Posted on 08-24-16, 10:58 pm (rev. 6 by Aurum on 09-04-16, 12:11 am)

Super Koopa
Careful with that axe, Eugene!


Posts: 405/854
Since: 10-08-14

Last post: 76 days
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Everybody who datamines the E3 2011 demo can post their findings in this thread.

Maybe some people know that there are two unused and unfinished levels in the StageData folder. TestIwasaSpBalanceTruck02Stage, which is an early version of Special 5-3, and SpTestLava03StageMap1, which is World 1-Castle with different enemies and objects. The name and the time limit (50 seconds!) indicate that it was meant to be used in one of the special worlds. The early version of Special 5-3 lacks a StageInfo file, so it uses the default timer (400 seconds).
Both levels can't be loaded, neither in the E3 build or the final game. This is due to missing files for some of the developer's objects (for example IwasaFixParts or KakinumaFixParts). I managed to get TestIwasaSpBalanceTruck02Stage working by replacing IwasaFixParts with BalanceTruckStepASp, so the player spawns on a fixed platform and the game doesn't try to load a non-existent model. Another thing that has to be changed is LiftGeyser's Arg0 value, otherwise the player will never be able to reach the top.





Also, as a little bonus, the following screenshots show the early World 2-1 ported to the final game:




For this, I copy-pasted the old StageData files and patched the stage models. This took a while, because the E3 build uses an earlier ActorInfo format.

The number of objects is significantly smaller in the E3 build. While the final game has 1423 objects, the demo version has 816.
Mostly the data for stages and platforms from the special world levels is missing, as well as some other objects like BombHeiTail, GessoAir and WooGanSand.
EDIT: It also mentions some objects that can't be found in the final game, including MegaBros and PatapataWingRed.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 08-26-16, 10:27 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 422/854
Since: 10-08-14

Last post: 76 days
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Here's a complete list of objects that were removed from the final game:

_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 09-07-16, 03:44 pm

Super Koopa
Careful with that axe, Eugene!


Posts: 445/854
Since: 10-08-14

Last post: 76 days
Last view: 2 hours




Finally, I can present you some screenshots of SpTestLava03Stage. This one is pretty much uninteresting, because it is an early version of Special 1-Castle with a somewhat different layout, some crashing objects and a time limit of 50 seconds. In the final game it was reduced to 30 seconds only! To get it working I had to remove the unexisting objects and the boss setup. The boss setup is kinda interesting. Instead of Dry Bowser, the developers were still using the normal one. For the Bowser switch they used a P-Switch. The bridge didn't exist and the flagpole was located at a completely different spot.

To make it playable I added all the stage parts from World 1-Castle and a propeller block. The models have been redesigned so the screenshots look kinda weird.
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier