the cutting room mirror

StreetPass Mii Plaza

StreetPass Mii Plaza#

Unused Graphics#

StreetPass-Mii-Plaza-Debug-Font.png
A simple debug font.

StreetPass-Mii-Plaza-Placeholder-3DS-Icon.png StreetPass-Mii-Plaza-Placeholder-DS-Icon.png
Two placeholder icons for 3DS games and DS games, respectively.

StreetPass-Mii-Plaza-Fountain-Option-1.png StreetPass-Mii-Plaza-Fountain-Option-2.png StreetPass-Mii-Plaza-Fountain-Option-3.png StreetPass-Mii-Plaza-Fountain-Option-4.png
Four placeholder Plaza game icons for display with the fountain in the main area.

StreetPass-Mii-Plaza-3D-Test-Left.pngStreetPass-Mii-Plaza-3D-Test-Right.png
Left and right frames of a 3D test image remain within the game in graphics\layout\3dtest.lz77.

(Source: Original TCRF research)

Brazil

Chile

Colombia

Mexico

Panama

In the file \graphics\tex\map.lz77 are unused maps for Brazil, Chile, Colombia, Mexico, and Panama. These maps are probably for colorizing regions in red and green. They have no line map counterpart (found in \graphics\layout\map.lz77, these are the base maps with a thick outlining), and probably because of that the game shows no map.

China

Hong Kong

Taiwan

South Korea

Base Map

Line Map

These countries and regions have both base map and line map variants, but none of them are used. Nintendo originally promised the map feature for Hong Kong and Taiwan, but was canceled before release due to "reasons of console storage space".1

Rating Board Images#

Hundreds of rating board images and descriptors from various regions are left in the game, including ones that don't describe any of the available content in the Plaza games.

Unused Text#

global_param.txt#

\param\global_param.txt

//-----------------------------------------------------------------------------
//パラメータ編集のサンプル
//-----------------------------------------------------------------------------
//
//ラベル名の後ろの「#」は詳細説明
//sample  #サンプルのグループ
//{
//    //「[]」の中は デバッグメニューの変動量, min, maxの順
//    f32 F32_SAMPLE_VALUE = 0.10f [0.001, 0.0f, 1000.0f]  #f32のサンプル
//
//    //「[]」の中は min, maxの順
//    s32 S32_SAMPLE_VALUE = 88 [-100, 100]               #s32のサンプル
//    s32 S32_SAMPLE_VALUE2 = -0 [-100, 100]              #s32のサンプル
//
//    //bool値はtrueかfalse
//    bool BOOL_SAMPLE_VALUE = true                       #boolのサンプル
//
//    //文字列パラメータ
//    str STR_SAMPLE_VALUE = "SAMPLE STRING"              #strのサンプル
//
//  //グループ化して階層構造を作成できる
//  sub_group #サブグループのサンプル
//  {
//      s32 SUB_GROUP_VALUE = 10
//  }
//}
//

Translation:

//-----------------------------------------------------------------------------
//Parameter Editing Sample
//-----------------------------------------------------------------------------
//
//The "#" after the label name explains in detail
//sample  #Group of Samples
//{
//    //"[]" is the amount of changes in the debug menu, min, max
//    f32 F32_SAMPLE_VALUE = 0.10f [0.001, 0.0f, 1000.0f]  #f32Sample
//
//    //"[]" Inside is min, max
//    s32 S32_SAMPLE_VALUE = 88 [-100, 100]               #s32Sample
//    s32 S32_SAMPLE_VALUE2 = -0 [-100, 100]              #s32Sample
//
//    //bool value is true or false
//    bool BOOL_SAMPLE_VALUE = true                       #boolSample
//
//    //String Parameter
//    str STR_SAMPLE_VALUE = "SAMPLE STRING"              #strSample
//
//  //Create a hierarchical structure by grouping
//  sub_group #Sample Subgroup
//  {
//      s32 SUB_GROUP_VALUE = 10
//  }
//}
//

A sample section of parameter code that was commented out.

