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Kirby: Triple Deluxe

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Title Screen

Kirby: Triple Deluxe

Also known as: Hoshi no Kirby Triple Deluxe (JP)
Developer: HAL Laboratory
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: January 11, 2014
Released in US: May 2, 2014
Released in EU: May 16, 2014
Released in AU: May 16, 2014
Released in KR: April 17, 2014


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

Kirby: Triple Deluxe is the first Kirby game on the Nintendo 3DS, and the spiritual sequel to Kirby's Return to Dream Land. One of the main gameplay features is hopping from the foreground to the background and vice versa, a feature seen in various other games. There's also an obscene collection of keychains.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Kirby Triple Deluxe Demo icon.png
Kiosk Demo
A Kiosk Demo with very small differences.
Kirby Triple Deluxe Unused Animations Icon.png
Unused Animations
It's Kirby's Return to Dream Land all over again!
Kirby Triple Deluxe Unused Text Icon.png
Unused Text
A few unused strings, a whole early localization.
Kirby Triple Deluxe Early Team Support JP Icon.png
Regional Differences
Now with double language versions!

Unused Models

Shadow Kirby

Shadow Kirby has two unused meshes that are otherwise used by regular Kirby. They're found in RomFS\gfx\STD\Step\Hero\Kirby\Base\Shadow.bch.cmp.

The first one is called KirbyBodyBigM, used by regular Kirby when having something in his mouth.

Kirby TRiple Deluxe Shadow Kirby Big Mesh.png

The second one is KirbyBodyBlowM, used by regular Kirby when using attacks that involve breathing something out, like Fire's Fire Breath or Ice's Ice Breath.

Kirby TRiple Deluxe Shadow Kirby Blow Mesh.png

Hypernova

Similarly, Hypernova Kirby has the KirbyBodyBlowM mesh unused as well. Since Hypernova only sucks up things and eats them, it's kinda clear why this is unused.

Kirby Triple Deluxe Unused Hypernova Blow Mesh.png

Test Room Parts

For some reason, various test room parts are found in RomFS/gfx/STD/Step/Decoration/Boss5/Land.bch.cmp. "Boss5" is the folder corresponding to Pyribbit's stage, the boss that resides within Endless Explosions. No other Boss stage folder has these parts. The reason these go unused as not only are they test room parts, but the arena for Pyribbit instead uses the background for its ground rather than a tileset.

Kirby Triple Deluxe Unused Parts.png

Untextured "Toy" Tileset Parts

Inside RomFS/Parufe America/gfx/STD/Step/Decoration/Toy/Land.bhc.cmp, there are various untextured tiles.

Kirby Triple Deluxe Untextured Toy Blocks.png

Another Dimension Platforms

Inside RomFS/gfx/STD/Fight/Decoration/LastStage/Land.bch.cmp is the model for Another Dimension's foreground. Floating above what is normally seen in game are a pair of unused platforms. Only one is finished, as the one on the right doesn't have its surface modeled. This may suggest that the battle stage Another Dimension was planned to host platforms similarly to Flower Land.

Kirby Triple Deluxe Another Dimension Platforms.png

Dedede's Drum Dash Diving Board

The Diving Board in Dedede's Drum Dash, located in RomFS\gfx\STD\Den\Gimmick\DenDivingBoard01.bch.cmp, has an unused version of its standard model in that very same file. It's called Top2L, and its main and most notable different is that the star in the base of it is blue instead of yellow. The base itself is also thinner.

Used Unused
Kirby Triple Deluxe Used Diving Board.png Kirby Triple Deluxe Unused Diving Board.png
(Source: Vyroz)

Unused Graphics

itembox.00

Found in RomFS/gfx/STD/Fight/Item/ItemBox.bch.cmp is an unused texture for the Blue Item Box that appears in Kirby Fighters, named itembox.00. The main difference is that the used version, just named itembox uses a lighter shade of blue. Judging by the damaged texture for it, which is named itembox.01, along with the unused material animations, it seems that the developers intended for the unused texture to be the one used in Kirby Fighters, but instead went unused likely due to the result of an oversight.

Unused itembox.01 Used
Kirby Triple Deluxe itembox.00 (early).png Kirby Triple Deluxe itembox.01.png Kirby Triple Deluxe itembox (final).png


(Source: Vyroz)

Shadow Dedede

Shadow Dedede's model file, located in RomFS/gfx/STD/Step/Enemy/Maskeddedede/ModelEx.bch.cmp contains an unused texture depicting regular Dedede's appearance in grayscale. This was most likely an earlier and more simple take on his design that more closely resembled Shadow Kirby and Dark Meta Knight. The final model uses a more sinister black-and-red color scheme with solid white eyes.

