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Splatoon

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Version Differences#

Resources#

Features#

Unused Music#

STRM_Title#

The music used on the title screen in the "Testfire" demo is present, but unused.

STRM_Tutorial#

The tutorial song Splattack! (Jam Session) heard upon starting a new save has an unused section. It's a short, simple bass melody that's similar to the beginning of the song, this section is not included in the official OST release Splatune.

Unused Textures#

Debug Paint Shots?#

Present in Player.pack/PaintTexture.szs are three small images titled DebugShot0*, "*" being 0-2, it is unknown what their purpose is.

Cubemap Viewer?#

Present in Player.pack/ViewerCubeMap.szs is a single texture called Gambit_Viewer however having multiple image surfaces.

Splatoon-Gambit_Viewer_Array01.png Splatoon-Gambit_Viewer_Array02.png Splatoon-Gambit_Viewer_Array03.png

Splatoon-Gambit_Viewer_Array04.png Splatoon-Gambit_Viewer_Array05.png Splatoon-Gambit_Viewer_Array06.png

Splatoon-Gambit_Viewer_Array07.png Splatoon-Gambit_Viewer_Array08.png Splatoon-Gambit_Viewer_Array09.png

Splatoon-Gambit_Viewer_Array10.png Splatoon-Gambit_Viewer_Array11.png Splatoon-Gambit_Viewer_Array12.png

Removed alpha for clarity.

Splatoon-Gambit_ViewerOpaque_Array01.png Splatoon-Gambit_ViewerOpaque_Array02.png Splatoon-Gambit_ViewerOpaque_Array03.png

Splatoon-Gambit_ViewerOpaque_Array04.png Splatoon-Gambit_ViewerOpaque_Array05.png Splatoon-Gambit_ViewerOpaque_Array06.png

Splatoon-Gambit_ViewerOpaque_Array07.png Splatoon-Gambit_ViewerOpaque_Array08.png Splatoon-Gambit_ViewerOpaque_Array09.png

Splatoon-Gambit_ViewerOpaque_Array10.png Splatoon-Gambit_ViewerOpaque_Array11.png Splatoon-Gambit_ViewerOpaque_Array12.png

Stitched Versions.

Splatoon-Gambit_Viewer_Stitched.png Splatoon-Gambit_Viewer_Stitched2.png

Placeholder Concert TV Textures#

To do:
where is this found?

Placeholder textures used for the concert televisions for the Amiibo feature.

Callie

Marie

Song Title

Ink Me Up

Now or Never!

City of Color

Maritime Memory

Calamari Inkantation

Bomb Rush Blush

Tide Goes Out

Placeholder Files#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What code do they have?

Added in version 2.4.0 are placeholder files for enemies internally referred to as JumpingGuy and HammerGuy. They have some coding as well.

Unused Graphics#

Placeholder Gear Images#

If there is no brand or icon for a piece of gear, the game will display these instead.

(Source: NWPlayer123)

Unused Objects, Actors and Variables#

Seesaws#

Watch on YouTube

A simple seesaw object, it will tilt if there's a player on it. It is meant to be used on Flounder Heights, but it is set to never load.

(Source: Diam)

Playable Octolings#

Octolings have two separate models, one for the enemy that appears in single player (right), and an unused one that functions as an alternate player model for the Inklings (left). Playable Octolings would never see the light of day until the release of the Octo Expansion DLC for Splatoon 2, with different designs compared to the enemy Octolings. An interview with the franchise's director, Hisashi Nogami, revealed that the developers did consider original plans for playable Octolings in this game on 28 June 2018, even before hackers modded the enemy Octolings in.

