Revisional DifferencesMany IRL reports of Wii Remotes flying around breaking TV screens and hurting people. The sleeve is heavily suggested post 2007 to make accidents less painful and damaging.Unused Mini-game Content#
Tennis#
Alternative Tennis Ball Texture#
An unused texture for the tennis ball found under Common/RPTnsScene/G3D/tns_ball_a.brres/Textures(NW4R)/tns_Ball_c.
Render |
Texture |
|---|---|
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Hitting Net During Serve Text#
In the file Root\EN\Message\message.carc\sport_message.bmg at ID 5406720, there is unused text for Tennis, which suggest that you could've hit the net during a serve.
Let
Unused Clapping Animation#
An unused animation found in Common\RPTnsScene\G3D\tns_avatar_anim.brres called tns_A0_clapR for the spectator Miis, which was most likely scrapped because they don't have hands in this sport, only Bowling.
Golf#
Golf Courses#
A few unused golf courses are leftover on the disc of the retail version of the game. They are all located in /Common/RPGolScene/ (/Stage/RPGolScene for Rev 1 users). Attempting to load most of these courses in-game will result in a crash.
glf_course_E3.carc
This file contains the hole that was shown off at the E3 2006 live demo of Wii Sports. The textures that are in the .carc file have been updated to the final version's art style, rather than keeping the early textures originally shown at E3. Additionally, the trees from the early version have also been removed, and it's also worth noting that the out-of-bounds area in the leftover version was simply not present in the E3 version's minimap of the course.
Unused Data |
Internal Document Build |
E3 Version |
|---|---|---|
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glf_course_angle.carc
This course contains many different slopes and likely served as a test for collision and physics. Not much is known about this file. 
glf_course_fc18.carc
This hole is a bare-bones remake of hole 18 from the Famicom game, Golf. All holes in Wii Sports are remakes of holes from this game, however, their remake of hole 18 was never finished, and thus left unused in the final game. Additionally, it uses some early textures shown during the E3 preview, such as the trees in the background. 
glf_course_survey.carc
Survey is a very interesting course, it appears to be a driving range. It features a large open field, with markers that are laid out in front of the player that list off yardage, similar to the ones at driving ranges. It is speculated that this may have been used for a training mode game, however, the name is unfitting. 
Putting Locations#
Two locations for the putting training mode are leftover in the files. The bitmask in its object data responsible for setting what round they would appear in, byte 0x3, is set to 11, which makes them inaccessible in normal gameplay.
Unseen Castle Texture#
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To do: |
Using camera hacks an unseen castle textures can be revealed. It is actually a reused textures from NSMBDS. Unused part of the texture for the castle in the background of golf hole 5
Unused Menu Text#
In Root\EN\Message\message.carc\sport_message.bmg, there's some text that would've been used when selecting a course for Beginner, Intermediate, and Expert respectively.
Holes 1 to 3
Holes 4 to 5
Holes 6 to 9
Alternative Results Text#
In the file US/BsbScene/local.carc/results.arc, there is some unused text from the E3 demos.
One-on Challenge
Success (nn.n ft)
One-putt Challenge
Hole 1 Cleared
Boxing#
Alternative TV Image#
Found in Stage/RPBoxScene/MainGame.carc/G3D/box_ring.brres/ under the name box_TV.1. This image shows a low-quality screenshot of a boxing match. Its counterpart, box_TV.2, is used in the final game.
Dummy Texture#
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Found in Common/RPBoxScene/common.carc/sports_boxing.breft/ under the name dummy_tex.png. This is image is a dummy texture.
Scrapped Ball Types#
These balls would've been used along-side the tennis ball in the ball dodging mode.
Textures
Unused textures likely intended for the "Dodging" training mode game, since these are packaged with the rest of boxing's files. The textures seen here are named ball.0 through ball.9, with 1 through 9 being the billiards, and 0 being the cue ball. These textures are located in /Common/RPBoxScene/MainGame.carc, under box_ball.brres.
