the cutting room mirror

Nintendo Land

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To do:

  • Test maps.
  • English, Spanish, and French text differences.
  • Debug menu strings?
  • The base game has a mention for loading timeStamp?
  • Internal documents in the September 9, 2020 Nintendo leak to help document the EXBIN format, supposedly slightly updated from Wii Sports Resort in the game.
  • Prerelease content from E3 2011 and 2012, as well as concept art.
  • Monita has a different accent in different regions.
  • There are a bunch of unused "Check" Miis in the files.

A collection of twelve Nintendo-themed minigames designed to show off the power of the Wii U's GamePad, all wrapped in a theme park setting.

Debug Text#

Scene Info#

----[ Scene Info ]------------
 GameMode:  %d (%s (%s))
 Option:    %s
 SceneId:   %d (%s)
   DRCPlayerNum:    %d
   ----[ No Game Info ]------------
   ----[ No Scene Info ]------------
  ----[ Game Info ]------------
  GameId:   %d (%s)
    StageNo:    %d
    RemoPlayerNum:  %d
  Option:   %d (%s)
    Dz  %s: %2.1f(sec)  :€  C0        %s(Child):    %5.1f / %5.1f [use(MB) / all(MB)]
            ( %5.1f / %5.1f [Resource(MB) / Others(MB)] )
 SceneHeap: %5.1f / %5.1f [use(MB) / all(MB)]
 ----[ Heap Status ]----

This was most likely used when loading new scenes to show developers memory usage, and info about players.

Sead Assert Error#

//======================= PROGRAM HALT =======================//
Source File: %s
Line Number: %d
Description:  
//============================================================//

This piece of text comes right before

D:/home/Cafe/Lunch/Library/Sead/engine/library/modules/src/basis/cafe/seadAssertCafe.cpp

which hints to it being printed out during a runtime assert error.

Application Start#

Application Start Time  =================================
free size =%8d(KB),%5d(MB)
=================================

This piece of debug text is printed out at the start of running the game. It shows the time the app was started, and presumably how much free memory there is to use in terms of kilobytes and megabytes.

Unused Graphics#

caustics_test5.gtx is an unused water reflection texture, found in the Octopus Dance Mii model.

A dummy Mii texture used for Donkey Kong's Crash Course.

Unused Music#

LIG_mati.ry.48.dspadpcm.bfstm is another unused track meant for Luigi's Ghost Mansion. It is a short loop of the base part of the tutorial music without any other instruments.

Unused Music Portions#

Due to Mario Chase having a locked time limit of 2 minutes, a decent chunk of the music on Slide Hill never gets a chance to play as the song is interrupted before it can reach the loop.

MRO_suberi.ry.48.dspadpcm.bfstm is the main music that plays in the level "Slide Hill" in Mario Chase. The song plays for 1:38 before it normally loops. However, since the round only lasts for two minutes, the game interrupts the song with the sped-up version when the timer reaches the one-minute mark.

MRO_suberi_60sec.ry.48.dspadpcm.bfstm is the sped-up and pitch corrected version of the previous song that plays when the timer reaches one-minute. The song plays for 1:02 before it loops. However, this song gets interrupted by the game for the non-pitch corrected version of the song when the timer reaches 30 seconds.

MRO_suberi_30sec.ry.48.dspadpcm.bfstm is the non-pitch corrected version of the previous song that plays from when the timer reaches 30 seconds until the game ends. Like the previous song, this song plays for 1:02 before it normally loops. And like the previous song, this one gets interrupted as well.

Cut Levels#

Mario Chase#

In Mario Chase, there are levels "Field02, Field03, Field04", but there is no Field01, suggesting there was a level that was removed.

Donkey Kong's Crash Course#

There Is an unused map File titled Dkb_Field05. The level is pretty empty besides from a few rails that resemble the final area in the first level.

Captain Falcon's Twister Race#

Inside of Captain Falcon's Twister Race, there is an unused map titled Fzr_TestField01.szs. Putting this map inside of the game kills the player immediately.

Watch on YouTube

Pikmin Adventure#

In the map files of Pkm_Cmn.pack there is a number of unused maps. Here is a list of them, and what they do when spawned in.

  • Pkm_AgingR01 | Crash
  • Pkm_DevR00 | Not Tested
  • Pkm_TestToride01 | Modified version of the first level, contains swarms of "Telescoping Pumphog"s.
  • Pkm_TestToride02 | Not Tested
  • Pkm_UserAkutsu | Not Tested
  • Pkm_UserFujii | Not Tested
  • Pkm_UserTanaka | Not Tested
  • Pkm_UserUeda | Not Tested
  • Pkm_UserWakai | Not Tested

Test Levels#

Donkey Kong's Crash Course#

Inside of Donkey Kong's Crash Course, there are 3 test maps, which are titled Dkb_TestField_Kira, Dkb_TestField_Fujii, and Dkb_TestField_Akifusa. All of these maps work in game, but do not have an exit door.

Watch on YouTube

Build Info#

To do:
Determine the build order of versions with the same build info.

Files in Common\System\ contain a build date and number.

Version(s)

timeStamp.txt

revision.txt

Version(s)

timeStamp.txt

revision.txt

USA, Europe

2012/10/02 
23:33
72587

Japan

2012/10/12 
19:31
72826

Japan Update Data,
USA Update Data,
Europe Update Data

2012/11/09 
22:25
73842

Japan demo
(Title ID:
0005000010185100)

2014/05/22 
13:45
73842

Development Resources#

Agl Shader Resources#

The SZS and SARC files named agl_resource_cafe_dev and agl_resource_minimum_cafe_dev in content\Common\SeadResource\AglRoot in the base game has a few shader archive files with a portion of plain text shell scripts as well as the obvious binary scripts, Japanese developer notes are also present in them. Many of the scripts are developed by Nakajima Souichi, Takuhiro Dohta, Tomohisa Saitoh, Takahiro Takayama, Shintaro Sato and Atsushi Asakura. The password for the archive is tcrf-is-good. The SARC and SZS have differences between each other. There are also said files for a few of the game's shaders too in Static2.pack/System/Shader.szs!

Download Sources for AGL shaders

File: NinLand_AGL_Dev_ShaderSource.zip (156 KB) (info)

GSys Shader Resources#

The SZS files in content\Common\SeadResource\GSysRoot have a portion of plain text shell scripts as well as the obvious binary scripts, Japanese developer notes are also present in them. Many of the scripts are developed by Takuhiro Dohta, Tomohisa Saitoh, Takahiro Takayama, Shintaro Sato and Atsushi Asakura. The password for the archive is tcrf-is-good.

Download Sources for GSys shaders

File: NinLand_GSys_Dev_ShaderSource.zip (40 KB) (info)

Internal Project Name#

The game's internal project name is "Lunch" as seen from multiple strings and file names. This likely relates to the first public use of the LunchPack game engine.

Oddities#

In the filesystem, a lot of empty .svn folders are present in the majority of folders and the root of the game's data. The JP trial version of the game has the filesystem clean of SVN directory leftovers. This is a leftover from Apache Subversion, a version control system.