Luigi's Mansion (GameCube)/Unused Text
This is a sub-page of Luigi's Mansion (GameCube).
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! Notes: Some of this needs to be re-translated as it was translated poorly. |
To do:
|
Contents
Unused Event Data
event01.szp (E. Gadd Intro)
No. | Japanese Text | English Text | Notes |
---|---|---|---|
0 | dummy |
Aaahhhh! |
Would have been spoken by Luigi when he got scared by the orange ghost. |
1 | dummy |
... Ugh! |
Would have been spoken by the orange ghost when it got caught by the Poltergust's suction. |
8 | dummy |
Waggawaggawagga! |
Would have been spoken by E. Gadd right when the trio of orange ghosts appeared, given the location of the text. It can be restored with dialogue editing. |
The script file for the cutscene also has multiple <CLOSEWINDOW>(0) commands, which were used for not only these lines shown above, but also the deleted lines seen in the E3 demo. Interestingly, these lines were dummied out in the Japanese and PAL versions, making them one of the few instances of unused text exclusive to the US release.
event03.szp (Melody Pianissima)
In the section of text reserved for Melody's piano guessing game, there's a few pieces of text that are never used.
No. | Japanese Text | English Text | Notes |
---|---|---|---|
9 | dummy |
Tataketo's theme |
One of two wrong answers. |
10 | dummy |
Tokeketa's theme |
The other wrong answer. |
11 | dummy |
Totakeke's theme |
The right answer. |
12 | ところで いまの さょく ・・・なんだか わかります? |
By the way...do you know the name of this piece? |
Unlike the other unused strings in Event 03, this doesn't seem to be related to Totaka's Song. |
25 | dummy |
By the way...I wrote that song. Do you know what it is called? |
What Melody would say after playing Totaka's Song on the piano. |
Totaka's Song was probably supposed to appear in the guessing game, instead of the controller style select menu.
The event data that would show these strings and play Totakeke's theme is actually present and fully functional in the event file, but it's dummied out by being left out of the random jump that plays either of the two used versions. Totakeke's theme can be made to play by forcing the game to jump to case3. Unlike the other songs this one does not lower the volume of Luigi's shuffling noises. Totakeke is also the Japanese name for K.K. Slider, a character from the Animal Crossing series.
You can force it to play with these Action Replay Codes:
USA | Europe |
---|---|
4YN3-75VR-PG3Z5 40T0-6K5C-GVFF6 7MQP-QB9J-WFVB4 MPUK-1NQT-25ZY9 3KPP-4X03-1GR3J C1GY-K2YR-N8XWW 212E-X8K0-UP3WN BDEZ-2V51-6AM03 7KU9-TMZ2-UYP0V RKE3-GN85-JHGVH |
ZTX1-YZHC-QFNYD 40T0-6K5C-GVFF6 7MQP-QB9J-WFVB4 MPUK-1NQT-25ZY9 3KPP-4X03-1GR3J C1GY-K2YR-N8XWW 212E-X8K0-UP3WN BDEZ-2V51-6AM03 Q6KG-KR3M-Q78Y2 FAZ4-4TY0-YQ9T1 |
For the PAL code, this only applies to the English language; in other languages, all of the text for the Totaka's Song case was replaced with "dummy" strings.