Puzzle Swap#

Image

Description

Normally, the images of the puzzles are stored with black bars at the top and right like this.

Except the first one. The Samus image is actually a complete image, but because the images are cut the full image can never be seen.

Unused Pink Puzzle Piece Formats#

There are several layouts for the pink puzzle pieces that are not used.

Puzzle Piece Count ID

0

1

2

3

4

5

6

7

8

9

Number 3 and 6 seem not to contain any pink puzzle pieces but there are different formats to the actually used ones if no pink puzzle pieces are wanted which is 0.

540 Pieces Puzzle#

There's also a Puzzle Piece Count ID of 3 which makes the puzzle have 540 pieces. If this is used, instead of showing the image of the puzzle it will show a big question mark on a blue background and when you select it. When selected, you will be taken to a special view where you can view the image. This was probably done because the puzzle pieces would be too small in the default view. The puzzle pieces of this format are all pink as well.

Almost empty puzzle

Almost full puzzle

Preview in the puzzle select screen

Flower Town#

Unused Music#

An early title screen song for Flower Town/StreetPass Garden named BGM_TITLE can be found in the main sound directory.

(Source: Original TCRF research)

Unused Graphics#

StreetPass-Flower-Town-Temp-BG.png
A texture for the shopping area is hiding the text "仮 BG", or alternately "temporary background".

A default Mii head.

(Source: Original TCRF research)

There are several unused seed icons in the layout.arc file that is stored in /romfs/region_common/module/mgFlo/layout.gfa. The first 2 where probably later cut in development than the rest because they have shadows and smoother outlines.

Unused Text#

version.txt#

\region_common\module\mgFlo\version.txt

2.0

effect_param.txt#

\region_common\module\mgFlo\sound\effect_param.txt

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"         //AUX_BUS_A or AUX_BUS_Bを指定 必須
//        s32 EARLY_REFLECTION_TIME = 25      [0,1000]
//        s32 FUSED_TIME = 1400               [0,2000]
//        s32 PRE_DELAY_TIME = 5              [0,10]
//        f32 COLORATION = 1.f               [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 1.f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 1.f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = true
//    }
//
//    FxDelay
//    {
//      str BUS = "AUX_BUS_B"           //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

// 設定しないことでデフォルト値にする
//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]
//        s32 FUSED_TIME = 4000               [0,8000]
//        s32 PRE_DELAY_TIME = 100             [0,1000]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool USE_HPF_DAMPING = false

//  DspDelay
//  {
//      str BUS = "AUX_BUS_B"           //AUX_BUS_A or AUX_BUS_Bを指定
//      s32 DELAY_TIME = 170                [0,200]
//      f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//      f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//      bool ENABLE_SURROUND = true
//  }

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"         //AUX_BUS_A or AUX_BUS_Bを指定
//        f32 EARLYGAIN = 0.4f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//  //他の項目を消したり、コメントアウトすることで、SDK準拠の設定が使用されます。
//    }
//
//    FxDelay //大元からコメントアウトすることでそのエフェクト自体を使用しません
//    {
//      str BUS = "AUX_BUS_B"           //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 0.4f            [0.1f, 0, 1.f]
//        f32 DAMPING = 0.5f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Translation:

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"         //Specify AUX_BUS_A or AUX_BUS_B Required
//        s32 EARLY_REFLECTION_TIME = 25      [0,1000]
//        s32 FUSED_TIME = 1400               [0,2000]
//        s32 PRE_DELAY_TIME = 5              [0,10]
//        f32 COLORATION = 1.f               [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 1.f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 1.f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = true
//    }
//
//    FxDelay
//    {
//      str BUS = "AUX_BUS_B"           //Specify AUX_BUS_A or AUX_BUS_B
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

// Not setting makes it the default
//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]
//        s32 FUSED_TIME = 4000               [0,8000]
//        s32 PRE_DELAY_TIME = 100             [0,1000]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool USE_HPF_DAMPING = false