Unused Used
KTDX Unused Shadow Dedede Texture.png KTD Used Shadow Dedede Texture.png

Here's Shadow Dedede's model with the texture applied.

Front Back
KTDX Unused Shadow Dedede Front.png KTDX Unused Shadow Dedede Back.png
(Source: JC Players)

Toughness Waddle Dee

The Toughness Waddle Dee enemy that only appears in the Ability Testing Room has one unused texture that depicts them with their eyes closed. Their model file, which contains the unused texture, is located in RomFS\gfx\STD\Step\Enemy\ToughnessWaddledee.bch.cmp.

Kirby Triple Deluxe Unused Toughness Waddle Dee Texture.png

This Waddle Dee only uses three animations: one for idling, and two more for damage. None of these animations make use of the closed eyes texture. Below is the model with the texture applied.

Kirby Triple Deluxe Unused Toughness Waddle Dee.png

(Source: Vyroz)

Unused Sound Effects

This game's sound archive is based on the one found in Kirby's Return to Dream Land. If not based on it, then it's actually completely lifted from that game, as evidenced from the huge amount of unused sound effects inside that game's Wave Archives are still here, including the leftover sounds from the cancelled Kirby for Nintendo GameCube. This is also the case for most future Kirby games. As such, only new unused sound effects will be shown below.

Sound Name Location Description
WAV_97_GUESS_WARC_0_GUESS_G_KirbyBASIC RomFS/snd/Parufe.bcsar/WARC_0_GUESS_G_KirbyBASIC.bcwar A sound that's similar to the voices of the People of the Sky. It might've been used as an earlier version of their speech, and it's grouped next to their other sound effects. This version of their voice notably focuses more on the sound of the consonants, while the final voice has a morea breathy, airy feel to it.
WAV_1_GUESS_B_FGM_FIGHT RomFS/snd/Parufe.bcsar/WARC_3_GUESS_B_FGM_FIGHT1.bcwar A sound possibly meant to be used in Kirby Fighters. Has similar instrumentation to various sounds in Super Smash Bros. Melee.
WAV_0_GUESS_COPY_BELL1 RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar A generic bell ding for the copy ability Bell. It's similar to a sound from Kirby: Canvas Curse used in Rainbow Run.
WAV_1_GUESS_COPY_BELL1 RomFS/snd/Parufe.bcsar/WARC_28_GUESS_B_COPY_BELL1.bcwar Another sound for Bell. Similar to a sound for Temple Bell in Kirby Fighters Deluxe.
WAV_0_GUESS_B_COPY_CIRCUS1 RomFS/snd/Parufe.bcsar/WARC_29_GUESS_B_COPY_CIRCUS1.bcwar A sound meant for the Circus Copy Ability. The context is unknown.
(Source: Vyroz)

Unused Moves

Many Copy Abilities that appeared in Kirby's Return to Dream Land have been nerfed in Kirby: Triple Deluxe via the removal of some of their moves. A lot of these moves, however, have all of their Mint coding still present in their archive, located in RomFS/mint/Step.bin.cmp under Scn.Step.Hero.

Please note that due to visibility problems with Kirby's model, our good friend Waddle Dee from Kirby Battle Royale will be used to display the animations instead, as they share a similar body shape and bones. No further editing was done.

Archer

While Archer is an ability original to this game, it does have one unused move. The only state it has is called "StateDebugSquatWait", but it appears to be empty. Kirby Fighters 2 brings back this script with actual functionality: When using the "Camouflage" technique and pressing the B Button, Kirby won't attack and instead will cycle through all of the cardboard desings that the Camouflage can spawn.

(Source: Firubiii)

Beam

The attack "Revolution Beam" from Kirby's Return to Dream Land, activated by repeatedly pressing 1/B in mid-air, has fully coded Mint animation scripts, states, and even all of its animations Kirby's Return to Dream Land are back. It has everything it needs to work, except particle and sound effects. It can't actually be used in-game, as only the regular Beam Whip will be activated. It has two animations scripts called "AnimScriptRevolution" and "AnimScriptRevolutionEnd", and one state called "StateRevolution".