event08.szp (E. Gadd's Lab)
No. | Japanese Text | English Text | Notes |
---|---|---|---|
19 | dummy |
Please tell me! |
Would most likely be spoken by E. Gadd or, less likely, Luigi regarding info about the whole "Mario is gone" situation. |
20 | dummy |
All right then! I see! I'll tell you all about it! |
What seems to be another character's response to the above. |
event45.szp (Luigi flips the breaker/Ends blackout)
Japanese | Translation |
---|---|
================================================= 旧 範囲80,Aボタン起動,3500,-550,-2164 <LUIGISTOP2> <ACTOR>"demo_luigi"<STOP> ACTOR>"demo_luigi"LOOK>"look_break" <WAIT>(10) <ACTOR>"demo_luigi"<ACT>"DM_AC_BR_OF" <FLAGON>(115)レバーを上げるフラグ。 <WAIT>(50)レバー上げ動作待ち <TURNON> <WAIT>(46) <LUIGIFREE> <LUIGIFREE2> <FLAGON>(10)電話イベント消滅に使用中なので消さないでね---高橋 <FLAGON>(57)宝箱出現 <END> |
================================================= old range 80,A-button activate,3500,-550,-2164 <LUIGISTOP2> <ACTOR>"demo_luigi"<STOP> ACTOR>"demo_luigi"LOOK>"look_break" <WAIT>(10) <ACTOR>"demo_luigi"<ACT>"DM_AC_BR_OF" <FLAGON>(115)Raise lever flag. <WAIT>(50)Wait for raise lever action. <TURNON> <WAIT>(46) <LUIGIFREE> <LUIGIFREE2> <FLAGON>(10)Do not erase this as it's used to cancel phone events. - Takahashi <FLAGON>(57)Treasure chest appears. <END> |
This is the older version of the event. What will happen when this segment is executed follows:
- Luigi doesn't walk towards the breaker, instead he will freeze, then look at the breaker.
- The camera doesn't zoom in.
- He will switch on the breaker.
- Luigi will be free from a locked state and used game related flags are set.
However, there is no 'earthquake' effect and the camera doesn't zoom in on Luigi. Interestingly, this event used to be activated by pressing the A button when in range, similar to how Toad's event activates. This part of the event never executes due to the <END> tag being placed before this segment, leaving it unused.
event73.szp (Ghost Heart Scan Descriptions)
Event 73 contains the heart quotes for most of the Portrait Ghosts.
Placeholder Quote
No problem!
A very simple placeholder message.
Jarvis
Japanese | English |
---|---|
(いなかへ けえれ!) |
(Go back to the woods, boyo!) |
Like most Portrait Ghosts, Jarvis has a heart quote that would be seen if the player scanned his heart with the GameBoy Horror. However, due to an oversight, nothing happens when his heart is scanned, rendering this quote unused. It should be noted that this quote is used in the 3DS remake, where it is properly displayed after scanning Jarvis' heart.
Uncle Grimmly
Japanese | Translation |
---|---|
(ああーーああーーああああーーー、 じつに ひまですなあぁ。 |
( aa-aa-aaaa--- It's really borin' around here. |
This text string is exclusive to the Japanese version. It would've been spoken by Uncle Grimmly if the player checked his heart before the blackout event. However, the only time Uncle Grimmly appears is during the blackout, so this dialogue cannot be seen without hacking.
Mode Text
Koga::MissionMode
This string appears in the game's executable. Another, similar string, "Koga::GameMode," heads a section that seems to hold pointers to various pieces of code that set up the main game after a file is selected from the File Select screen. This suggests that "Mission Mode" was some kind of alternate game that could be played. The pointers in the "Koga::MissionMode" section, however, have been deleted.
There was originally going to be a multiplayer mode in Luigi's Mansion, similar to what was finally implemented in Luigi's Mansion: Dark Moon. "Mission Mode" could possibly have been this feature, or it could have been another mode altogether.