These billiard balls and others were supported by the games code, but were eventually scrapped for an unknown reason.
These assets were later used as the billiards seen in Wii Play.
Code Overview
In one of the Boxing minigames, Dodging, the player has to avoid Tennis balls thrown by the trainer. However, there is code and assets for more ball types the trainer can throw other than the Tennis ball... some of which have unique properties! Below is a list with all the supported types, alongside its ID and codename:
- 0 = Tennis (box_ball_tns) (Used)
- 1 = Baseball (box_ball_bbl)
- 2 = Golf (box_ball_glf)
- 3 = Bowling (box_ball_bwg): Every time a new ball is thrown, it changes to one of 4 colors (although the color of the tail is always blue). This ball type does not bounce in the floor.
- 4 = Ping Pong (box_ball_pin): This ball type is recycled from one of the minigames in Wii Play.
- 5 = Billiards (box_ball_bad): This ball type is recycled from one of the minigames in Wii Play. Every time a new ball is thrown, it changes to one of 10 colors and numbers (although the color of the tail is always white). This ball type does not bounce in the floor.
The hitbox for each ball type is correctly sized (so, for example, bowling balls have a big hitbox, unlike the ping pong ones). Also note that only the Tennis ball plays a sound effect when it hits the player. The location for the models and textures of all the different ball types can be found at /Common/RPBoxScene/MainGame.carc/G3D/box_ball.brres. Their effects are located in common.carc/Effect/ in that same directory (v1.0)
Technical Explanation
NOTE: The following virtual addresses are for the US v1.1 version of the game.
The constructor of the Boxing ball object sets the type field of the object to 0 (Tennis ball), and although the object class supports other field types, because the initial state of the object forces the ball to be a Tennis ball, every ball is a Tennis ball. Alternatively, the constructor may receive the type of the ball as an argument, but in practice the game only passes 0 (Tennis ball) as the argument value to the constructor.
The function at 0x802fc584 sets up the Dodging Training game. The function has a loop ("starting" at 0x802fc618, and "ending" at 0x802fc718) which allocates and constructs (the inlined constructor "starting" at 0x802fc62c and "ending" at 0x802fc700) 128 boxing ball objects, and each ball is constructed with the Tennis ball type (we can't tell whether this is because of the constructor itself or because of the arguments passed to the constructor). As such, normally every ball is of type 0 (Tennis ball). (Note that "starting" and "ending" are in quotation marks because it's hard to unambiguously define the start and end points of the loop and the constructor.)
Re-activation Codes
The following code forces all balls thrown to be of a specified ball type (with the X = the ball type ID, see above)
US v1.1 |
EU v1.1 |
|
|---|---|---|
Gecko Code |
|
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The code below makes every ball thrown cycle through each of the ball types supported.
NOTE: The intention of this code is to test each ball type easier. There is no evidence that each ball would have actually cycled through each of the ball types.
US v1.1 |
EU v1.1 |
|
|---|---|---|
Gecko Code |
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(Gecko Codes / Technical Explanation: xUniverse1/GibHaltmannKill)
Boxing Energy Feature#
Overview
In Boxing, there's an unused feature that seems similar to the energy mechanic from the Punch-Out!! games.
Each boxer has an energy value that depletes as their punches miss or get blocked, and as their energy depletes, their gloves will lose their color. The energy regenerates if the players properly connects their punches or simply idles, making the color of the gloves gradually return to normal. When a boxer's punch is blocked while they have no energy, they enter a stunned state, where they can only move around while the other player can freely hit them. In this state, the camera will zoom out from the stunned player, and one of their gloves will rest on their hips. In the other hand, the camera will switch to first person for the other player. If the stunned player is a CPU, they will mimic the movements of the human player.
Once a player is stunned, their energy will be refilled completely when the player gets up after being knocked down or when the next round starts (as they don't regenerate their energy once stunned), becoming unstunned, and being able to fight once again.