  • Hacking the goggles off the enemy model shows they have Inkling eyes as placeholders, while the player models use unique ones not found anywhere else.
    • Sometimes, the player model can fail to load and use either garbage textures or Inkling eyes.
    • Official artwork of an Octoling without goggles was published on both the Japanese Twitter and American Tumblr Squid Research Center promo media.
  • The player model has ink color changing hair.
  • The player model received changes in the updates, most notably adding a mouth for use in losing animations.
  • The Octolings have their own unique version of the Kraken Special, fan-dubbed the Octo-Kraken. While it shares the same model as the regular Kraken, the Octo-Kraken's tentacles curl forward instead of pointing straight back. The Octo-Kraken used by the playable Octolings in Splatoon 3 had a more realistic design compared to the one here.
  • As the Octolings were never programmed to have animations in Inkopolis Plaza, the game would originally crash whenever it attempted to load them in, including at the title screen, essentially softlocking other players from playing the game again until a Splatfest begins, should they play with hackers who are Octolings. Fortunately, Nintendo made it so that if Octolings were forced to spawn in the city, female Inklings would take their place instead.
  • Due to gear parameters not being properly configured for the Octoling model, and due to the octoling model not having proper parameters for some hats, sometimes certain shirts, and hats would clip through the model. The Octoling model's chest would often clip through most shirts, and the hats would often be nearly impossible to see because of the hair.
  • Due to being an incomplete model, the Octoling gloves persist in the model, no matter what gear is being worn.

(Source: NWPlayer123, Random Talking Bush)

Player on the Rival Octoling Team#

Watch on YouTubeUsing a team changer code, typically with a mod menu, it's possible to be on the enemy Octoling's team, like in online battles, they display a name above their head that says "Rival". They can't hurt the player and the player can't hurt them, the Rivals will simply run around and shoot the ground as if they were teammates. Using the GamePad, the player can also Super Jump to the Octolings, much like they would in a regular online battle.

Error 104-2210#

S1_error_104-2210.png

After the online shutdown on 8 April 2024, attempting to receive stage data now will yield error 104-2210; this is related to the SpotPass service's closure, even though it tells players to contact Nintendo Support if the issue persists.

Oddities#

Texture Oddities#

Amiibo Box#

To do:
Add standard amiibo box back for comparison.

Due to how the camera works, it is normally impossible to see the back of the amiibo box. Thanks to an Inkling NPC who spawns in a specific spot, a crafty player can get out of bounds and walk around to behind the box.

The back of the box is fully detailed and has even been translated into the game's in-universe language, based on the Japanese amiibo box designs. It also raises questions about the game's world given that the top half is virtually unchanged, not to mention the amiibo and Splatoon logos being in English.

Skull Bandana#

The top half of the skull in this bandana texture is never seen. The material is folded in half and only the mouth can be seen in-game.

(Source: NWPlayer123)

Ancho-V Games#

Splatoon_OldAncho-VMap.jpgSplatoon_CurrentAncho-VMap.jpg

A map near both of the elevators in Ancho-V Games (shown left) suggests that the stage was going to have a different layout.

Inkopolis Plaza TV#

In the model for Inkopolis Plaza is this picture of the Squid Sisters, displayed on the TV as a placeholder for the animated graphic.

Early Inkopolis Plaza Texture in Booyah Base#

Inside the model for the Ammo Knights shop, there are unseen textures for Inkopolis Plaza in an early state that is seen out of the player's view.

(Source: source needed)

Model Oddities#

Inkopolis Plaza Tanuki Statue#

To do:
get screens

The tanuki statue on top of the Inkopolis News Studio in Inkopolis Plaza is modeled with testicles, similar to the real-life tanuki statues it's based on. Sadly(?), a combination of camera angles and the statue (intentionally?) being placed too low on the building mean that the player can never see them. They are fully visible in its concept artwork in The Art of Splatoon.

This oddity is still present in Splatoon 3.

Unused Parameter Sheets#

There are parameter sheets that define a lot of object parameters in the game. It can range from collision sensors to weapon ranges. There are 2 currently known unused parameter files in the game.

PostGame_StageView_TestField218_DRC.camera.params

{
   {
       "mRefType" 
       0 
   }
   {
       "mDirType" 
       0 
   }
   {
       "mAt" 
       0.00000000 0.00000000 0.00000000 
   }
   {
       "mPos" 
       0.00000000 1740.00000000 1.00000000 
   }
   {
       "mUp" 
       0.00000000 1.00000000 0.00000000 
   }
   {
       "mNear" 
       0.30000001 
   }
   {
       "mFar" 
       10000.00000000 
   }
   {
       "mFovy" 
       45.00000000 
   }
   {
       "mAspect" 
       1.33333337 
   }
   {
       "mIsUseLimit" 
       0 
   }
   {
       "mLimit"
       60
   }
}