Error Log
[main] jmpconvert 2945 (0) exception: trapped! [main] jmpconvert 2945 (0) exception: code 0xC0000005 at 0x4111D2 [main] jmpconvert 2945 (0) exception: ax 0xA09B0F4 bx 0xA09B138 cx 0xA09D5C8 dx 0x0 [main] jmpconvert 2945 (0) exception: si 0x4 di 0x253ED70 bp 0x253EE90 sp 0x253EC6C [main] jmpconvert 2945 (0) exception: exception is: STATUS_ACCESS_VIOLATION [main] jmpconvert 2945 (0) stack: Stack trace: [main] jmpconvert 2945 (0) stack: frame 0: sp = 0x253EA80, pc = 0x6100A2C3 [main] jmpconvert 2945 (0) stack: frame 1: sp = 0x253EABC, pc = 0x77F87AD6 [main] jmpconvert 2945 (0) stack: frame 2: sp = 0x253EAE0, pc = 0x77F799AB [main] jmpconvert 2945 (0) stack: frame 3: sp = 0x253EB6C, pc = 0x77F6640A [main] jmpconvert 2945 (0) stack: frame 4: sp = 0x253EE90, pc = 0x40C121 [main] jmpconvert 2945 (0) stack: frame 5: sp = 0x253F0B0, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 6: sp = 0x253F150, pc = 0x4079D7 [main] jmpconvert 2945 (0) stack: frame 7: sp = 0x253F3A0, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 8: sp = 0x253F440, pc = 0x40694E [main] jmpconvert 2945 (0) stack: frame 9: sp = 0x253F660, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 10: sp = 0x253F700, pc = 0x404B53 [main] jmpconvert 2945 (0) stack: frame 11: sp = 0x253F7D0, pc = 0x445B63 [main] jmpconvert 2945 (0) stack: frame 12: sp = 0x253FF10, pc = 0x61004402 [main] jmpconvert 2945 (0) stack: frame 13: sp = 0x253FF88, pc = 0x61004420 [main] jmpconvert 2945 (0) stack: frame 14: sp = 0x253FF94, pc = 0x45BE82 [main] jmpconvert 2945 (0) stack: frame 15: sp = 0x253FFA4, pc = 0x40103A [main] jmpconvert 2945 (0) stack: End of stack trace (more stack frames may be present)
These strings can be found in map2.szp/path/jmpconvert.exe.core. They appear to be part of an error log output by the program Nintendo used to convert the path files into their current format.
Developer Comments
These strings are from comments inserted among the commands for some of the game's events located in data/Event.
- Takahashi probably refers to H Shinya Takahashi (Ending Design). There is nobody called "Nakashima" in the credits, but probably refers to Souichi Nakajima (Debug Support).
- Teresa is the Japanese name for Boos.
event11 / event42 / event80
event11, event42, and event80 are all identical events, with each one containing the same developer comments/notes and the same conversations between Luigi and E. Gadd after defeating a boss ghost.
Japanese | Translation |
---|---|
分岐:微妙に会話の内容が変わります
ボスクッパテレサを倒した跡の会話はCHECKFLAG(82)の前に入ることになると思います。(中嶋) |
Branch: Contents of a conversation change slightly.
I believe the conversation after defeating Boss Koopa Teresa comes before CHECKFLAG(82). (Nakajima) |
This is a note from Nakajima stating that he's fairly certain that the conversation Luigi has with E. Gadd after defeating King Koopa/Boo occurs before CHECKFLAG(82) gets called, which is the conversation Luigi and E. Gadd have after defeating Chauncey.
Japanese | Translation |
---|---|
この後もデモ(研究所)なのでこれは実行されなくてもよし(中嶋) | After this it's a demonstration (laboratory), so it does not have to be executed. (Nakajima) |
This note, again from Nakajima, points out that the tag the note's prefixed with, (LUIGIFREE>), does not require execution since the Poltergust3000 demonstration occurs right after the note. This note is written after each conversation Luigi and E. Gadd have after defeating any boss ghost. (Excluding the King Boo/Koopa fight)
Japanese | Translation |
---|---|
ここに飛ぶことはありえないはずですが、,万が一飛んだときは長くWAITして知らせます。 | Although it should not be possible to fly here, if it should fly, it will wait extra long to let you know. |
This note is most likely also from Nakajima where "it" is referring to Chauncey since this is the conversation event that plays after defeating him. This note mentions the debug tag <WAIT>(9999) that's executed right after the note, which is a tag that pauses the event for 9999 frames if Chauncey proceeds to fly after the conversation Luigi and E. Gadd is over.
event39
This event runs when you read a book from the bookshelf in Nana's room.
Japanese | Translation |
---|---|
本(08/15メッセージの名前のみ正式名称に変更しました) | Book (Changed the name of the message to its official name. - 08/15) |
It's unknown who this note's from.
event44
This is the event that runs the beginning of the Blackout. The short exchange seems to be about a <FLAGON> tag, which sets the flag to make the two optional phone conversations available for the player to see.
Japanese | Translation |
---|---|
電話起動に使ってるから消さないでね---高橋 |
It's used for phone activation, so don't delete it! - Takahashi |
自分で間違っていれたものだとばかり思っていました。--中嶋 | I just thought it was something I'd put in by accident. - Nakajima |
event45
This event runs while Luigi's flipping the breaker to restore the mansion's power.
