Kirby And The Amazing Mirror Rom Download UPDATED

Kirby And The Amazing Mirror Rom Download

Title Screen

Kirby & the Amazing Mirror

Also known as: Hoshi no Kirby Kagami no Daimeikyuu (JP)
Developers: Flagship, Dimps
Publishers: HAL Laboratory, Nintendo
Platform: Game Boy Advance
Released in JP: April 15, 2004
Released in US: October 18, 2004
Released in Eu: July ii, 2004


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has subconscious development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype commodity
PrereleaseIcon.png This game has a prerelease commodity

Kirby & the Astonishing Mirror is Kirby's second and concluding GBA adventure, taking on a Metroidvania type of gameplay similar to Kirby Super Star‍ '​s "Swell Cave Offensive" style and featuring three Kirby partners who aren't very helpful. Oh, did we mention Kirby has to salve Meta Knight this time effectually? Aw Yep!

Information technology was released for the 3DS Virtual Console in December 2011 as function of the 3DS Ambassador Plan and Wii U Virtual Panel in April 2014 with no differences aside from a lack of multiplayer functionality. How wearisome.

Contents

  • one Sub-Pages
  • 2 Unused Enemies
    • 2.1 Stoppy
  • 3 Unused Rooms
    • 3.1 Debug Room
    • 3.2 Radish Ruins Room
  • four Unused Music
    • 4.one Unused Original Themes
    • 4.2 Unused Alternate Themes
  • five Unused Samples
  • six Unused Graphics
    • 6.i Power Icons
    • half dozen.2 Early Castilian File Select
    • half-dozen.3 Early Boss Endurance Select
    • 6.4 Unused Audio Examination Push
    • 6.v Empty Menu Button
    • half-dozen.half-dozen Unused Bill of fare Tiptop Bars
    • six.vii Unused Kirby Wave Ride Sprites
    • 6.viii Unused Mirror Frames
    • vi.9 Unused Question/Exclamation Marks
    • half-dozen.10 Debug Tiles
    • half dozen.11 Dark Mind Tileset
    • half dozen.12 Placeholder Tiles
    • half dozen.13 Placeholder Groundwork
    • 6.xiv Unused Credits
    • vi.xv Partially Unused Animation
  • 7 Evolution Text
    • 7.one Debug Text
    • 7.ii Nintendo SRAM
    • 7.iii Build Dates
  • eight Version Differences
    • 8.1 Missile Damage
    • 8.2 Screen Freeze Glitch
    • 8.3 Boss Endurance
    • viii.4 Revisional Differences
  • 9 Oddities

Sub-Pages

Unused Enemies

Stoppy

There'south a unmarried unused enemy in the game. Its wellness bar proper name calls information technology "ストッピー" ("Stoppy/Stoppie"). The enemy'southward index value is 2C , and information technology tin can be seen in-game past entering 02000146:2C as a cheat code, though it loads Golem's sprites as a placeholder when inserted into the game. Its behavior is unproblematic; It only walks around and occasionally jumps. This enemy is most likely unrelated to Tokkon, another unused enemy from the 2003 Demo.

Health Bar Name

Unused Rooms

Debug Room

There was a room here.

One small room is hidden in the game. Use code 02020FE6:03C9 and you'll be transported there subsequently you lose a life.

It's gone now.

This room uses a similar tileset to Kirby: Nightmare in Dream State's debug rooms. This was probably used every bit a debug room earlier in evolution, but information technology's empty at present.

(Source: GoldS)

Radish Ruins Room

Another unused room. Its header is missing.

The header data for this room is completely missing from the terminal game, just all the other data (tile map, solidity map and objects) is still in that location.

The only tileset that fits is the i used in Radish Ruins. The room contains four Maxim Tomatoes and two 1UPs.

(Source: UraYukimitsu)

Unused Music

Unused Original Themes

This theme is never heard in the game. It can be selected equally the 41st theme in the Sound Test.

(Source: Original TCRF research)

Unused Alternate Themes

Selectable as track 40 in the Audio Test, this theme is a slightly different version of the regular Speed Eaters theme. It features more marimba and more reverb on various instruments.

An alternating version of the theme "Forest/Nature Surface area". The main difference is very notable, as a very odd string instrument is heard billowy to the rhythm of the vocal.

A version of the theme "Castle/Building Surface area" with echo. Like, a lot of information technology.

An alternate version of the theme "Ruins Expanse" with echo, only similar with "Castle/Building Area".

