Base GameThe base game with nothing related to the game.
Unused Graphics#
In /LayoutCommon/Static/SPL_startScene.larc.z of v1.2.0 is a dummy Mii face with the name comPic_miiFaceDammy_00. This graphic was also present in Wii Sports Resort.
In the textures from several of the bowling lane models, this image of Wii Sports's Wii Menu banner can be found, with an odd round border. It almost appears to be taken directly off of a TV.
In the layout files, there are several textures for an unused strap screen.
Found in certain files in the Golf directory is a placeholder for a Mii face.
Debug Functions#
Build Display#
Oddly not stubbed out in release builds of the game is a hidden display for the product build date. It works and outputs information the exact same way Wii Sports Resort does, however excluding printing the timestamp as the executable doesn't support loading one.
Debug Menu#
In the game's executable of the update data, a mention for a debug menu exists.
Internal Project Name#
The internal project is Sports Plus 1, given by many mentions of SPL, S_PLUS1 and S-PLUS in the game's files, code, and executable name. In addition, the save file, titled SportsPlus.dat and SPLUS in the game's build location in the game's executable back this. There is also sports_u.msbt in the JP directory in the game's Message folder, meaning Wii Sports U was another possible internal name. It was stated in an interview that the original name for the game was Wii Sports U before being changed to Club to further reflect the main feature.
Internal Sports Names#
Internal name |
Proper name |
|---|---|
box/bxg |
Boxing |
bwl |
Bowling |
bsb/bbl |
Baseball |
glf |
Golf |
tns |
Tennis |
Unused Music#
spl_box_training02_32k_loop#
A remix of the boxing training theme from the original Wii Sports.
spl_NetSetting_32k_loop#
Music for what was most likely a network settings menu.
spl_club_matching_32k_loop#
An unused matchmaking theme.
Wii Sports Victory Theme#
Found in SplSnd.bfsar is the victory jingle from Wii Sports. However, this is not the same as the version used in that game. It's actually the version used in the E3 2006 version of Wii Sports, being slightly faster with no higher pitched note at the end.
Unused Jingle#
Found in SplSnd.bfsar is an unused jingle which follows the main Wii Sports melody.
Unused Sounds#
Wii Sports/Wii Sports Resort Leftovers#
Many sound effects used in Wii Sports and Wii Sports Resort and present in SplSnd.bfsar, including selection sounds from Wii Sports, Matt's voice clips from the boxing training modes, Island Flyover and general Wuhu Island sound effects from Wii Sports Resort, sounds used in training modes, etc.
Unused Announcer Lines#
Just like the original Wii Sports, announcer lines meant to be used for a double or triple play in baseball are present, but this isn't possible in the final game. While the score is 0-0 at the beginning of a single-game tennis match, it isn't said out loud by the announcer.
Oddities#
|
|
Please elaborate. |
- In the game's executable, mentions of NWC24 (WiiConnect24) exist, possibly carrying over since the Wii era, there's also mentions of BRRES (UI layout format used on the Wii) files also doing the same.
- The entirety of Wii Sports Resort's message archive (i.e. file that contains the game's text) is duplicated and converted to .msbt (text format used for Wii U games) in ws2_Text.mbst.z, likely used for testing purposes.
- All versions of the game are considered JP versions internally as content from every region is the exact same as other regions.
- The game included a decently sized directory called dummy, it has BIN files, with a couple hitting 32MB but they have no data other than null bytes, as of the fourth update the useless space-consuming folder was removed.
Demo Shader Source#
A source file of the compiled demo shader in the g3d/demo/shader directory is present and named demo.fsdb, it is oddly compressed like other files in the game, possibly from an internal automatic compression script and unknowingly was left over during development.
