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Talk:Kirby & the Amazing Mirror

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Revisional differences

The Japanese v1.1 ROM has a title screen whose copyright info on the bottom is in English. But I know I once - long ago - came across a title screen screenshot where the copyright info was in Japanese. So I assume that screenshot was from v1.0 but I can't find the screenshot anymore and the v1.0 ROM is pretty much non-existent on the net. --Mugg1991 05:33, 4 July 2012 (EDT)

Missile Hat

Using a glitch ( http://www.youtube.com/watch?v=rswszEMV3R4 ), it is possible to apply a Missile hat on Kirby while he's riding a Warpstar ( http://i.imgur.com/V1D1B.png ). I just wondered if this is an unused graphic... --Mugg1991 03:07, 8 August 2012 (EDT)

"No ability" placeholder icon?

By changing address 0x02020fe3 it is possible to change Kirby's current ability. I expected invalid values to crash but instead I get this: http://i.imgur.com/hdg1r.png --Mugg1991 09:21, 25 October 2012 (EDT)

I'm still testing this out. But the above picture happens if you use value 1B on 0x02020fe3 and pause the game. --Mugg1991 09:24, 25 October 2012 (EDT)
Looks like 1B is the ability ID for "Wait", probably used when losing connection in the multiplayer mode. I don't know if the graphic is ever shown or not. --Mugg1991 (talk) 04:51, 20 December 2016 (EST)

Unused music?

This audio can be played in the ingame sound test. But I don't remember ever hearing it anywhere in the game. https://www.youtube.com/watch?v=PFH6Dn8fTTQ --Mugg1991 (talk) 04:51, 20 December 2016 (EST)

Over 99 Lives

You can have more than 99 lives. In fact, it will cap at 255 but the game won't count beyond 99. Not sure if it's worth putting on the page. --Mugg1991 (talk) 09:12, 28 December 2016 (EST)

About CPU Kirby Arrival Points

Some arrival points are interesting, as they hint that the room layout may have been different at one point in development or that the developers copied the arrival points over without refining them. https://imgur.com/a/5OdQaBf What I'm saying is, the arrival point at Moonlight Mansion is odd because it's in the air compared to the one in Rainbow Road. Since the one in Olive Ocean is in the same location, maybe Moonlight Mansion's switch room had the same layout as Olive Ocean... Or the devs simply forgot to place the Moonlight Mansion arrival point lower. This is just an example, there may be more. --Mugg1991 (talk) 16:56, 8 July 2024 (UTC)

This is certainly very interesting! I never thought about arrival points before, since I thought they were randomized or something. Nice to see it's not like that. I might look further into this when I have the chance! --Vyroz (talk) 16:31, 9 July 2024 (UTC)
By the way, I saw that the Goal Game rooms were noted to have arrival points set. Do you have a method to make the phone usable in those rooms? I would like to test these if possible ^^ --Vyroz (talk) 03:00, 10 July 2024 (UTC)
I tried looking for a flag/boolean that enables or disables the phone but couldn't find it. But there is a pointer address that we can conveniently edit, at EWRAM address $020f58. This pointer changes when using the phone. So you can press R to use the phone, freeze the values, load a savestate from the goal room, advance a frame and unfreeze the values. This makes Kirby use the phone (in a glitched way but it works). https://i.imgur.com/ulSXJY0.png --Mugg1991 (talk) 08:49, 12 July 2024 (UTC)
Thanks about the tutorial first room. I couldn't think of a scenario but didn't consider multiplayer. ;) --Mugg1991 (talk) 08:51, 12 July 2024 (UTC)
Thanks for the method!! I also discovered that the phone is handled directly by room presets, so I just have to edit some bytes in a room to make phone calls possible. --Vyroz (talk) 04:44, 13 July 2024 (UTC)
Did you find out how the arrival points are stored? I'm interested in checking for differences between the game versions or if there are any misplaced ones. --Mugg1991 (talk) 13:15, 13 July 2024 (UTC)
Ah, well, I only found out how to enable phone calls in rooms that usually don't allow them, which is controlled in presets. I'd like to continue researching these further though! I'll let you know through here if I develop any advancements ^-^ --Vyroz (talk) 01:21, 15 July 2024 (UTC)
Just in case you have not noticed, I put a mention about arrival point differences on the prototype article, in case you might be interested in researching those.--Mugg1991 (talk) 08:21, 18 July 2024 (UTC)

Room layout oddities

For room ID numbers, there are some interesting things to note:

  • Layout map - Going by the ID numbers, you can see some rooms inserted in between others and numbers don't line up neatly in many places, which leads to speculation if certain rooms got worked on before others or that rooms once had a previous order than presented in the final game. The prototype does have a slightly different room layout and this might give a clue how other sections in the room have been handled later on.
  • Since some room IDs crash even though they are numbered in between other IDs that work, it raises the question if such rooms got worked on but then got scrapped.