//  DspDelay
//  {
//      str BUS = "AUX_BUS_B"           //Specify AUX_BUS_A or AUX_BUS_B
//      s32 DELAY_TIME = 170                [0,200]
//      f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//      f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//      bool ENABLE_SURROUND = true
//  }

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"         //Specify AUX_BUS_A or AUX_BUS_B
//        f32 EARLYGAIN = 0.4f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//  //Deleting or commenting out other items will use the SDK-compliant settings.
//    }
//
//    FxDelay //By commenting out the entire effect, the effect itself is not used.
//    {
//      str BUS = "AUX_BUS_B"           //Specify AUX_BUS_A or AUX_BUS_B
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 0.4f            [0.1f, 0, 1.f]
//        f32 DAMPING = 0.5f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Most of this effect parameter file is commented out.

Warrior's Way#

Unused Graphics#


A simple placeholder graphic that says "temporary".

Early

Final

An early icon design for Wentworth.

(Source: Original TCRF research)

Unused Text#

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

footSound.txt#

\region_common\module\mgBtl\param\footSound.txt

//      s32[] FRAME_SET = { 12, 27, 57, 69, 92, 107 } [0, 180]  //旧モーション
        s32[] FRAME_SET = { 12, 27, 40, 54 } [0, 180]

    //map_start_in01        //国盗り 登場時の移動
    //{
    //  s32[] FRAME_SET = { 5, 10 } [0, 45]
    //}

    //jump_guts
    //{
    //  s32[] FRAME_SET = { 29 } [0, 30]
    //}
    
    //op_c14_m
    //{
    //  s32[] FRAME_SET = { 14, 32 } [0, 50]
    //}
    
    //setup90   //城門 敵城主の決めポーズ着地
    //{
    //  s32[] FRAME_SET = { 50 } [0, 120]
    //}

    //op_c18_m      //プロローグ 城主変身直後のジャンプ
    //{
    //  s32[] FRAME_SET = { 17, 31, 47, 60 } [0, 80]
    //}

Translation:

//      s32[] FRAME_SET = { 12, 27, 57, 69, 92, 107 } [0, 180]  //Old Motion
        s32[] FRAME_SET = { 12, 27, 40, 54 } [0, 180]

    //map_start_in01        //Movement when appearing
    //{
    //  s32[] FRAME_SET = { 5, 10 } [0, 45]
    //}

    //jump_guts
    //{
    //  s32[] FRAME_SET = { 29 } [0, 30]
    //}
    
    //op_c14_m
    //{
    //  s32[] FRAME_SET = { 14, 32 } [0, 50]
    //}
    
    //setup90   //Castle Gate - Landing of the enemies castlemaster
    //{
    //  s32[] FRAME_SET = { 50 } [0, 120]
    //}

    //op_c18_m      //Prologue - Jump right after transforming into the castle lord
    //{
    //  s32[] FRAME_SET = { 17, 31, 47, 60 } [0, 80]
    //}

Various chunks of script that has been commented out.

opening.txt#

\region_common\module\mgBtl\param\opening.txt

//------------------------------------------------------------------------------
// スクリプト説明
//
//  "WAIT:待機したいフレーム",               指定したフレームまで進める(待つ以外の行動はしない)
//  "MSG:メッセージラベル",                 閉じないメッセージを表示する
//  "MSCLOSE:メッセージラベル",                 閉じるメッセージを表示する                   
//  "MSWAIT:待機したいフレーム",                 指定したフレームで、今までに登録されたメッセージが終わるまで待つ
//  "FACE:表情タグ:CHARA00",                表情を変更する
//  "STOP:ストップしたいフレーム",             プログラマ用
//  "SEPLAY:再生フレーム:再生曲ラベル",         SEを指定したフレームで再生しはじめる
//  "BGMPLAY:再生フレーム:再生BGMラベル",          BGMを指定したフレームで再生しはじめる
//  "BGMSTOP:ストップフレーム:フェードアウトフレーム"  BGMを指定したフレームで、指定したフレーム数でフェードアウトさせる
//  "OM:CHARA00",                       ??? (自Miiのセリフの直前でFACE OM MSGの順とかで設定してみるとかね…)
//


// 記入例
//              "MSCLOSE:Btl_prologue_cmn_000:0=MYNAME",    //[/System:Color]さまー! こちらですぞー!"