Circus

Circus is another ability original to this game that has an unused move. It has an animation script called "AnimScriptDebugBalloon" and a state titled "StateDebugBalloon". While it is unknown what it does due to these states and scripts being completely stubbed-out, one can assume that it involves the attack "Balloon Pop Art" in a way similar to Archer's DebugSquat, with the Balloons cycling through their multiple forms when pressing with B.

Fire

Fire's "Spinning Fire Breath" attack from Kirby's Return to Dream Land, done by pressing 1/B in mid-air, has an animation script titled "AnimScriptSpiral" and a state called "StateSpiral". It also has both of its animations from Kirby's Return to Dream Land in its motion archive, but like Beam, it cannot be used in-game, as only the regular Fire Breath comes out. The reason it cannot be triggered is because the TryToChangeState function for it has a "jmp" instruction set for it to immediately return, making it unusable.

bool TryToChangeState(Scn.Step.Hero.Obj)

fenter 5, 1, 2
ldsrzr r0
jmp    return

Removing this instruction completely restores the move in-game.

Hammer

Similarly, Hammer's "Triple Hammer" attack from Kirby's Return to Dream Land activated by holding 1/B and then releasing it has animations, two animation scripts called "AnimScriptTripleHammer" and "AnimScriptCharge", and two states called "StateCharge" and "StateTripleHammer". Kirby will never begin charging his hammer, and will only do a regular Hammer Attack. This didn't stop Hammer from being the best ability in the game, though. Like Fire, it cannot be triggered in game due to the TryToChangeState function in "StateCharge" is set to immediately return with a "jmp" instruction.

bool TryToChangeState(Scn.Step.Hero.Obj)

fenter 5, 1, 2
ldsrzr r0
jmp    return

Removing this instruction makes the charge accessible, followed by the rest of the move. The Triple Hammer lacks any of its particle effects.

Ice

Ice's "Ice Ball", performed by pressing down + 1/B while running in Kirby's Return to Dream Land is still here. It has every animation required for it, as well as two animation scripts called "AnimScriptTackle" and "AnimScriptTackleEnd" and two states called "StateTackle" and "StateTackleEnd". It even has the model for the ball of ice Kirby is encased in while doing the attack, complete with an animation. This move would later see the light of day once more in Kirby: Planet Robobot and Kirby Star Allies, with the former directly reusing the unused assets. Like Fire and Ice, the TryToChangeState for the ball is set to return with a "jmp" instruction.

bool TryToChangeState(Scn.Step.Hero.Obj)

fenter 5, 1, 2
ldsrzr r0
jmp    return

Removing it lets you access the Ice Ball and the rest of it.

Ninja

The "Air Quad Shock" attack from Kirby's Return to Dream Land that is activated by pressing and holding 1/B in the air near an enemy. It has the animation script "AnimScriptSlashReverse" and the state "StateSlashReverse" but disabled using its grounded instruction and it has an unused animation. It has its animation from Kirby's Return to Dream Land in its motion archive, but it cannot be used in-game, as it can only be used on the ground.

(Source: JC Players)

Spark

Spark doesn't have one, not two, but three unused attacks.

The attacks "Thunderbolt" and "Lightning Strike" from Kirby's Return to Dream Land that were activated by pushing up + 1/B and down + 1/B in the air respectively have a lot of animation and state scripts, as well as the animations from the previous game. Thunderbolt has the animation script "AnimScriptOver" and the state "StateOver", while Lightning Strike has the animation script "AnimScriptUnder" and state "StateUnder". Like with Ice, both attacks returned in Kirby: Planet Robobot, but their range was drastically nerfed. Bummer.

"Light Speed Dash" from Kirby Star Allies is also present here. In that game, that move can be used by Plasma Kirby by pressing L/R and pushing to any desired direction. This version of the move used by Spark is similar, but it doesn't require any charge to be used. However, it still consumes all of it when used, and it seems to be unfinished, as it's somewhat clunky and it locks the camera in the last place where Kirby used it. It has the animation scripts "AnimScriptLightning", the camera scripts "CameraFilterLightning" and "CameraFilterLightningEnd", and the state "StateLightning".

The reason why any of them can't be accessed is, you guessed it, another "jmp" instruction set to return immediately in their TryToChangeState functions.

bool TryToChangeState(Scn.Step.Hero.Obj)

fenter 5, 1, 2
ldsrzr r0
jmp    return

Removing it from each TryToChangeState function makes every single one of these moves accessible.