Japanese | Translation |
---|---|
ちょっとだけ修正しました---高橋 | I fixed this up a bit. - Takahashi |
A note from Takahashi mentioning that he cleaned up the event.
Japanese | Translation |
---|---|
電話イベント消滅に使用中なので消さないでね---高橋 | Do not erase this as it's used to cancel phone events. - Takahashi |
A note also from Takahashi, stating not to erase any tags around the note. This note is written twice in the event.
event50
This event runs Chauncey's dialogue and fades the screen to white after the dialogue ends to begin the boss battle.
Japanese | Translation |
---|---|
ホワイトアウトの具合によってここを調整しないと消えるポーズが変なところで途切れる(中嶋) | We need to adjust this depending on the condition of the whiteout, otherwise the vanishing animation gets iterrupted at a weird spot. (Nakajima) |
This note is prefixed with a <WAIT>(16) tag and is from Nakajima, explaining how this pause's <WAIT> value must be set to the same value as the whiteout's <WAIT> value, otherwise there will be a random pause between events.
Japanese | Translation |
---|---|
次もデモなのでこれ以降は実行されなくてもいいでしょう。 | Next is a demo, so you do not have to run it after this. |
The 'demo' they're referring to is the Chauncey boss battle cutscene, and the 'it' they're referring to is the <WAIT> tag.
event53
This is a 'case' event that contains all the Boo's dialogue.
Japanese | Translation |
---|---|
COUNTJMP2はインデクスが0なら今までのCOUNTJMPと同じ使い方。
COUNTJMP2(0)でテレサの種類を判別し、 COUNTJMP2(1)でテレサのメッセージを切り替えます。 カウンターは佐藤君がセットしてくれるので このイベントでCLEARCOUNTタグを使ってはいけません。 |
COUNTJMP2 works the same as the COUNTJMP up until now, if its index is 0.
COUNTJMP2(0) denotes the type of Boo, and COUNTJMP2(1) switches to the Boo's message. Mr. Sato will set the counter, so do not use the CLEARCOUNT tag in this event. |
This note explains how COUNTJMP2 works and not to use CLEARCOUNT in this event because one of the programmers, Katsuhisa Sato (named 'Mr. Sato' here), will set the counter.
event64
This is the intro to the boss battle with Chauncy.
Japanese | Translation |
---|---|
なぜかこれを使うと赤ん坊にもやがかかる(7/28現段階ではうまくいっています) | For some reason, when you use this, mist appears around the baby. (Working fine in the current stage - 7/28) |
"This" in this context refers to the pause menu.
Japanese | Translation |
---|---|
赤ちゃんが消えたり、よく分からない副作用を起こすことがある(中嶋) | It sometimes causes side effects I don't understand such as the baby disappearing. (Nakajima) |
Refers to turning the collision of the boss's model off.
Japanese | Translation |
---|---|
このタグは新製品です。消さないでね(内容・・・イベントの解放時にシャドウのリセットをしない | It's a new tag, don't delete it (What it does: Won't reset the shadow when deallocating events.) |
Comes right after a <CANCEL> tag.
event66
This event triggers the cutscene where Luigi encounters Bogmire at the large tombstone in the graveyard, beginning the boss battle.
Japanese | Translation |
---|---|
墓地でスカル3匹を倒した後、墓石の前のスポットに侵入するとイベント66にワープ | After defeating the 3 Skeleton Ghosts in the cemetery, if the player enters the spot in front of the tombstone, the player will warp to Event66. |
This note simply explains how this event is triggered.
Japanese | Translation |
---|---|
ここは調整しなければならない部分!!(BOSS_FIRE_WAIT_TIME)
(BOSS_FIRE_WAIT_TIMEが19~58までならここだけで調節可) (19以下なら(C)を0にして、(B)と(D)で調整だが、動作の保証なし) (58以上なら、A(できればA')のウェイトの間にALLCONTROLをはさむ必要がある) |
This value must be adjusted!! (BOSS_FIRE_WAIT_TIME)
(Adjustable only if BOSS_FIRE_WAIT_TIME is between 19 and 58) (If it is less than 19, we can adjust it by setting (C) to 0 and then using (B) and (D), but not sure if it actually will work.) (If it is 58 or more, we have to insert ALLCONTROL between WAIT tags in A (preferably A')) |
This note explains how exactly the BOSS_FIRE_WAIT_TIME string is to be handled, and that only the BOSS_FIRE_WAIT_TIME string just after the note must be adjusted.