//                  "FACE:NORMAL:CHARA00",      //通常
//                  "FACE:SMILE:CHARA00",       //笑顔
//                  "FACE:SMILE_OM:CHARA00",    //笑顔 口開く
//                  "FACE:SURPRISE:CHARA00",    //驚き
//                  "FACE:OPENMONTH:CHARA00",   //口パク? 機能してない?
//                  "FACE:SORROW:CHARA00",      //悲しい
//                  "FACE:ANGER:CHARA00",       //怒り

//                  "FACE:NORMAL:CHARA01",      //通常
//                  "FACE:SMILE:CHARA01",       //笑顔
//                  "FACE:SORROW:CHARA01",      //悲しい
//                  "FACE:ANGER:CHARA01",       //怒り

//                  "OM:CHARA00",       //口パク処理

Translation:

//------------------------------------------------------------------------------
// Script Description
//
//  "WAIT:The frame to wait for",               Advance to the specified frame (no action other than wait)
//  "MSG:Message Label",                    Display messages that do not close
//  "MSCLOSE:Message Label",                Display close message               
//  "MSWAIT:The frame to wait for",                 Wait until the message registered so far in the specified Frame ends.
//  "FACE:Expression Tags:CHARA00",             Change facial expressions
//  "STOP:Frames to stop",              For Programmer
//  "SEPLAY:Playback Frame:Playback Music label",           Starts playing SE at the specified frame.
//  "BGMPLAY:Playback Frame:Playback Music label",          BGM begins to play at the specified frame.
//  "BGMSTOP:Stop Frame:Fadeout Frame"  Fade out the BGM at the specified frame and for the specified number of frames
//  "OM:CHARA00",                       ??? (Maybe try putting it in the order of FACE OM MSG just before your own Mii's line or something...)
//


// Entry Example
//              "MSCLOSE:Btl_prologue_cmn_000:0=MYNAME",    //Mr.[/System:Color]! This way!"
//                  "FACE:NORMAL:CHARA00",      //Normal
//                  "FACE:SMILE:CHARA00",       //Smile
//                  "FACE:SMILE_OM:CHARA00",    //Smile Open mouth
//                  "FACE:SURPRISE:CHARA00",    //suprised
//                  "FACE:OPENMONTH:CHARA00",   //Mouth-breathing? Not functioning?
//                  "FACE:SORROW:CHARA00",      //Sad
//                  "FACE:ANGER:CHARA00",       //Angry

//                  "FACE:NORMAL:CHARA01",      //Normal
//                  "FACE:SMILE:CHARA01",       //Smile
//                  "FACE:SORROW:CHARA01",      //Sad
//                  "FACE:ANGER:CHARA01",       //Angry

//                  "OM:CHARA00",       //lip-sync processing

A section of notes before the opening script begins.

Monster Mansion#

Unused Graphics#

An extremely tiny set of facial expressions for Miis. These also appear in Ultimate Angler.