PostGame_StageView_TestField712_DRC.camera.params

{
   {
       "mRefType" 
       0 
   }
   {
       "mDirType" 
       0 
   }
   {
       "mAt" 
       0.00000000 0.00000000 0.00000000 
   }
   {
       "mPos" 
       0.00000000 2600.00000000 50.00000000 
   }
   {
       "mUp" 
       0.00000000 1.00000000 0.00000000 
   }
   {
       "mNear" 
       0.30000001 
   }
   {
       "mFar" 
       10000.00000000 
   }
   {
       "mFovy" 
       45.00000000 
   }
   {
       "mAspect" 
       1.33333337 
   }
   {
       "mIsUseLimit" 
       0 
   }
   {
       "mLimit" 
       60 
   }
}

(Source: MrRean)

Uncompiled Shaders#

Download Uncompiled Source Code in Particle.ptcl

File: Splatoon_Embedded_Shader_Code.7z (39 KB) (info)

The password for this download is tcrf-tcrf-tcrf-tcrf.

Similarly to New Super Mario Bros. U, a set of source code files that appear to be shaders are embedded in a PTCL file. All eleven can be found in Pack/Static.pack/Effect/Gambit.szs/Particle.ptcl. Oddly, two of them are both named eft_Stripe.vsh, yet have different contents.

Also worth noting is that the files from New Super Mario Bros. U were encoded in Shift-JIS, whereas most of these are encoded in UTF-8. (Two of them -- GambitBasic.fsh and GambitBasic.vsh -- seem to use neither.)

(Source: RoadrunnerWMC, Hiccup)

Debugging Content#

Debug Font#

A debug font is present in the System.pack file. Splatoon_debug_font.png

Debugging Settings#

The GameConfigSetting.xml file contains various text strings for a variety of debugging content. There are entries for strings that doesn't exist in the game executable which cannot be used for that reason.

The strings and their functions are listed below.

Parameter name

Parameter name (JP)

Parameter Name (translated)

Comment

Comment (Translated)

Function/use

CustomPartAddition

ギアや武器などの追加度合い

Additional gear, weapons, etc. added

0:最初のロム、1:追加配信パッチ1(夏アップデート)、2:追加配信パッチ2の1(スクリュースロッシャー)、3:追加配信パッチ2の2(秋アップデートギア)、4:武器8種追加)、5:武器9種追加

0: initial ROM; 1: expansion patch 1 (summer update); 2: expansion patch 2.1 (Sloshing Machine); 3: expansion patch 2.2 (autumn update gear); 4: 8 additional weapons); 5: 9 additional weapons

Content distribution flag for patches. Defaulted based off the version of the game.

FirstScene

最初に入るシーン名

Name of first scene entered

Sets the first scene to boot to, a Scene that doesn't exist will make the game use regular Scene loading. Unused.

FirstMap

最初に自動で入るマップ名

Name of first map automatically entered

? Unused.

CorrectSeq

正規シーケンス?

Regular sequence?

0:ターゲット次第、1:必ずON、2:必ずOFF

0: depends on target; 1: always on; 2: always off

Whether to override the proper bootup sequence and load FirstScene instead, set to 2 to enable by disabling. Defaulted to 0.

DayChangeCheck

DayChangeCheck有効?

DayChangeCheck valid?

0:ターゲット次第、1:必ずON、2:必ずOFF

0: depends on target; 1: always on; 2: always off

? Defaulted to 0.

FreeTestPlayerNum

FreeTestの人数(0のときは通常通り)

FreeTest player count (as normal when 0)

? Defaulted to 0, max value defaulted to 8.

DbgSimpleSeq

開発用のシンプルなシーケンスを使うかどうか

Whether to use simple sequence for development

? Removed from final product. Defaulted to true.

PhotographMode

撮影モードのON/OFF

Photo Mode On/Off

To do:
Try deeper testing if possible.

Hides the HUD of the Plaza on the TV, allows use of the Shops when offline and also sets every Plaza NPC name to ランダムでつくった.

CtrlNotRumble

コントローラーを振動させない

Don't cause the controller to rumble

? Removed from final product. Defaulted to true.

SwapTeamColor

チームカラーを入れ替える

Change team colors

? Defaulted to false.

PhotographForceBlueOrange

インクを青vsオレンジで固定(静止画用)

Fix ink colors to blue vs. orange (for still images)

? Removed from final product. Defaulted to false.