Japanese | Translation |
---|---|
ここは調整しなければならない部分!!(BOSS_FIRE_STOP_TIME)
(約20~約350フレームまではここの調整だけで可能) (この部分の最後から BOSS_FIRE_STOP_TIME 直前の部分に ALLCONTOROLのタグを挿入すればそれで可能) |
This value must be adjusted!! (BOSS_FIRE_STOP_TIME)
(It's adjustable from about 20 frames to 350 frames) (You can only edit this string from the end of this section to the part just before BOSS_FIRE_STOP_TIME as long as you insert the tag ALLCONTOROL) |
This note is similar to the BOSS_FIRE_WAIT_TIME note, however this note is explaining how BOSS_FIRE_STOP_TIME string is used, and where it can be used.
event71
This event loads the ring of Boo's conversation before they transform into Boolossus and begin the boss battle.
Japanese | Translation |
---|---|
この後、ボステレサ登場のイベントがあるので、ライトや時間などは戻しません。 | Since the Boolossus event occurs right after this, lights, time, etc; are not reset. |
This note explains how some tags don't require being reset after the event ends.
event73
This event determines King Boo's dialogue based on how many Boos are left when Luigi tries to enter the spade door early.
Japanese | Translation |
---|---|
共通処理。テレサの数チェック・分岐処理(マリオの絵の部屋の前) | Common processing. Check number of Teresa. Bifurcation process (in front of the room with the Mario painting). |
This is a note that the next few lines of code are common proccessing, determining how many Boos are left when Luigi encounters King Boo.
event77
This event loads the messages that Luigi will say when the player scans furniture with the Game Boy Horror. The note mentions how the main mechanism of getting the right message works, and advises against using the CLEARCOUNT tag to, well, clear the count.
Japanese | Translation |
---|---|
COUNTJMP2はインデクスが0なら今までのCOUNTJMPと同じ使い方。
(COUNTUPを使っていなければ、プログラムで上書きできる) COUNTJMP2(0)で家具メッセージの種類を判別します。 カウンターは岩本さんがセットしてくれるので このイベントでCLEARCOUNTタグを使ってはいけません。 |
COUNTJMP2 works as same as COUNTJMP up until its index is 0.
If COUNTUP is not used, it can be overwritten in the program. The type of furniture message displayed is determined in COUNTJMP2(0). Since the counter will be set by Iwamoto, the CLEARCOUNT tag shouldn't be used in this event. |
event85
This event checks if you've either obtained enough Boos to battle Boolossus, or haven't obtained enough Boos, causing a Boo to appear at the door and send you back to the Foyer.
Japanese | Translation |
---|---|
(a1,a2,a3,b1,b2,b3は使わないことにしました。) | (We've decided not to use a1, a2, a3, b1, b2, and b3.) |
This note is apparently stating that multiple different dialogues were scrapped that were originally planned for the Boo to say just before entering the Balcony based on how many Boos you've captured before encountering him.
Japanese | Translation |
---|---|
念のためぼすてれさ戦以降はこのイベントを起こさない。(中嶋) | As a precaution, we will not turn on this event after the boss fight. (Nakajima) |
A note from Nakajima stating that event85 will not be called again after the Boolossus fight in order to prevent a few bugs from occurring.
event88
This event triggers the dialogue between Luigi and E. Gadd after defeating King Boo/Koopa, as well as Luigi's motions and small cutscene of him walking away with the Mario painting.
Japanese | Translation |
---|---|
この下のメッセージ部分は変更してください。(足助) | Please change the first bit of the message just below. (Asuke) |
This note is from Shigeyuki Asuke who is credited for debug support.
Japanese | Translation |
---|---|
これより上のメッセージ部分は変更してください。(足助) | Please change the bit of message just above. (Asuke) |
This note is also from Asuke.