A dissimilar version of the "Dominate Battle Theme". Information technology has a longer loop point. The used version loops at 0:43.

Unused Samples

Two unused samples be inside the Voicegroups of the game. Both are leftovers from Kirby: Nightmare in Dream Land.

This sample was used at the beginning of a fight in Quick Draw...

...while this one played when Mr. Tick-Tock used his ringing set on.

It's unknown why these samples stayed, because the Voicegroups were moved a lot from the previous game to this 1.

Unused Graphics

Power Icons

Kirby & the Amazing Mirror was planned to be localized in Europe since its development, therefore the Japanese version contains several placeholder graphics where the right ones in the European versions would be, some partially translated.

Starting with the German ability icons, most are either the same from Nightmare in Dream Land, or copies of the Japanese ones. First at 00309274 , there are too graphics for the "Look" icon from from Kirby: Nightmare in Dream Country.

Kirby & The Amazing Mirror WAIT Icon.png

Then, at 00309634 , there are graphics for the Star Rod in German language.

Kirby & The Amazing Mirror Star Rod German Icon.png

Later, another Star Rod icon from Kirby: Nightmare in Dream Land can be plant in 00310A74 , now in Japanese.

Kirby & The Amazing Mirror Star Rode Japanese Icon.png

Finally, in 003099F4 , at that place's a completely unused "Kirby" icon. These are repeated forth the different language placeholder graphics, in place where the different hurt icons should exist. The palette for this icon is unknown.

Kaabi

(Source: ReimuHakurei (documentation and unused "Kirby" icon rip), Vyroz (rips))

Early on Spanish File Select

Like with the graphics higher up, the Japanese version of the game contains early on Spanish file select graphics starting at 007560B8 . In the early on version, the letters are wider, and the circles in the second file are smaller. The final European version uses a thinner font, which allows for the circles in the second file to be bigger. Information technology'due south worth noting that in the paradigm, the same graphics from the final European version can be located in 0062BEA4 .

Early Graphics Final European Graphics
Kirby & The Amazing Mirror Early Spanish Files.png Kirby & The Amazing Mirror Final Spanish Files.png

(Source: Vyroz)

Early Dominate Endurance Select

The Japanese version of the game has WIP Boss Endurance menu button graphics for the European version of the game. The way the words are stylized more closely remebles Kirby: Nightmare in Dream Country'southward ain Boss Endurance graphics.

Early Graphics Terminal European Graphics Location Description
Kirby & The Amazing Mirror Early Boss Endurance.png Kirby & The Amazing Mirror Final Boss Endurance.png 0076D4D8 Nearly identical to the terminal version. The "B" got some corners filled and a multiplayer icon was added next to it for the final graphics.
Kirby & The Amazing Mirror Early Combat des Boss.png Kirby & The Amazing Mirror Final Combat des Boss.png 0077A218 French graphic. The whole sentence was capitalized for the final release, and the "B" recieved the same changes as the ones detailed above. A multiplayer icon was added.
Kirby & The Amazing Mirror Early Boss-Marathon.png Kirby & The Amazing Mirror Final Boss-Marathon.png 00773F98 German language graphic. Similar with the French graphics, the whole sentence was capitalized. The "B" also got some corners filled, and a multiplayer icon was added in the concluding version.
Kirby & The Amazing Mirror Early Resisti Ai Boss.png Kirby & The Amazing Mirror Final Resisti Ai Boss.png 00786618 Italian graphic. The early version is nearly identical to the final version, every bit simply a multiplayer icon was added.
Kirby & The Amazing Mirror Early ¡Son los jefes!.png Kirby & The Amazing Mirror Final ¡Son los jefes!.png 00780418 Spanish graphic. The final version is completely capitalized and a multiplayer icon was added.

(Source: Vyroz)

Unused Sound Test Button

Located at 00767B18 in the Japanese version is an unused button for a Sound Exam mode. It seems like the Sound Examination was going to have its own menu like in Kirby: Nightmare in Dream Land, instead of existence a office of the Collection Room.

Kirby & The Amazing Mirror Unused Sound Test Bar.png

(Source: Vyroz)

At 0076CC78 in the Japanese version, at that place'southward an empty button that is supposed to go along the principal menu. Information technology was probably used as a base past the artists.

Kirby & The Amazing Mirror Unused Empty Menu Bar.png

(Source: Vyroz)

There'south an empty version of the "Multiplayer Cartridge Select" (カ一トリッジセレクト) bar graphic at 0074D0D8 in the Japanese version of the game. This is a placeholder for the English language version. Later, at 007518F8 , at that place's a completely empty bar graphic.

