User:Hiccup/Captain Toad: Treasure Tracker (Nintendo Switch)
To do:
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Contents
Unused Objects
Wii U Leftovers
Stingby
To do: compare with Wii U object, test if it works in game and check if it is mentioned in debug/system bymls |
Stingby, called Hacchin internally, is the Bee enemy that was used in the Conkdor Canyon 3D World level in the Wii U version. This object mentioned in the code.
Plane
To do: BYMLs, check if its listed in debug/system bymls |
ObjectData\PlaneKinopio ("PlaneToad") contains a simple airplane model. This object is not mentioned in the code.
Master Sword
To do: texture rip, rest of BYMLs, check if its listed in debug/system bymls/code |
ObjectData\Sword.szs contains a model of the Master Sword from the Legend of Zelda series. Maybe it is a leftover from the tech demo that featured Link instead of Captain Toad? This object is not mentioned in the code. It has eight BYML files:
Original | Translation |
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<?xml version="1.0" encoding="shift_jis"?> <Root> <isBigEndian Value="False" /> <BymlFormatVersion Value="2" /> <C0> <C1> <A0 Name="ReactionName" StringValue="消滅" /> </C1> <C1> <A0 Name="ReactionName" StringValue="死亡" /> </C1> <C1> <A0 Name="ReactionName" StringValue="ボール吹き飛ばしヒット" /> </C1> <C1> <A0 Name="PadRumbleName" StringValue="弱" /> <A0 Name="PadRumbleType" StringValue="全員" /> <A0 Name="ReactionName" StringValue="引き抜きアクション" /> </C1> <C1> <A0 Name="PadRumbleName" StringValue="中" /> <A0 Name="PadRumbleType" StringValue="全員" /> <A0 Name="ReactionName" StringValue="引き抜き完了" /> </C1> </C0> </Root> |
todo |
Wii U Leftovers
[in switch version at least]
To do:
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Development Leftovers
Forest Cube
[in switch World version at least]
File:CTTT-Switch-Forest cube.png
DebugData\forest_cube.gtx is a cubemap reflection texture of a forest.
Image Filter
[in switch World version at least]
File:CTTT-imagefilter.png
imagefilter.tga depicts a stained glass window-like design.
Earth
[in switch World version at least]
To do: Find a way to display it, e.g. using SDK tools or the Smash Forge BFRES fork when it gets support for this BFRES version |
DebugData\sphere_earth.bfres is a model of in an early Wii U BFRES format.
DebugEditor Reflection Textures
[in switch World version at least]
Some reflection textures for a "DebugEditor" scene. Most of them are too scrambled to make anything out, but some of them depict some interesting screenshots of in-development levels from this or another game.
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 0.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 1.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 2.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 3.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 4.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap12 5.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 0.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 1.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 2.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 3.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 4.png
- CTTT-Switch-DebugEditorSceneCubeMap-CubeMap13 5.png
BgmStageInfoList.byml
DebugData\BgmDataBaseForDebug.szs\BgmStageInfoList.byml
(Switch) (World):
https://pastebin.com/vwcaQ2AP
Development Paths
To do: Check the digital + demo version |
There are some development paths scattered throughout the NSO.
D:\Development\jenkins_Kinopio_S_Trunk\Kinopio-S\Trunk\.result\Game\NX32\bin\Product\Game.nss D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/env/setup/../../../Env/SDK/4_4_1/NintendoSDK//Libraries/NX-NXFP2-a32/Release/nnSdk.nss D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/Game/PlayReport/src/PlayReport.cpp D:/Development/jenkins_Kinopio_S_Trunk/Kinopio-S/Trunk/env/sead/engine/library/modules/src/basis/nin/seadRawPrintNin.cpp