User talk:OmegaNix
Enemy formations[edit]
Since you did Sticker Star and Color Splash, are you going to do an enemy formation page for Paper Mario: The Origami King? I have some leads (namely, how to extract the battle sets from the data and figure out which enemies trigger which set) that would be useful for that. Scrooge200 (talk)
03:40, January 4, 2026 (EST)
I've noticed each enemy in the overworld has an assigned puzzle and formation and took screenshots for each puzzle (though I may have to redo the entire thing since I forgot to change console language to English, whoops). Still need to figure out how wave battles work, since there seems to be formation changes sometimes when you fight two enemies in a wave battle rather than in two separate fights. -- OmegaNix (talk) 10:08, January 4, 2026 (CET)
- Certain battles have "linked" wave battles, where after you beat the first battle, the next specified one will start immediately. Most of these end with "_Wav". I don't think there are any cases where the second wave formation is used from encountering just one enemy? Scrooge200 (talk)
04:17, January 4, 2026 (EST)
At one point when hitting a Pokey in Scorching Sandpaper, there was a nearby Dry Bones so both enemies jumped for a wave battle, and got this formation: Wave 1 - 4 Pokey + 4 Dry Bones Wave 2 - 4 Pokey + 4 Buzzy Beetle However, I later fought the same Pokey and Dry Bones except they weren't close enough to each other to trigger the wave battle, getting: Dry Bones: 4 Dry Bones + 4 Buzzy Beetle Pokey: 8 Pokey The puzzles were the same when fought separately than in a wave battle, but it seems the game can mix the enemies when combining certain battles? In linked wave battles (like 16 Cheep Cheep jumpscare in Great Sea), only the first wave formation is used when fighting a single enemy. Only exception I've found is the first two Shy Guys in Overlook Mountain, which seem to have completely different puzzles when fought together... -- OmegaNix (talk) 12:41, January 4, 2026 (CET)
Here is every case of linked wave battles. These should be consistent, and most are for event battles. I'm not sure how the other ones work, but I can do some testing later.
| Room | Set names | Wave 1 enemies | Wave 2 enemies | Wave 3 enemies |
|---|---|---|---|---|
| Peach's Castle - Balcony | *W0C1_CG_KUR_01 W0C1_CG_HEI_01 |
4 Goomba | 4 Shy Guy | |
| Whispering Woods - Forest | *W1C1_LF_KUR_01 W1C1_LF_KUR_01_2 |
4 Goomba | 4 Goomba | |
| Toad Town | *W1G1_KT_KUR_01 W1G1_KT_KUR_01_02 |
4 Goomba | 4 Goomba | |
| Graffiti Underground - Third Basement | W1C2_BT_MIX_01 W1C2_BT_MIX_02 |
4 Scaredy Rat, 4 Swoop | 4 Scaredy Rat, 4 Swoop | |
| Overlook Mountain | W1G3_O_TGZ_GIZA W1G3_O_TGZ_GIZA_Wav |
8 Spiny | 8 Spiny | |
| Autumn Mountain | W2G1_SUSUKINO_HEI04 W2G1_SUSUKINO_HEI05 |
1 Shy Guy, 1 Koopa Troopa, 1 Goomba, 1 Paragoomba | 1 Shy Guy, 1 Spiny, 1 Goomba, 1 Paragoomba | |
| Water Vellumental Shrine - Groovier Panel Room | W2C2_PGB_KNK_01 W2C2_PGB_KNK_01_Wav |
8 Red Sidestepper, 4 Blue Sidestepper | 4 Red Sidestepper, 8 Blue Sidestepper | |
| Ninja Attraction - Thwomp Walls | W2C4_PW_HKN_01 W2C4_PW_HKN_02 W2C4_PW_HKN_03 |
12 Ninji | 8 Ninji | 12 Ninji |
| Shogun Studios | EVENT_SET_04 EVENT_SET_04_Wav |
4 Goomba | 8 Goomba | |
| The Princess Peach - Lounge | L_MUC_1_MUCHO L_MUC_1_MUCHO_Wav |
8 Snifits | 8 Snifits | |
| The Princess Peach - Engine Room | ORI_GASA_0_EVENT ORI_GASA_0_EVENT_WAV |
12 Scuttlebugs | 8 Scuttlebugs | |
| The Great Sea | W4G1_FishG_PUK_BIG1 W4G1_FishG_PUK_BIG1_Wav |
12 Cheep Cheep | 16 Cheep Cheep | |