(Source: Original TCRF research)

Unused Text#

debug_mii.txt#

\region_common\module\mgPzd\param\debug_mii.txt

mgPzdDebugMii
{
    Mii
    {
        f32 mii1_col = 0.0f
        
    }
    
    ColorRate
    {
        f32 red_rate = 28.5f
        f32 orange_rate = 7.5f
        f32 yellow_rate = 5.5f
        f32 yellowgreen_rate = 5.0f
        f32 green_rate = 2.0f
        f32 blue_rate = 15.0f
        f32 skyblue_rate = 5.5f
        f32 pink_rate = 9.0f
        f32 purple_rate = 6.0f
        f32 brown_rate = 3.0f
        f32 white_rate = 5.5f
        f32 black_rate = 7.5f
    }
    
}

weapon.txt#

\region_common\module\mgPzd\param\weapon.txt

Test        //試作用武器(これを元に各武器パラメータを追加していきます。)
    {
        str Name = "しさくガン"      //この名前はデバッグ用
        s32 FirstLowLim = 1     //初期レベル範囲(下限)
        s32 FirstUpLim = 3      //初期レベル範囲(上限)
        s32 MaxLowLim = 5       //最大レベル範囲(下限)
        s32 MaxUpLim = 8        //最大レベル範囲(上限)
        
        s32 AtkBase = 8
        f32 AtkGrowth = 1.2f
        s32 DefBase = 4
        f32 DefGrowth = 1.0f
        
        s32 Battery = 3     //バッテリ数
        s32 CoolDown = 1    //battle_paramのCoolDown項目を参照
        s32 Charge = 1      //battle_paramのCharge項目を参照
        s32 ChargeMax = 3
        s32 Attribute = 0   //0..無属性 1..火 2..雷 3..氷 4..風
        s32 Skill = 0       //スキル番号 0はなし
        
    }

Translation:

Test        //Base weapon (parameters for each weapon will be added based on this)
    {
        str Name = "Trial Gun"      //This name is for debugging
        s32 FirstLowLim = 1     //Range of the initial level (lower limit)
        s32 FirstUpLim = 3      //Initial level range (upper limit)
        s32 MaxLowLim = 5       //Maximum level range (lower limit)
        s32 MaxUpLim = 8        //Maximum level range (upper limit)
        
        s32 AtkBase = 8
        f32 AtkGrowth = 1.2f
        s32 DefBase = 4
        f32 DefGrowth = 1.0f
        
        s32 Battery = 3     //Number of Batteries
        s32 CoolDown = 1    //See the CoolDown item in battle_param
        s32 Charge = 1      //See Charge in battle_param
        s32 ChargeMax = 3
        s32 Attribute = 0   //0... None 1. Fire 2. Electric 3. Ice 4. Wind
        s32 Skill = 0       //Skill number 0 is None
        
    }

Test parameter settings that were used to build settings for all other weapons.

effect_param.txt#

\region_common\module\mgPzd\sound\effect_param.txt

//    DspReverb

//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]

//        s32 PRE_DELAY_TIME = 100            [0,100]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = false

//    FxDelay
//    {
//      str BUS = "AUX_BUS_B"           //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Most of the effect parameter file here is also commented out. AUX_BUS_A or AUX_BUS_Bを指定 means "Specify AUX_BUS_A or AUX_BUS_B."

Ultimate Angler#

Unused Graphics#

StreetPass-Ultimate-Angler-Mii-Expressions.png StreetPass-Ultimate-Angler-Mii-Default.png

An extremely tiny set of facial expressions for the player Mii character. It appears to be similar to the texture used for the Miis used in vote results to represent the total voters in Everybody Votes Channel. This is applied to a cube on the player model by default. It's replaced with a proper Mii head in-game. These also appear in Monster Manor.

Placeholder

Final

A placeholder preview image for a fishing location. All final preview images have transparency on the sides, rather than a dark overlay.

(Source: Original TCRF research)

Unused Text#

\region_common\module\mgFsh\param\aim_check_param.txt:

//ConvertTime 2014/11/18 21:51:28

\region_common\module\mgFsh\param\fish_param.txt:

//ConvertTime 2014/12/12 17:57:56

\region_common\module\mgFsh\param\skill_param.txt:

//ConvertTime 2014/11/01 13:03:30

Timestamps left at the top of each parameter file.

References#


  1. http://web.archive.org/web/20121001033249/http://nintendo.com.hk/pressrelease_3ds3.htm↩︎