StopFieldAnimation

メイン地形のアニメーションを止める(静止画用)

Stop main terrain animations (for still images)

?.

IsDispDMark

デバッグ機能を使った時のDMarkを表示

Display DMark when using debug functions

Shows (D) in debug menus. Removed from final product. Defaulted to true.

BGMMute

BGMをミュート

Mute background music

Removed from final product. Defaulted to false.

SoundOffByTheRoot

サウンドを根こそぎオフ(現在は効きません。サウンド処理オフフラグを使ってください。)

Mute any and all sounds (Currently does not work. Please use sound processing off flag.)

オフにするとスレッドも立てない(このフラグはaalにする以前のもので、現在は使えません)

Won't even start the thread if turned off (this flag was used before changing to aal and is no longer supported)

? Removed from final product. Defaulted to false.

NoAudioBySndDefine

サウンド処理オフ(aalとSLink2の発音処理、計算処理が回らなくなります。Develop以下限定)

Sound processing off (The aal and SLink2 sound processing and calculation processing will not function. Develop or lower only)

aalとSLink2の処理有効フラグを倒す(Develop以下限定)

Turn off the flag enabling aal and SLink2 processing (Develop or lower only)

? Removed from final product. Defaulted to false.

StreamCacheSize

ストリームのキャッシュサイズ(KB)

Stream cache size (KB)

80 - 160 が妥当らしい

80 - 160 should work

? Defaulted to 160.

CalcGameFrameRTC

ゲーム内時間をローカルでもRTCで計算(1分でのBGM変化確認用)

Calculate in-game time both locally and with RTC (for confirming music change in 1 minute)

? Defaulted to false.

SoundProcessCheck

ラウドネス等計測モード:0=無効、1=シーン自動計測、2=DebugMenuかORで手動計測(Develope以下限定。変更後は要ロム再起動)

Loudness, Etc. Measurement Mode: 0 = disabled, 1 = automatic scene measurement, 2 = manual measurement with DebugMenu or OR

0:無効、1:有効(各シーンを自動計測)、2:有効(DebugMenuかORから手動計測)

0: disabled; 1: enabled (automatically measured per scene); 2: enabled (manually set with DebugMenu or OR)

? Removed from final product. Defaulted to 0.

BossDownload

BOSSダウンロード有効?

BOSS download enabled?

0:ターゲット次第、1:必ずON、2:必ずOFF

0: depends on target; 1: always on; 2: always off

? Defaulted to 0.

NexLoginInBoot

BootでNEXログイン

NEX login on Boot

0:ターゲット次第、1:必ずON、2:必ずOFF

0: depends on target; 1: always on; 2: always off

? Defaulted to 0.

ForceFestivalHeldInBoot

Bootで強制祭開催モード

Force festival mode on boot

? Removed from final product. Defaulted to false.

ChangeLanMatchInBoot

BootでLANマッチングに切り替え

Switch to LAN networking on boot

? Defaulted to false.

IsVersusMachine

俺たち対戦台

We're versus machines!

対戦台環境かどうか(開発機専用)

Determines whether to use a versus machine setup (development machines only)

? Removed from final product. Defaulted to false.

NonStopEnlThreadIfAssert

ASSERTになってもenl通信スレッドを止めない

Don't stop en1 communication threat even if it becomes ASSERT

? Defaulted to false.

PiaTraceDetail

PiaのTRACEをより詳細に(通称・東條スペシャル)

Pia TRACE in more detail (AKA "the Tojo Special")

? Removed from final product. Defaulted to false.

PiaTraceOff

PiaのTRACEを消す

Clear Pia TRACE

? Removed from final product. Defaulted to false.

PiaCashedPrint

PiaのTRACEをCashedPrintに

Pia TRACE to CashedPrint

? Removed from final product. Defaulted to false.

PrintFriendNotification

フレンドライブラリ通知をプリント

Print Friend Library notice

? Removed from final product. Defaulted to false.

DrawTransportProfilerMode

Transport計測描画モード

Transport measurement drawing mode

Transport計測描画モード

Transport measurement drawing mode

? Defaulted to 0.

Internal Project Name#

Splatoon's internal project name is Gambit, based on strings in the executable and the executable name.

(Source: Random Talking Bush)