This feature could be seen in footage of the post-E3 2006 demos of the game, although a few differences are present from that build. For instance, when a player got stunned, an exclamation mark graphic would have appeared in the other player's screen. In the final version, this was replaced with a yellow effect.
Re-activation Codes
This feature is disabled by default. To enable it, the Boxing scene flag 0x01 must be set. By default, flag 0x08 is set, so changing that value to 0x09 is enough to enable the feature. This can be done with the following Gecko code:
US v1.1 |
EU v1.1 |
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|---|---|---|
Gecko Code |
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NOTE: Becoming stunned can be a bit difficult, given how the energy value mentioned above regenerates relatively quickly. In order to get stunned more easily, add the following line to the code above, which disables the energy regeneration:
US v1.1 |
EU v1.1 |
|---|---|
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(Discovery: kiwi)
Baseball#
Alternative Baseball Texture#
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An unused texture for the Baseball, seemingly the same as the E3 2006 Ball.
This older texture for some odd reason has another texture associated with it that is just a copy of the red lining seen on the ball. Found under Common/RPBsbScene/model/G3D/bbl_Ball.brres/3DModels(NW4R)/bbl_Ball/Textures(NW4R)/ with the names bbl_Ball_white and bbl_Ball_nuime.
Front |
Side |
Texture |
|---|---|---|
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Scoreboard Dummy Graphic#
Found in Stage/RPBsbScene/pallpark00.carc/G3D/bll_Field_Score.brres/, these two files, in which both use the same image, were used to test the scoreboard.
Announcer Voice Clips#
There are two unused announcer voice clips in baseball. One is "Double Play" and the other is "Triple Play". This suggests there were originally plans to make a more in-depth version of baseball than what we see in the final version of the game.
Double Play |
Triple Play |
Announcement Text#
In the file Root\EN\Message\message.carc\sport_message.bmg at ID 5665281, there is unused text for Baseball, which suggest Baseball may have been more complex than in the final game.
Double Play
Error
Game Start/End Text#
In the file Root\EN\Message\message.carc\sport_message.bmg at ID 5657600 & 5690880, there is unused text for when a game starts and ends. In the final game, these lines of text are replaced with 3D models.
Play Ball!
That's the Game!
Alternate Training Text#
Located in Root\EN\Message\message.carc\sport_message.bmg at ID 5734400-01 & 5739520-01.
10 balls
30 balls
Home run
Out of the park
Alternative Results Text#
In the file US/BsbScene/local.carc/results.arc, there is some unused text from the E3 demos.
Home Runs:
Max Distance
Bowling#
Bowling Lane#
bwg_lane.brres This file is located in /Common/RPBowScene/common.carc. It contains an unused model of a bowling lane, which unlike the final lane model, is a separate model from the rest of the alley. It is also the same lane that appeared in an early prototype. Below is a comparison of the old lane with the new one, and its assets with the new assets.
Unused Data |
Final Version |
|---|---|
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'Picking Up Spares' Extra Levels Data#
TrialData.bin This file contains all of the pin setup data used in the Picking Up Spares training game. Wii Sports requires the player to complete 20 stages to get a platinum medal. Upon clearing the 20th stage, the game ends automatically, as it is programmed to not play any more stages, however, data exists for an additional 10 stages. Compared to the stages normally accessible in the game, stages 21-30 are much more difficult.
Below is a table of stages 21-30, although they are numbered incorrectly (1 through 10) due to the way they were loaded into the game (replacing the first 10 stages).
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GateChallengeData.bin This file contains all of the pin and gate setup data used in the Spin Control training game. As with Picking Up Spares, there also seems to be an extra 10 stages that are normally unused.