(Source: Vyroz)

Unused Kirby Wave Ride Sprites

Kirby'south hurt sprites from Kirby Air Grind in Kirby: Nightmare in Dream Land can be found at 0073F758 in the Japanese version. No other graphics from Air Grind can be found, which may suggest that Kirby Wave Ride originally had damage mechanics, but they were scrapped. Aditionally, the terminal unused sprite, which is non from Kirby: Nightmare in Dream Land, can be located at 00740358 .

Kirby & The Amazing Mirror Wave Ride Hurt.png

(Source: Vyroz)

Unused Mirror Frames

Iii unused mirror frames for the Cardinal Circumvolve are present in the game. They appear to be earlier versions of existing mirror frames. They can exist found at 005FF0D8 , 005FF5D8 , and in 006004D8 in the Japanese version.

(Source: heynow)

Unused Question/Exclamation Marks

There are unused sprites for the cutting-scene before fighting Dark Meta Knight located at 005F8BD8 in the Japanese version. The question marking would later exist used in Kirby: Squeak Squad as a Mix or random ability essence bubble.

(Source: heynow)

Debug Tiles

Hmmm...

To do:
Interpret the tiles that are in Japanese.

These are tiles from the debug room's tileset. Some are borrowed from Kirby'south Dream Land 3, just similar how Kirby: Nightmare in Dream Land did it.

Kirby & The Amazing Mirror Debug Tiles.png

(Source: Vyroz)

Present but in the debug room's tileset is also this numbered field, which might take been used equally a template.

KatamDebugTilesNumbers.png

(Source: Teawater)

Dark Mind Tileset

Different almost every other room in the game, phase 5 of Dark Heed's room doesn't use a traditional tileset. It instead uses an animated groundwork. However, when inspecting the room'southward data in a map viewer, the room actually has tiles hidden in-game that form a room identical to the unused Debug Room, sans for the alternate palette.

Kirby & The Amazing Mirror Dark Mind Tileset.png

It also comes with its own version of the Debug Tiles.

Kirby & The Amazing Mirror Dark Debug Tiles.png

All of this may mean that this room may take once been a Debug Room during development until it was repurposed as a Boss Room, or that the Debug Room's data was copied to make this room.

(Source: Vyroz)

Placeholder Tiles

These are placeholder tiles used past the designer to fill into. The 2d ane (the X) is only present in the paradigm and has been replaced with empty spaces in the final game.

KatamUnusedPlaceholderTiles.png

(Source: Mugg1991)

Placeholder Background

A placeholder background representing some mountains. You tin come across it in-game past replacing the background of the chief hub room. To practice so, modify the byte at outset 0093AEF2 in the US version of the game from 1A to xvi .

Some... mountains?

(Source: UraYukimitsu)

Unused Credits

An unused version of the credits' text, classified as groundwork 22 and 23. It's nearly identical to the used version, but it doesn't have shadows behind the messages.

Kirby & The Amazing Mirror unused credits.png

(Source: Vyroz)

Partially Unused Animation

While this animation can be seen used by Dark Meta Knight, it's displayed in pitch black. Looking at the sprite in a tile editor reveals that the sprite actually supports multiple colors. Aditionally, the sprites are nigh Meta Knight's intro cut-scene'due south sprites, which may propose that these were originally used by him. Below is an attempt at restoring the palette. These sprites can be found at 0082CBF8 in the Japanese version, and at 00863CD0 in the European version.

Flap flap flap flap...

(Source: Vyroz)

Evolution Text

Strings relating to the evolution process.

Debug Text

This whole patch of devtext can be located at 00369A64 in the Japanese version, 0038F29C in the European version, and 003852F0 in the US version. The text appears to be related to a deleted debug menu of sorts. The prototype also has this text and more.

