the cutting room mirror

Ennichi no Tatsujin

To do:
Several debug menus are left intact in the final game.

Ennichi no Tatsujin is a short party game and one of the launch titles for the Wii, serving as a spinoff to the Taiko no Tatsujin franchise. The only real similarities lie in the name and artstyle, and it's only really known nowadays for making Satoru Iwata visibly uncomfortable during a news segment.

But it did get nominated for Kusoge of the Year 2006!

Build Dates#

Present at virtual addresses 80200880, 8020088c, and 80200898 are strings for the game's build date, which can be displayed on screen through a function located at 800ccd14. The version numbers are set as variables: they are formatted in the retail version as the following:

Ver [140 260] Oct 25 2006 15:45:48

There is also a build date that is presumably meant for the main menu's layout, stored in a single string at 802009d8:

TopMenu Rls Nov  3 2006 22:23:34

This is displayed onscreen through a function at 800cd2d4.

Unconverted Text Files#

Present in CSV/ are a set of unused .csv files that correspond to the .dat files (located in the same folder) used for storing text in the game: the .csv files would have been converted into .dat files during development using an internal tool of some kind, though it is not present on the disc. Interestingly enough, the game appears to use Unicode rather than the Shift-JIS encoding officially supported by Nintendo for Japanese text.

Dummy/Test Text#

Present in test/ are two short text files. The first is named hoge.txt and reads as follows:

Japanese

Translated

いらっちゃい。
あそんでく?
いらっちゃい。
あそんでく?
いらっちゃい。
あそんでく?
いらっちゃい。
あそんでく?
いらっちゃい。
あそんでく?
Welc'me.
Wanta play?
Welc'me.
Wanta play?
Welc'me.
Wanta play?
Welc'me.
Wanta play?
Welc'me.
Wanta play?

The second is named ts_wanage.txt and appears to just test the game's special symbol formatting, as the strings themselves are just otherwise meaningless kana sequences. Weirdly enough, it bears the name of the ring-throwing game.

かきくけこ�00�01あいうえお
かきくけこ�02あいうえお

Final Furlong 3 Project Leftovers#

Title Screen Graphics#

To do:
Investigate sound/FFE3.brsar. It's in an earlier version of the file format, so tools like BrawlCrate crash when loading them.

Present in Dummy/ are several leftover textures from what seems to be an unreleased game titled "Final Furlong 3", a sequel to Final Furlong, a horse racing arcade game developed by Namco.

Dummy/fm_title01.brres/fm_title01.tex0
Fm_title01.png

Dummy/fm_title02.brres/fm_title02.tex0
Fm_title02.png

Dummy/fm_title03.brres/fm_title03.tex0 and Dummy/fm_title04.brres/fm_title04.tex0
Fm_title03.png Fm_title04.png

Dummy/fm_title05.brres/fm_title05.tex0
Fm_title05.png

Unused Theme#

The track sound/bgm_03b.brstm (duplicated in sound/sound/bgm_03b.brstm) appears to be this project's title screen or main menu theme, given that sound/bgm_03.brstm serves the same purpose in the final game.

Oddities#

  • While the game's engine, Jet, does have custom assertions, it does not actually have an assertion or exception handler to properly debug them, so the game instead opts to crash itself by attempting to write to address zero after printing an error message to the serial output.
  • The game seemingly lacks any kind of pause feature. The only way to stop a minigame is to holding 2 on the Wii Remote, which results in it exiting back to the menu, while pressing the Home button has no effect on gameplay and the game itself will still continue behind the layout, even when it results in the player's failure.