| The Great Sea | W4G1_FishG_PUK_BIG2 W4G1_FishG_PUK_BIG2_Wav |
12 Cheep Cheep | 16 Cheep Cheep | |
| Ice Vellumental Mountain - Easy Puzzle | W4C2_PE_BRSM_BTL W4C2_PE_BRSM_BTL_Wave |
1 Sledge Bro, 3 Ice Bro, 4 Blue Sidestepper | 1 Sledge Bro, 9 Ice Bro, 2 Hammer Bro | |
| Shangri-Spa | W5G1_SIWASPA_EVENTBTL W5G1_SIWASPA_EVENTBTL_Wav |
12 Goomba | 12 Goomba | |
| Spring of Jungle Mist - Deep Jungle | O_TARZAN_01_BTL O_TARZAN_01_BTL_Wav |
8 Grass Ninji | 8 Grass Ninji | |
| Spring of Jungle Mist - Deep Jungle | ZNR_HCN_6_BTL ZNR_HCN_3_BTL |
4 Stingby, 4 Fire Piranha Plant | 4 Stingby, 4 Fire Piranha Plant | |
| Bowser's Castle - Main Hall | W5C3_EVENT_BTL W5C3_EVENT_BTL_Wav |
4 Li'l Cutout Soldier | 4 Li'l Cutout Soldier | |
| Origami Castle - Section F | W6C2_SecF_BRSH_BTL W6C2_SecF_BRSH_Wav |
4 Sledge Bro, 4 Hammer Bro | 1 Sledge Bro, 7 Hammer Bro | |
| Origami Castle - Enemy Rush | W6C2_ZakoRUSH W6C2_ZakoRUSH_Wav W6C2_ZakoRUSH_Wav2 |
2 Goomba, 2 Koopa Troopa, 3 Fire Bro, 2 Ice Bro, 1 Boomerang Bro, 1 Sledge Bro, 1 Buzzy Beetle | 2 Goomba, 2 Koopa Troopa, 2 Fire Bro, 2 Ice Bro, 2 Boomerang Bro, 2 Hammer Bro | 1 Goomba, 2 Koopa Troopa, 2 Hammer Bro, 2 Fire Bro, 2 Ice Bro, 1 Boomerang Bro, 1 Spiny, 1 Ninji |
I was able to confirm that non-linked wave battles aren't listed anywhere in the battle data set, but are actually generated based on the sets of the encountered enemies. What I did was set two enemy encounters so that one used a set of eight Fly Guys and the other used a set of eight Black Shy Guys. I let them both Wave Battle me at once and got a two-wave battle where each wave had four Fly Guys and four Black Shy Guys. I'm not sure how it distributes the puzzles or enemies, but it's interesting to have it confirmed. (see)
Scrooge200 (talk)
21:19, January 4, 2026 (EST)
Interestingly, I only got wave 1 in the Origami King Section F fight. It's a scripted battle too, so maybe you only get W6C2_SecF_BRSH_Wav under certain conditions? -- OmegaNix (talk) 9:17, January 5, 2026 (CET)
I checked this out, and it's actually a rather funny oversight. The Hammer Bros and Sledge Bro that battle you all use the battle encounter W6C2_SecF_BRSH_BTL. This does not have a linked wave battle. Rather, the links are in W6C2_SecF_BRSH_Wav. The programmers accidentally gave the link to the second wave instead of the first, so it never triggers like it's supposed to. Scrooge200 (talk)
03:41, January 5, 2026 (EST)
Are you also considering the Battle Lab Ring Trainer sets? The Ringer is always the same, I believe, so there are 30 sets for that. 001 to 010 are Easy, 011 to 020 are Normal, 021 to 030 are Hard. 101 to 310 are used in the Speed Rings mode. The _GROUP ones are entirely identical to The Ringer set and I don't think they're even used, they're not referenced in the scripts like every other encounter here. Here's a list of them:
| The Ringer | Speed Rings | The Ringer (Groups) |
|---|---|---|
|
|
|
Scrooge200 (talk)
01:14, January 8, 2026 (EST)
I didn't include the Battle Lab puzzles since they're not really enemies, though it would be interesting to compile all the puzzles for a separate article (screenshotting all 210 Speed Rings puzzles will take a long time... 💀) I'd assume these 210 sets include every existing ring puzzle in the game. -- OmegaNix (talk) 20:45, January 8, 2026 (CET)
There are actually only 30 possible sets for each mode (The Ringer and Speed Rings), and I think a few of them have overlap. The Ringer is the same for every level and difficulty. Scrooge200 (talk)
15:12, January 8, 2026 (EST)