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Effects#
All of these effects can be found under /Common/RPBowScene/effect/sports_bowling.breft.
pc_bow_pintail
A texture for an effect that might have initially replaced the blurred pin effect seen when pins go flying.
pc_scm_rainbowring01
Unused Music & Sounds#
RP_SportsCommon_Bgm_PhysicalMeasure.t.32.c4.brstm#
Located in /Sound/RPSportsCommon/stream is what appears to be an unused piece of music that could have played somewhere on the Wii Fitness mode, judging by the filename. The songs that play in the Wii Fitness mode all start with RP_Measurement_*, while the only used song that starts with RP_SportsCommon_* is the Title Screen theme. It loops from the beginning to the end.
This song appeared on the E3 2006 demo of the game, although there it is a slightly different rendition. It played when viewing the results in the Baseball demo.
Weird Beep#
There is an unused beep is found in most of the .brsar files in the game. The usage of the noise is unknown.
Unused Text#
common_message.bmg#
In Root\US\Message\message.carc\ there is a file called common_message.bmg, which contains system related text, such as not loading the disc properly.
At ID 5376 contains a single line of text that could have been a leftover.
Wii Play
Unused UIs#
Airplane Layout#
A leftover layout from the E3 2006 Airplane demo, the only leftover from the demo in the final game. There's also text for "Rings" and "Score". It is found in US/RPBsbScene/local.
Loading Screen#
There is a function which prints "Now Loading" to the screen when the game switches between scenes; however, this function never gets called because the flag for displaying the screen is always cleared by the scene constructor.
JP v1.01 |
NA v1.01 |
EU v1.01 |
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|---|---|---|---|
Gecko Code |
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Virtual address |
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The Gecko codes above re-enable the loading screen by modifying the scene constructor to always set the flag which determines if the loading screen is displayed.
Placeholder Strap Warning Screen#
In some versions of the game, the function which displays the strap warning screen checks the pack ID:
- If the pack ID is 0 or 1, the normal strap warning screen will be displayed.
- Otherwise, the string "ストラップ警告画面" will be printed to the screen. The text appears to not have been localized outside of Japan, so garbage text is displayed instead.
The text simply means something along the lines of "Strap Warning Screen".
The valid pack ID values are:
- 0 (Wii Sports)
- 1 (Wii Play)
- 2 (Wii Fit)
- 3 (Wii Music)
JP Rev 1 |
US Rev 1 |
EU Rev 1 |
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|---|---|---|---|
Gecko Code |
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Virtual address |
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The Gecko codes above enable the placeholder strap warning screen.
(Source: xUniverse1/GibHaltmannKill)
Pack Project leftovers#
Wii Sports is part of the Pack Project (the internal name for the Wii series, excluding Wii Chess), with the games using the same underlying engine. As they were mostly developed at the same time, there are leftovers from each game throughout the series.
Alternative Mii Models#
ava_bodyA2.brres |
ava_bodyA3.brres |
|---|---|
ava_bodyB2.brres |
ava_bodyB3.brres |
ava_handA.brres |
|---|
Found in /Common/Kokeshi/common.carc/G3D, all of these models are used in Wii Play. The textures associated with these models aren't used in Wii Play.
The difference between the 2 and 3 variants is that the 2 models have bones for the fingers, so they can be animated.
Clothing#
Found in /Common/Kokeshi/common.carc/G3D/clothes.brres.
Leftover player color textures from Wii Play.
Interestingly, a texture that looks like a tie can be found. This tie could've been used for a Mii in-game or potentially by the player. This texture is different from the one that would be used in Wii Music.
Code From Other Pack Project Games#
There are several examples of Wii Sports having leftover code from Wii Play, and to a lesser extent, Wii Fit and Wii Music, which are listed below. The list is not exhaustive.
- 0x8018D6AC through 0x8018D84C (the latter address being exclusive) in US Rev 1 contain functions from the RPPartyPlayerData class, none of which are stubbed out.
- Present at 0x8018E6F0 and 0x8018F374 in US Rev 1 are RPSysPlayer::saveData and RPSysPlayer::loadData, functions that save and load the player's save data. Oddly enough, they both contain functionality to access and overwrite the save data of Wii Play, though the latter is never executed.