kbydead boss_kyotu boss_mid ply_5 ply_2 ply_1 start_st Non takara tobira_F2 tobira_F1 switch koware1 keitai_tyak keitai_coal kettei select suspension kbydead_FGM kaifuku oneup particular king_goalem king_tataki b_boss_flash b_boss_exp cat_fireboal cat_atk m_boss_flash m_boss_kizetu m_boss_damage1 m_boss_exp birug_hakidashi birug_nomikomi gleat_tyakuti heavynight_sword ditshi_apper dittshi_jab syuty_shot foaly_bombnage apper_apper roal_kabe roal_start bress__dosin_s zako_shot_zo1 zako_jump1 zako_spark1 zako_fire1 zako_shot1 zako_tobitachi zako_dead_ice zako_bomb hit_2 hit_1 dmg_swordhit dmg_cutterhit dmg_icehit zakodamage1 zakodead_S1 zakodead3 zakodead2 zakodead1 kby_crash60 kby_moon_kick kby_spin_kick kby_riging kby_mega_pshot kby_pshot2 kby_pshot1 kby_pshot_tame3 kby_pshot_tame2 kby_pshot_tame1 kby_sky_kick kby_spike_panch kby_kick kby_panch kby_sword_final kby_sword_mijin2 kby_sword_mijin1 kby_sword40_2 kby_sword40_1  kby_hammerhit3 kby_tornado kby_hammerhit2 kby_fire_oni2 kby_fire_oni1 kby_hammeratari kby_hammerhit1 kby_hammerfuri2 kby_hammerfuri1 kby_tornado2 kby_tornado1 kby_spark_loop kby_ufo_tamekiri kby_ufo_nori kby_ufo_hane kby_ufo_lazer4 kby_ufo_lazer3 kby_ufo_lazer2 kby_ufo_lazer1 kby_ufo_tame4 kby_ufo_tame3 kby_ufo_tame2 kby_ufo_tame1 kby_hi_jump kby_lazerkabe20 kby_lazer50 kby_sleep2 kby_sleep1 kby_slowhit kby_slownage kby_slowcatch kby_korogari_2 kby_stone_2 kby_stone_1 kby_lazer kby_cutter kby_parasol kby_wheelbrake kby_wheel_loop kby_dokan kby_burnin_loop kby_icecube_osi kby_ice_loop kby_fire_loop not sound kby_toridashi kby_suikomi_loop kby_humi_jump kby_korogari_1 kby_tobitati kby_sinisou kby_tyuu kby_starhane kby_hosidasi kby_mizuoti kby_mizuhaki kby_hoshiware kby_ori kby_nobori kby_dmg_fire4 kby_dmg_fire3 kby_dmg_fire2 kby_dmg_fire1 kby_dmg_ice kby_oyogi_2 kby_oyogi_1 kby_brake kby_sliding kby_dash kby_rakka kby_habataki kby_airshot kby_nomikomi kby_dmg_3 kby_dmg_2 kby_dmg_1 kby_nouryoku kby_tyakuti kby_starshot_2 kby_starshot_1 kby_hoobari kby_suikomi kby_jump        

(Source: Vyroz)

Nintendo SRAM

Located at 0xD60864 :

MultiSio4Sio32Load020820 Sio32MultiLoad010214 NINTENDOSRAM_V113        

Build Dates

Located at F87AF0 in the Japanese version, F32D94 in the US version, F4026C in the European version and A2BF78 in the prototype. The Japan Revision 1 version, the Japan Virtual Console version and the United states of america Virtual Panel version do not differ from their "parent" versions.

Prototype Europe
0.21 Mon Dec 29 19:37:23  2003
1.01 Mon Apr 19 20:21:54  2004
USA Nihon
ane.03 Mon Apr 12 19:58:05  2004
1.08 Tue Mar  2 02:08:54  2004

Version Differences

Missile Impairment

The Missile ability deals different amounts of damage depending on the game version. It deals six (direct hit) and two (explosion) on the Japanese version, versus four (direct hit) and 1 (explosion) on the English version.

Screen Freeze Glitch

In the Japanese version, if you apply the mobile phone right before dying from falling into a pit or by touching unsafe surfaces (such as spikes or fire), the game will lock up. Instead of using the mobile phone, getting an ability roulette (when 1 of the other Kirbys uses Magic and the outcome is that anybody gets an ability roulette) will piece of work the aforementioned way. This glitch was stock-still in the English version.

Dominate Endurance

The text on the victory screen in Boss Endurance differs between the Japanese and English versions.

Nihon International
You are Champion. You're the Champion!

Revisional Differences

  • The Virtual Panel release reduced the flashing lights that appears when defeating a dominate, every bit role of Nintendo's newer policies in order to avoid causing epileptic seizures.
  • Equally stated in a higher place, the Virtual Console release removed the multiplayer functionality.

Oddities

  • Despite what the lives counter would have us believe, the game really caps lives at 255 instead of 99.
  • For some reason, there's a duplicate of the Crackity Hack theme selectable equally the 39th rails in the Audio Exam. For reference, the used version is track 27.

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Posted by: jenniferbegaing.blogspot.com

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