Random Strings
Font Test
To do: This text is different in US/Japan; it covers the entire japanese alphabet. Find a way to extract it properly. |
The European Font Test debug mode uses those. In the European executable, the text for the first 10 strings is located at 0x385418, 11th string is located at 0x306AE8, and 12th string is located at 0x306B28.
ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFG ABCDEFGabcdefg alphabet 123
Leftover Japanese Text
Included in several event files is Japanese text that was used as a reference for the developers when adding the event-specific dialogue. A lot of this text differs from the final Japanese script.
Event 01: E. Gadd Intro
No. | Early Japanese Text | Translation | Final Japanese Text | Official English Translation |
---|---|---|---|---|
2 | イタタタ・・・ | Ouch... | ・・・あぃたたたた。 | Ouch... |
3 | ・・・なんじゃ、なんじゃ。 ひとの屋敷にかってに、あがりこんで・・・ まったく |
...What in blazes? Breaking into someone's mansion without permission... Unbelievable! |
すっころぶわ、なぐられるわ・・・ キミのせいで ひどいめに あったわい! |
Ooof... I sure take a lot of knocks in this line of work. |
4 | えっ、キミが、この屋敷のもちぬし!? なまえはルイージ? ぜんぜん、しらなんだ…。 |
Wha?! You're the owner of this mansion!? Your name's Luigi? I had no idea... |
どっこいしょっ・・・と! いや~、さいきん としの せいか あしこしが よわくてのう。 |
I'm getting too old for this ghost-catching tomfoolery. |
5 | ・・・わしか?わしは、オバケけんきゅうか、 オヤ・マー博士。 |
...And myself? I'm the ghost researcher, Professor E. Gadd. |
この オヤ・マーはかせとも あろうものが ひきずり まわされて しまったわい・・・。 |
Anyway, nice to meet you. I'm Professor E. Gadd. |
6 | あきやだと思って、ここにながい間、 すみついておった。 いや~、スマン、スマン。 |
I thought this place was vacant, so for a long time, I've been staying here. Sorry, sorry. |
それに しても このオバケども・・・ やはり ひに ひに ふえつづけておる。 |
This house... I swear it seems to have more ghosts every day! |
7 | ここはオバケ屋敷として、ゆうめいでな… けんきゅうに、ちょうどよかったんじゃ。 まあ、ゆるしてくれ。 |
This is a famous haunted mansion, you know... It ended up being the perfect place for my research. Pardon my intrusion. |
こんな ぶっそうな オバケやしきに キミは いったい なんのようじゃ? |
What's a young feller like you doing around here, anyhoo? |
9 | お~っと、のんびりしとるヒマはないわい。 | Oh-ho, we don't have time to dilly-dally. | わわ・・・ヤバイ、ヤバイ! | Uh-oh! This looks ugly. |
10 | ルイージくん、ひとまず、わしの後について 来るんじゃ!! |
Luigi, for right now, just follow my lead!! |
そこのキミ! ぼさっと してないで ひとまず わしに ついてくるんじゃ!! |
All right, youngster, look lively! Follow me, posthaste! |
Event 02: Ghost Portrficationizer Cutscene
No. | Early Japanese Text | Translation | Final Japanese Text | Official English Translation |
---|---|---|---|---|
0 | よくぞ ぶじに もどってきた、ルイージくん! | XXX | よくぞ ぶじに もどった、ルイージくん! | Good job, Luigi! You made it back in one piece! |
2 | ひょいとつまんで・・・ | XXX | もともと オバケは めに みえぬ~ | The ghosts are invisible... |
3 | いっきにプレ~ス! | XXX | うつろう かたちを | so we need to... |
4 | おつぎは、あっしゅく~! | XXX | いっきに プレース! | press 'em into visible forms... |
5 | フタをしめたら・・・いっちょうあがり、と! | XXX | おお、うるわしの オバケの絵~。 | and presto! Turn 'em into beautiful ghost portraits! |
6 | フム・・・・・・ | XXX | ふむ・・・ | Hmmm... |
7 | よし、さっそく こんかいの けっかを みてみると するか! | XXX | よし、ぶじに オバケを 絵に もどすことに せいこうしたようじゃ。 ありがとう、ルイージくん! |
Well, we managed to turn those ghosts back into paintings. Thanks for your help, Luigi! |