--Mugg1991 (talk) 08:16, 18 July 2024 (UTC)

Moley Boss Room

In room 500, Moley's Boss room, the section where the victory dance is shown is located exactly to the right of the boss section. Interestingly, going near the victory dance section will lock the screen to the room. Trying to call any Helper Kirbys will have them arrive in the bottom right corner of the room. I guess an arrival point is placed there? --Mugg1991 (talk) 11:05, 28 July 2024 (UTC)

Great observation! I'll be sure to check it out. -Vyroz (talk) 00:47, 30 July 2024 (UTC)
Hmm, getting to map this was a little impossible :P. I've been using some camera hacks and layer edits to try and see where the door spawns and I had no idea where the Kirbys spawned since I could not see the mirror door nor the Kirbys. I could only see their death sprites. Luckily, one of them spawned with the Parasol ability, shown below.

Kirby & The Amazing Mirror moley room example.png

While I could only see the top half of the parasol, this was incredibly helpful, as I could now compare this to arrival points with other Parasol Kirbys and determine how a mirror was aligned with the sprite, which ultimately led to this conclusion.

Kirby & The Amazing Mirror Room 204 Arrival.png

I still have to test some more things about it but I'm fairly confident this is where the warp is located. Pretty strange, but very interesting. Thank you very much for bringing this to my attention! -Vyroz (talk) 04:31, 1 August 2024 (UTC)

Hello. Could you explain what is the glitch with Bomb that lets you bypass the cannons in Carrot Castle that you mentioned in the article? Do you know any more bugs or techniques not commonly known? Thank you. --Mugg1991 (talk) 11:49, 10 August 2024 (UTC)
In room 181 (B5 in hex), I was able to trigger the third arrival point from the top on the left side by R-calling on the first frame. On the right side, I was able to trigger the bottom-most one by using Smash's down-B, de-transforming on the last possible frame and then R-calling on the first possible frame. Probably the same applies to the other room listed, 180 (B4 in hex). --Mugg1991 (talk) 11:57, 10 August 2024 (UTC)
Ah, my mistake... I did attempt many times to call them and they just wouldn't trigger the 3rd one, and it didn't even cross my mind to do Stone for the other one. I guess they're just super obscure, haha! I'll remove them sometime later, and I'll test the other room. As for the Bomb glitch, another user from this site once let me know about a certain exploit that could let you bypass cannon hitboxes when you let a bomb self-destruct. Here's a video of it in action.-Vyroz (talk) 01:22, 2 September 2024 (UTC)

More things

1) Batty will chase Kirby and if unsuccessful for a while, will return to its origin position. The address for this is its health address + 0x20 (x_position, 2 bytes) and health address + 0x22 (y_position, 2 bytes). The origin position (or the "go here next" position) is only set when Batty is set to return to its origin. Interestingly, when Batty first spawns, the origin position will be Kirby's current position. This seems to fulfill no purpose but maybe the game was once coded to set Kirby's position there every frame.
2) King Golem will have its "is Heavy" flag (health address - 0x24, bit 2) set to true even though it fulfills no purpose since King Golem cannot be sucked in.
I will put here more things as I find them. --Mugg1991 (talk) 12:06, 11 September 2024 (UTC)

After I edited my luascript to be more lenient in what objects it should display, I found that it now displays boxes shaped like doors in some areas, noticably in some boss fights (Moley or Kracko) and also some other places in the game (e.g. https://i.imgur.com/66j37yz.png ). This time, it is not because of helper Kirbys doing stuff in other rooms. I can't determine if these are disabled doors since I can't find any "active/inactive" flag. I know that devs did place shortcut doors in other games, e.g. in Kirby Super Star in Spring Breeze in the first room at the location of the warpstar. Anyway, door sprites and other object sprites are located at around $3D80 in IWRAM, with 0xFFFFFFFF usually indicating a new object. I will release a new version of my luascript for Bizhawk soon which will show these suspicious boxes. --Mugg1991 (talk) 09:58, 13 September 2024 (UTC)
Hello, I just checked the updates to the Luascript. I must say it's pretty good, and I found out why King Golem is set to be heavy. It seems that, despite not being inhalable, it can still be damaged like normal enemies if not set to be heavy. Kirby's slide move can damage him, and standing inside his hurtbox rapidly damages him. Having the heavy flag set just makes him invulnerable to being damaged like a normal enemy. Vyroz (talk) 09:25, 28 October 2024 (UTC)