- Present at 0x801A4FB8 in US Rev 1 is RPSysHomeMenuMgr::initHomeButtonInfo. If the function detects that Wii Fit is running, it causes the screen to fade to white upon resetting the game (which happens in Wii Fit itself).
- Present at 0x801B73D4 in US Rev 1 is RPSndAudioMgr::fadeOutAllSound. If the function detects that Wii Fit or Wii Music are running, the function will not do anything.
Unseen Body Animations#
While no characters in Wii Sports have arms nor hands with fingers, many of the animations actually have movements for these that can never be seen.
A few unused Mii body models left in the game have a complete set of arms and hands (see the section above). When loaded in the game with these animations, these arms, hands and fingers movements are revealed.
While most animations correctly position the arms, the hands are usually seen flat, since in those instances, the hands were not animated. Nonetheless, some animations do animate the hands and fingers properly, such as the serving animation in Tennis, or the bowling animations.
Developer Text#
Internal Name#
Internally, the game is known by the generic title SPORTS PACK for REVOLUTION, where Revolution refers to the Wii's own pre-release codename.
Config File#
gameConfig.ini in the disc's root includes a few settings, several of which have been commented out. The second commented line references (Super) Mario Club, Nintendo's internal software testing group.
Original |
Translated |
|---|---|
<pre lang=ja style="font-family:"MS Gothic",monospace;white-space: pre-wrap;">
{
} |
<pre style="font-family:"MS Gothic",monospace;white-space: pre-wrap;">
{
} |
Function 80186470 (Rev 1 offset) of main.dol loads and parses gameConfig.ini. It looks for the parameters listed above, but also checks for more parameters that aren't even present in gameConfig.ini.
Below is a list of the extra parameters:
RPSmkPrint
RPOkaPrint
RPOknPrint
RPKasPrint
RPMatPrint
RPSawPrint
RPSakPrint
RPKodPrint
RPGutPrint
RPSaiPrint
RPSumPrint
RPUmePrint
GameOpen
Most of these extra parameters are actually present in Wii Fit's version of this file.
Unfortunately, it doesn't seem as if any of gameConfig.ini affects the commercial release of the game.
Scene Metadata#
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Each scene in the game has a corresponding metadatum, which provides information about the scene, including the scene's path and internal name. The metadata objects have the following structure:
//sizeof(RPSceneInfo) = 0x20
struct RPSceneInfo
{
enum EPack
{
ePack_Sports = 0, // Wii Sports scene
ePack_Party = 1, // Wii Play scene
ePack_Health = 2, // Wii Fit scene
ePack_Music = 3, // Wii Music scene
ePack_AllPack = 4 // Pack Project scene
