Each fighter in ARMS has an icon, used in various places in the game, such as the fighter selection screen and the online lobby. The icons shown in-game are cropped to be circular; however, the icons are actually square, meaning the edges of the icons are never seen in-game.
'...But does it make sense?'
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In System/Revision.yml, there is some build information.
There's a unused football Gamemode in ARMS v1.0.0 There's not much to it only win camera positions. It has code for the objects the were gonna be in the Gamemode The soccer ball uses the volley ball model
In the map folder of Global testpunchand every version of ARMS there is a stage named Stage_Heliport Opening the map file shows a few objects Item_Medicalkits, Obj_Drumbomb, Obj_Helicopter and Obj_helicopterB. Sadly, the stage doesn't have a model or the objs. There's only A sound for the helicopter b in Sound/Reosource. You can also find some map names in sound/Resource If you open up BoxingBgm you'll find a bfstp for unused stage bgm's 1.Stage_Kouteisa 2.Stage_Cafe 3.Stage_Labo Stage_labo has bgm for it Stage_Kouteisa has bgm for it but its just Mechanica's theme so Nintendo probably just reused it
To do:
sweet and coil were the only unreleased fighters from the launch that were updated in version 1.1 and 2.0, find and check the information related to the two fighters in all versions. Also, more.
In the mush folder of ARMS in every version, there's a file called Mask, containing entries for a test mask. Sadly none of these have models, but names are present, being 1. TestMsk_Kabuto00 2. TestMsk_Bandanna 3. TestMsk_Natives 4. TestMsk_Kitsune 5. TestMsk_Gas 6. TestMsk_Wrestling01 7. TestMsk_Wrestling02 8. TestMsk_Wrestling03 and 9. TestMsk_Kigurumi. The entries have comments, but they're just the same names as listed.
A portion of the compiled map scripts have the path to the uncompiled map unit files in the string value, FilePath before compilation. "*" is the name of the map, for example from the stadium map Stage_Stadium00.
Present in the retail demo and base of the game, two files are in Param/AIParam and named Dbg_2ndGuard.bperson and Dbg_OnlyJump.bperson. The first file appears to guard the second hit and take the first hit, the other file's function appears to be obvious by the name, only jump in place.
To do:
Its obvious what we need figure out how to do.
Various files in the game and executable mention a debug menu, all updates of the game still have this present, there's a mention for an English version, but the code for it was stripped from the executable.