  • O_KNP_Dog_Y
  • O_KNP_Dragonfly
  • O_KNP_Dragonfly_R
  • O_KNP_Egg_Y
  • O_KNP_Excavator_Y
  • O_KNP_Fan
  • O_KNP_FishA_B
  • O_KNP_FishA_R
  • O_KNP_FishB_B
  • O_KNP_FishB_R
  • O_KNP_FishC_B
  • O_KNP_Flag_G
  • O_KNP_FlowerA_R
  • O_KNP_FlowerA_Y
  • O_KNP_FlowerB_R
  • O_KNP_Heart_R
  • O_KNP_Lizard_G
  • O_KNP_Locust_G
  • O_KNP_Maple_R
  • O_KNP_Maple_Y
  • O_KNP_Monkey_B
  • O_KNP_Mushroom
  • O_KNP_Mushroom_Y
  • O_KNP_Pamphlet
  • O_KNP_Pencil_B
  • O_KNP_Pennant
  • O_KNP_Pennant_R
  • O_KNP_Prairiedog_Y
  • O_KNP_Rabbit_Y
  • O_KNP_Scarab_B
  • O_KNP_Scarab_G
  • O_KNP_Scarab_R
  • O_KNP_Scarab_Y
  • O_KNP_Scorpion_Y
  • O_KNP_Semi
  • O_KNP_Signboard
  • O_KNP_Skull
  • O_KNP_Snake_Y
  • O_KNP_Throwingstar
  • O_KNP_Tower_B
  • O_KNP_Tyouchin
  • O_KNP_Vase_V

DummyTexture#

Found in ui/menu/SheetStatus.bfres.zst is this image of a colorful gradient, resembling the kind of gradient you'd typically see on color-pickers in image editors.

(Source: CometMedal)

No-Winged Toad#

Every time the sprite assembler makes a mistake, a Toad loses its wings. This sprite of a Shangri-Spa Toad is unused, and its corresponding back sprite forgets the wings. This wouldn't be seen in-game because the front sprite, 0148, is an exact duplicate of one that is used, 0078.

Unused Version

Correct Version

Bowser Jr. Breaks a Leg#

Bowser Jr. has two back sprites that are missing one of his feet. In the file specifically for his ending animations, this is sprite 0006_Back. The front view of this sprite is seen in the ending cutscene, but since it plays out with a fixed camera, this error can never be seen. The other misassembled sprite (0066_Back) is present in his regular character animations, meant to be used for the ending and as part of the same animation. Except this time, his foot is there, just placed far above his body.

Ending File

Regular File

Not Ready to Roll#

Spike (O_GBN.bfres.zst) has a model of a blue and yellow roller with spikes on it, the same ones they throw in some of the 3D games (like 3D World). This was ultimately replaced with their classic spike balls. It both matches the paper Spike's attack better, and makes it easier to reskin into a snowball and rock ball for the Snow Spike and Stone Spike variants. The spike roller is referenced in Bowser's Castle, where it appears on a rack along with Spike Balls.

Be There or Be Square#

The Origami Craftsman is always seen holding sheets of paper: red, yellow, and green. The texture for these papers is four colored squares, including a blue one that does not appear in-game.

Unused Enemy Colors#

  • Origami Swoops have an unused purple and yellow texture that resembles King Olly.
  • Origami Ninjis have a green color palette. The variants that hold branches found in the green streamer area have an internal description translating to "Ninji (Green)", despite having the regular colors.
  • Origami Shy Guys appear in red and black as regular enemies, and Olly disguises himself as a yellow one in the prologue. The blue, purple, and green swaps go unused.

Obscured Graphics#

Telescope Toad#

The graphic used for the Toad's face as seen through the right-hand telescope on Overlook Tower has detail for the head and body too, but this is obscured by the telescope border.

(Source: Original TCRF research)

Samus Mario#

In the storeroom at Shogun Studios, Mario can wear a "Space Warrior Mask" that looks like Samus's from Metroid. After this happens, he runs around and pretends to shoot. During this animation, his expression changes to a more determined and focused one, which cannot be seen in-game due to the helmet entirely covering his head.

His expressions while wearing the other masks also cannot be seen.

Find My 30 Reefs#

The individual reefs that are found in the Great Sea are all numerically labeled 1 through 30, have entries in data for the Sea Chart, and even a little sprite to go along with them and bones for them showing up on the chart. None of this is ever relevant, as the reefs do not have any condition to actually show-up in-game: all they have is an entry of the location bone for each reef.