};
int mSceneID_0x0; // The scene ID
EPack mPackID_0x4; // Which pack the scene is found in
int word_0x8; // unknown
int word_0xc; // unknown
int word_0x10; // unknown
int word_0x14; // unknown
const char * scenePath_0x18; // The directory containing the scene's files
const char * sceneName_0x1c; // The internal name of the scene (Shift-JIS)
static RPSceneInfo sceneInfoArr[RP_SCENE_INFO_ARR_LEN];
};
In the US Rev 0 version of the game, the metadata table (which is located at 0x8034ab30) contains entries for both used and unused scenes:
Scene ID |
Pack ID |
word_0x8 |
word_0xc |
word_0x10 |
word_0x14 |
Path |
Name |
Name (Translated) |
Usage |
|---|---|---|---|---|---|---|---|---|---|
0 |
4 |
0 |
0 |
1 |
1 |
RPCommon/ |
ロゴ |
Logo |
|
1 |
4 |
0 |
0 |
2 |
1 |
RPCommon/ |
プレイヤーセレクト |
Player Select |
|
2 |
4 |
1 |
0 |
3 |
0 |
RPCommon/ |
ヌンチャクチェック |
Nunchuck Check |
|
3 |
0 |
1 |
0 |
0 |
0 |
RPBsbScene/ |
野球 |
Baseball |
Baseball |
4 |
0 |
1 |
0 |
0 |
0 |
RPBowScene/ |
ボウリング |
Bowling |
Bowling |
5 |
0 |
1 |
0 |
0 |
0 |
RPGolScene/ |
ゴルフ |
Golf |
|
6 |
0 |
1 |
0 |
0 |
0 |
RPTnsScene/ |
テニス |
Tennis |
Tennis |
7 |
0 |
1 |
0 |
0 |
0 |
RPBoxScene/ |
ボクシング |
Boxing |
Boxing |
8 |
0 |
0 |
0 |
1 |
1 |
RPSportsTitle/ |
スポーツパック |
Sports Pack |
|
9 |
0 |
0 |
0 |
2 |
1 |
RPSportsCommon/ |
スポーツメニューセレクト |
Main Menu |
|
10 |
0 |
1 |
0 |
3 |
1 |
RPSportsTrainingMenu/ |
トレーニングメニュー |
Training (Menu) |
|
11 |
0 |
1 |
0 |
3 |
1 |
RPSportsPhysical/ |
体力測定メニュー |
Physical test (Menu) |
|
12 |
0 |
1 |
0 |
3 |
1 |
RPSportsPhysical/ |
体力測定説明 |
Physical test (Description) |
|
13 |
0 |
1 |
0 |
3 |
1 |
RPSportsPhysical/ |
体力測定結果 |
Physical test (Result) |
|
14 |
0 |
1 |
0 |
0 |
0 |
RPGolScene/ |
ゴルフコースセレクト |
Golf (Course Select) |
|
15 |
1 |
1 |
0 |
0 |
0 |
RPFshScene/ |
釣り |
Fishing |
Fishing |
16 |
1 |
1 |
0 |
0 |
0 |
RPHkyScene/ |
ホッケー |
Hockey |
Laser Hockey |
17 |
1 |
1 |
0 |
0 |
0 |
RPDucScene/ |
射撃 |
Shooting |
Shooting Range |
18 |
1 |
1 |
0 |
0 |
0 |
RPPnpScene/ |
卓球 |
Table Tennis |
|
19 |
1 |
1 |
0 |
0 |
0 |
RPBilScene/ |
ビリヤード |
Billiards |
Billiards |
20 |
1 |
1 |
0 |
0 |
0 |
RPCowScene/ |
牛レース |
Bull Riding |
Charge! |
21 |
1 |
1 |
0 |
0 |
0 |
RPWlyScene/ |
ウォーリー |
[Where's] Wally/Waldo |
Find Mii |
22 |
1 |
1 |
0 |
0 |
0 |
RPTnkScene/ |
タンク |
Tanks |
Tanks! |
23 |
1 |
1 |
0 |
0 |
0 |
RPBomScene/ |
爆弾 |
Bomb |
Pose Mii |
24 |
1 |
0 |
0 |
1 |
1 |
RPPartyTitle/ |
パーティパック |
Party Pack |
|
25 |
1 |
0 |
0 |
4 |
1 |
RPPartyCommon/ |
ツアーメニュー |
Tour Menu |
|
26 |
1 |
1 |
0 |
3 |
1 |
RPPartyCommon/ |
ツアーメニュー |
Tour Menu |
|
27 |
2 |
1 |
0 |
3 |
1 |
RPHealthCommon/ |
ヘルスメイン |
Health Main |
|
28 |
2 |
1 |
0 |
3 |
1 |
RPHealthCommon/ |
カウンセリング |
Counseling |
|
29 |
2 |
