the cutting room mirror

Animal Crossing: City Folk

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Unused Town Acres#

The game's data contains many town acres which go unused in the final game's map generation. Most notably, the files contain acres for a third town elevation layer, whereas the final game only generates maps with two layers. It's unknown why this feature wasn't used, but three-layer towns were a rare occurrence in the first Animal Crossing game.

Additionally, there are a number of strings referencing unused acres, including several for an ocean on Layer 2:

West layer 3 to layer 2 corner 1 to 4
West layer 3 to layer 2 corner ramp 1 to 4
West layer 3 to layer 2 ramp 1 & 2
East layer 3 to layer 2 corner 1 to 4
East layer 3 to layer 2 corner ramp 1 to 4
East layer 3 to layer 2 ramp 1 & 2
North-west layer 3 to layer 2 corner 1 to 4
North-west layer 3 to layer 2 corner ramp 1 to 4
North-east layer 3 to layer 2 corner 1 to 4
North-east layer 3 to layer 2 corner ramp 1 to 4
North layer 3 to layer 2 ramp 1 & 2
Layer 2 gate 1 & 2
Layer 2 gate pond
Layer 2 ocean front 1 to 6
Layer 2 ocean front river W 1 & 2
Layer 2 ocean front river bridge W 1 & 2
Layer 2 ocean front river N 1 & 2
Layer 2 ocean front river bridge N 1 & 2
Layer 2 ocean front river NE 1 & 2
Layer 2 ocean front river bridge NE 1 & 2
Layer 2 ocean front river NW 1 & 2
Layer 2 ocean front river bridge NW 1 & 2
Layer 2 ocean front river E 1 & 2
Layer 2 ocean front river bridge E 1 & 2

Unused Maps#

Unused Player House Rooms#

There exists in the game's files alternate maps of the basement and the bedroom with the stairs on the right side. Their internal names are myroomBF and myroomRb.

To do:
Get screenshots of how these maps look in a model viewer.

Empty Museum Maps#

There are various empty maps for the Museum, including four fossil exhibits and three painting halls.

  • ms_fossilA2 (0xDB)
  • ms_fossilA3 (0xDC)
  • ms_fossilA4 (0xDD)
  • ms_fossilB2 (0xDF)
  • ms_pictureA2 (0xE5)
  • ms_pictureA3 (0xE6)
  • ms_pictureB2 (0xE8)

Unused Emotion#

The Close emotion (ID 0x01) can only be obtained via hacking. It uses the Anger icon. When clicked, the close inventory animation plays.

Unused Text#

The following can be found in sys_SP/NPC_perimi.bmg:

【Strings】
 0 : ⑥Name of person 1 with full mailbox
 1 : ⑥Name of person 2 with full mailbox
 2 : ⑥Name of person 3 with full mailbox
 -----------------------
 【Free Management】
 1 : Open Town Song Window
 2 : Open Collection Window
 3 : Open Letter Box
 4 : Open Letter Window
 5 : Open Date Window

MMSRevision.txt is present in all language folders within the Script directory. Its contents are as follows:

US

Europe

Japan

Korea

483450
483469
479175
8465

Unused Dialogue#

sys_MESS/SYS_Start.bmg in the language folders have some text about choosing kanji or hiragana...in English.

So, tell me something...
How do you feel about
reading kanji? Or maybe
you prefer only hiragana?
Hiragana only!
Kanji's OK!
With kanji, then! Super!
Only hiragana, then! Super!

Hidden Music Track Names#

The outdoor background music changes every hour and is usually referred to simply by the time it can be heard (e.g. 7AM, 1PM, 11PM). The sound files for these tracks reveal that there are internal names for each loop in the game's data.

Time

File Name

12AM

RB

1AM

AOR02

2AM

MamaPapa

3AM

Ribbon

4AM

Quiet

5AM

Echo

6AM

Boogaloo

7AM

Skip

8AM

Plain808

9AM

Rock02

10AM

LullabyWaltz

11AM

FreeSoul

12PM

Bossa02

1PM

REGGAE

2PM

BOSSA01

3PM

CALM

4PM

REGGAE02

5PM

RAINYWALTZ

6PM

PHAROAH

7PM

SCHOOLWALTZ

8PM

AOR01

9PM

BROKENBEATS

10PM

SATELLITE

11PM

CAJON

Unused Graphics#

Where is everybody?
Layout/photo.arc has an early screenshot of the game, featuring a male player and Mitzi in a barren wasteland with no trees, buildings, plants, or anything. It can be found in photoTex_00.tpl.