Spear

The "Triple Throw" attack from Kirby's Return to Dream Land has the animation script "AnimScriptTripleThrow" and the state "StateTripleThrow" and three unused animations. However, in this case, the charging and walking animations for Triple Throw are actually used, as the player can hold their regular Spear Throw and walk while holding it. Their effects and sound effects are missing in its remnants, though. This attack technically makes an appearance in Kirby Star Allies, but is instead used by Bandana Waddle Dee, as the Spear ability was cut. This move can't be accessible due to the "ProcAnim" function under "StateThrowCharge" (which IS used) lacks some crucial code that would make the charge advance every frame. Readding the code is fairly simple, as adding the following instructions after "fenter" makes it work again.

ldaddr r2, r0, this.mChargeFrame
ldfrsr 15, r2
callnt Hel.Util.FrameCounter.advance()

The flashing light indicating the charge was completed is not present.

(Source: Vyroz, Firubii (restoration and videos))

Unused Sample Code

Inside the "Etc.bin.cmp" Mint archive, located in RomFS/mint, there's some sample code under Scn.Nakano.Sample.IntValue(), which was presumably put into the game by Hiroaki Nakano, the main programmer. This is most likely a leftover from the development of Triple Deluxe's version of Mint.

int IntValue()

fenter 2, 0, 2
ldsrc4 r0, 0x1
ldsrc4 r1, 0x2
addi32 r0, r0, r1
ldsrc4 r1, 0x3
addi32 r0, r0, r1
fret   r0

Unused Debug Scripts

Inside RomFS/mint/Step.bin.cmp under Scn.Step.Debug, there lie three Debug debug scripts that appear to be empty. They're called "CameraFilterMaxSizeCamera", "DamageMonitor" and "GeneralDrawer". The first one returns in Kirby Star Allies, albeit still empty, while the last two also appear to be in Kirby Fighters Deluxe, while still being very empty. One more script is mentioned in Scn.Step, called "DebugStepSettingProxy", but it's... you guessed it, empty.

(Source: Vyroz)

Unused Scene Data

The fdg archive, located in RomFS/fdg/Archive.dat, has unused scene data for non-existent Dedede's Drum Dash test maps. All of them contain the path "gfx/STD/Den/Decoration/Lv1/BG.bch.cmp" in Asset Group 2.

DenMapDataGameTestKamitakeTest0BG.dn
DenMapDataGameTestKamitakeTest1BG.dn
DenMapDataGameTestKenmochiTest0BG.dn
DenMapDataGameTestKenmochiTest1BG.dn 
DenMapDataGameTestOkadaTest0BG.dn
DenMapDataGameTestOkadaTest1BG.dn
DenMapDataGameTestOkadaTest2BG.dn
(Source: Vyroz)

Oddities

  • All the DX bosses are internally labeled as "Ex" models, which is a carryover of the EX bosses from Kirby's Return to Dream Land. Shadow Dedede is also considered the EX/DX model of Masked Dedede.
  • The file for the Mamatee enemy uses the early name "Briterri", in reference to Blipper.
  • The title screen theme, "Sun, Sky, Dreamstalk", is internally labeled as title_wii.dspadpcm.bcstm whether or not this suggests that Triple Deluxe was originally a Wii game, or the song was composed for Kirby's Return to Dream Land and before is unknown.
  • "Revenge of the Enemy", the revenge boss theme, is labeled as BGM_LP_KAZAN1.dspadpcm.bcstm internally, this suggests that it originally was a stage theme for Endless Explosions.
  • Level 6-7 features an arrangement of "The Adventure Begins" from Return to Dream Land, which is called gck_plants.dspadpcm internally. The original song was called st_plants.brstm. The gck suggests it was a level theme for the scrapped GameCube title that eventually turned into Return to Dream Land. It is also oddly shorter than the track used in that game - perhaps gck_plants.dspadpcm was the original version? This idea is supported by its name on the official Kirby Star Allies soundtrack: "The Adventure Begins / Original Short ver."
  • The filenames for Bomber's textures in this game, along with Kirby Fighters Deluxe and Kirby: Planet Robobot have the Ch prefix despite the fact that Bomber was completely absent in the original version of Kirby's Return to Dream Land, combined with the fact that the textures also aren't compatible with the Super Smash Bros. Brawl model, where the prefix is both mainly used.

Internal Project Name

The project's internal name is "Parufe", according to the game's sound archive. Parufe (parfait) is a type of dessert. Additionally, the game sports a second name, that being "Kirby3DS", found in ExHeader.bin.