1 |
0 |
0 |
0 |
RPHealthYoga/ |
ヨガ |
Yoga |
|
30 |
2 |
1 |
0 |
3 |
1 |
RPHealthMainScene/ |
トレーニングメニュー |
Training (Menu) |
|
31 |
2 |
1 |
0 |
0 |
0 |
RPHealthRadioGym/ |
ラジオ体操 |
radio calisthenics |
|
32 |
2 |
1 |
0 |
3 |
1 |
RPHealthGraph/ |
ヘルスグラフ |
Health Graph |
|
33 |
2 |
1 |
0 |
0 |
0 |
RPHealthBalance/ |
バランステスト |
Balance Test |
|
34 |
2 |
1 |
0 |
0 |
0 |
RPHealthSki/ |
バランススキー |
[Balance] Ski |
|
35 |
2 |
0 |
0 |
4 |
1 |
HealthStatic/ |
ヘルスパック |
Health Pack |
|
36 |
2 |
1 |
0 |
1 |
1 |
HealthStatic/ |
ヘルスパック |
Health Pack |
|
37 |
3 |
1 |
0 |
0 |
0 |
RPDrmScene/ |
ドラム |
Drum |
|
38 |
3 |
1 |
0 |
0 |
0 |
RPOchScene/ |
オーケストラ |
Orchestra |
|
39 |
3 |
1 |
0 |
0 |
0 |
RPMpeScene/ |
ミュージック実験1 |
Music Experiment 1 |
Unused |
40 |
3 |
1 |
0 |
0 |
0 |
RPMpeScene/ |
ミュージック実験2 |
Music Experiment 2 |
Unused |
41 |
3 |
1 |
0 |
0 |
0 |
RPMpeScene/ |
ミュージック実験3 |
Music Experiment 3 |
Unused |
42 |
3 |
1 |
0 |
0 |
0 |
RPMpeScene/ |
ミュージック実験4 |
Music Experiment 4 |
Unused |
43 |
3 |
1 |
0 |
0 |
0 |
RPMpeScene/ |
ミュージック実験5 |
Music Experiment 5 |
Unused |
44 |
3 |
0 |
0 |
1 |
1 |
RPMusicCommon/ |
ミュージックパック |
Music Pack |
|
45 |
4 |
0 |
0 |
5 |
1 |
RPAllPackScene/ |
パックプロジェクト |
Pack Project |
Unused |
46 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
ベーシック |
Basic |
Unused |
47 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
グラフィックス |
Graphics |
Unused |
48 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
システム |
System |
Unused |
49 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
レイアウト |
Layout |
Unused |
50 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
カーソル |
Cursor |
Unused |
51 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
振動 |
Vibration |
Unused |
52 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
リザルト |
Result |
Unused |
53 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
UIテスト |
UI Test |
Unused |
54 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
新人研修(Smk) |
New Recruit Training (Smk) |
Unused |
55 |
4 |
1 |
0 |
5 |
1 |
Sample/ |
新人研修(Mnt) |
New Recruit Training (Mnt) |
Unused |
56 |
0 |
1 |
0 |
6 |
1 |
RPBsbScene/ |
野球デバッグ |
Baseball Debug |
|
57 |
3 |
1 |
0 |
6 |
1 |
RPDrmScene/ |
ドラムデバッグ |
Drum Debug |
|
58 |
3 |
1 |
0 |
6 |
1 |
RPOchScene/ |
オーケストラデバッグ |
Orchestra Debug |
|
59 |
3 |
1 |
0 |
6 |
1 |
RPOchScene/ |
オーケストラ曲選択 |
Orchestra Music Select |
|
(Source: xUniverse1/GibHaltmannKill)
|
The Wii series | |
|---|---|
|
Wii Sports |
Wii Sports • Wii Sports Resort • Wii Sports + Wii Sports Resort • Wii Sports Club • Nintendo Switch Sports (Demo) |
|
Wii Play |
|
|
Wii Fit |
Wii Fit (Wii Fit Channel) • Wii Fit Plus (Wii Fit Plus Channel) • Wii Fit U |
|
Wii Party |
|
|
Other |
|




