ACCF-MapDummy00.png
Layout/map.arc has an early image showing a sample town map in map_240_CI4_00.tpl.

Here at, Neentendo, we would like to announce...
Several ARC files have a dummy Mii face using Satoru Iwata's Mii that he used at the time.

Accf-MD00.png Accf-MD01.png Accf-MD02.png Accf-MD03.png Animal-Crossing-City-Folk-DesiWin-4.png Animal-Crossing-City-Folk-DesiWin-5.png Animal-Crossing-City-Folk-DesiWin-6.png Animal-Crossing-City-Folk-DesiWin-7.png
Layout/desi_win.arc contains eight dummy patterns with numbers on them. Their individual names range from md00.tpl to md07.tpl. The first four patterns appear in a few other archives.

Animal-Crossing-City-Folk-Dummy-Carpet.png Animal-Crossing-City-Folk-Dummy-Wall.png Animal-Crossing-City-Folk-Dummy-Misc.png
Three tiny dummy textures for floors, walls, and miscellaneous items.

ACCF_dummycloth.png
A dummy texture intended for clothes.

ACCF_dummyground.png
An unused texture found with the ground models in the BgData directory.

Unused Music#

KK Slider#

Sound/rv_forest.brsar contains a file BGM_KK00_TEST, which is a short excerpt of K.K. Jazz.

Phineas' Theme#

Phineas' music box theme is actually comprised of hidden audio tracks that play over the normal City music when he is present. Even though Phineas only appears when visiting the City during the daytime, there are hidden audio tracks with unique versions of his theme in the night, late night, and early morning versions of the City music. These can be found in Sound/rv_forest.brsar as the last audio channel of BGM_TOWN_NIGHT, BGM_TOWN_MIDNIGHT, and BGM_TOWN_EARLY, respectively. These tracks can be heard in the unlikely case that the player waits while Phineas is in the plaza, forcing him to stay there.

Curiously, the morning version of the song is played a key higher in comparison to the main theme, suggesting that the song may have been originally pitched that way.

Night Version

Midnight Version

Morning Version

Revisional Differences#

Please elaborate.
Having more detail is always a good thing.

North America, Europe, and Japan versions of the game got a revision which fixes compatibility with functionality with JPG and screenshots, but does not add functionality to save screenshots to a SDHC card. The Korean version also includes this change, presumably because it was built after the aforementioned revisions.

(Source: Aurum)

Regional Differences#

To do:
The Korean version might include SDHC support?

Title Screen#

Japan

South Korea

USA

Europe

Animal_Crossing_Let's_Go_to_the_City_Title_Screen.png

In Europe, this game was renamed to Animal Crossing: Let's Go to the City. Why the change is unknown, however the name is a direct translation of the game's Japanese title (街へいこうよ どうぶつの森).

Region-Exclusive Villager House Styles#

To do:
Replace with model rips if possible.

Upon generating a town, the game selects from a preset of five house exterior combinations. However, in each region, two of these combinations are unique to certain regions, those being the door/walls/shingles/shutters style. Here is a sample of possible exclusive combinations, but all region-exclusive items are present:

Japan/Korea

North America

Europe

Machi_e_Ikouyo_Doubutsu_no_Mori_Zen_House.png
Zen
Machi_e_Ikouyo_Doubutsu_no_Mori_Farmhouse.png
Farmhouse

Animal_Crossing_City_Folk_Ornate.png
Ornate
Animal_Crossing_City_Folk_Pink_House.png
Pink

Animal_Crossing_Lets_Go_to_the_City_Brick_House.png
Brick
Animal_Crossing_Lets_Go_to_the_City_Log_House.png
Log

TV Testcard#

In the European version, the TV uses a PAL testcard instead of the NTSC one.

International

Europe

Bulletin Paper Name#

The unobtainable item bulletin paper uses the filler name in the German version: ブランクドイツ (literally translates to "blank German").

Oddities#

On New Year's Day, Tortimer will give the player a New Year's shirt featuring the animal which corresponds to the Chinese New Year. There are shirts for the years 2000-2008 even though these days predate the game's release in late 2008.

Internal Project Name#

The game's internal name is rvl_forest, as evidenced by strings in the main.dol. "rvl" stands for Revolution, the Wii's original codename name. "forest" refers to Animal Forest, the Japanese name of the franchise (Doubutsu no Mori).

Build Strings#

The following strings from main.dol are a build date and build time, respectively, not representing the final game's build date as it's dated over a year before the game's release.

Aug  8 2007
01:59:06