<?xml version="1.0" encoding="utf-8"?>
<nw4f_3dif version="3.3.0">
<shader_definition>
<shader_definition_info
code_page="65001"
config_path="shader/demo.fsca"
/>
<shading_model_array length="4">
<shading_model index="0" name="basic" revision="0">
<vertex_stage src_index="5" />
<fragment_stage src_index="5" />
<option_var_array length="7">
<option_var index="0" id="vertex_color"
type="static"
choice="bool"
default="0"
branch="false"
>
<vertex_symbol name="USE_VERTEX_COLOR" />
<fragment_symbol name="USE_VERTEX_COLOR" />
<ui_label value="頂点カラー" />
<ui_group group_name="diffuse" />
<ui_order value="2" />
</option_var>
<option_var index="1" id="multi_tex"
type="static"
choice="0:無し, 1:補間, 2:乗算, 3:加算"
default="0"
branch="false"
>
<vertex_symbol name="MULTI_TEX" />
<fragment_symbol name="MULTI_TEX" />
<ui_label value="マルチテクスチャ" />
<ui_group group_name="multi_tex" />
<ui_order value="1" />
</option_var>
<option_var index="2" id="normal_map"
type="static"
choice="bool"
default="0"
branch="false"
>
<vertex_symbol name="USE_NORMAL_MAP" />
<fragment_symbol name="USE_NORMAL_MAP" />
<ui_label value="法線マップ" />
<ui_group group_name="normal_map" />
<ui_order value="1" />
</option_var>
<option_var index="3" id="spec_mask"
type="static"
choice="bool"
default="0"
branch="false"
>
<vertex_symbol name="USE_SPEC_MASK" />
<fragment_symbol name="USE_SPEC_MASK" />
<ui_label value="スペキュラマスク" />
<ui_group group_name="specular" />
<ui_order value="3" />
</option_var>
<option_var index="4" id="rim_light"
type="static"
choice="bool"
default="0"
branch="false"
>
<vertex_symbol name="USE_RIM_LIGHT" />
<fragment_symbol name="USE_RIM_LIGHT" />
<ui_label value="リムライト" />
<ui_group group_name="rim" />
<ui_order value="1" />
</option_var>
<option_var index="5" id="skinning"
type="dynamic"
choice="[0, 5]"
default="0"
branch="false"
>
<vertex_symbol name="SKINNING" />
<fragment_symbol name="SKINNING" />
</option_var>
<option_var index="6" id="coord"
type="dynamic"
choice="c_Local, c_World"
default="c_Local"
branch="false"
>
<vertex_symbol name="COORDINATE" />
<fragment_symbol name="COORDINATE" />
</option_var>
</option_var_array>
<attrib_var_array length="12">
<attrib_var index="0" id="_p0"
hint="position0"
type="float4"
>
<vertex_symbol name="i_Position" />
<ui_label value="位置座標" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="1" id="_n0"
hint="normal0"
type="float3"
>
<vertex_symbol name="i_Normal" />
<ui_label value="法線" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="2" id="_t0"
hint="tangent0"
type="float4"
>
<vertex_symbol name="i_Tangent" />
<ui_label value="接線" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="3" id="_i0"
hint="blendindex0"
type="int4"
>
<vertex_symbol name="i_Index0" />
<ui_label value="ブレンドインデックス1-4" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="4" id="_i1"
hint="blendindex1"
type="int4"
>
<vertex_symbol name="i_Index1" />
<ui_label value="ブレンドインデックス5-8" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="5" id="_w0"
hint="blendweight0"
type="float4"
>
<vertex_symbol name="i_Weight0" />
<ui_label value="ブレンドウェイト1-4" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="6" id="_w1"
hint="blendweight1"
type="float4"
>
<vertex_symbol name="i_Weight1" />
<ui_label value="ブレンドウェイト5-8" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="7" id="_c0"
hint="color0"
type="float4"
>
<vertex_symbol name="i_Color" />
<ui_label value="ディフューズカラー" />
</attrib_var>
<attrib_var index="8" id="_u0"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV0" />
<ui_label value="アルベドテクスチャ0用UV" />
</attrib_var>
<attrib_var index="9" id="_u1"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV1" />
<ui_label value="アルベドテクスチャ1用UV" />
</attrib_var>
<attrib_var index="10" id="_u2"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV2" />
<ui_label value="法線マップ用UV" />
</attrib_var>
<attrib_var index="11" id="_u3"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV3" />
<ui_label value="スペキュラマスク用UV" />
</attrib_var>
</attrib_var_array>
<sampler_var_array length="4">
<sampler_var index="0" id="_a0"
hint="albedo0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="albedoTex0" />
<fragment_symbol name="albedoTex0" />
<ui_label value="アルベドテクスチャ0" />
<ui_group group_name="diffuse" />
<ui_order value="3" />
</sampler_var>
<sampler_var index="1" id="_a1"
hint="albedo1"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="albedoTex1" />
<fragment_symbol name="albedoTex1" />
<ui_label value="アルベドテクスチャ1" />
<ui_group group_name="multi_tex" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="2" id="_n0"
hint="normal0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="normalTex" />
<fragment_symbol name="normalTex" />
<ui_label value="法線マップ" />
<ui_group group_name="normal_map" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="3" id="_s0"
hint="specular0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="specularTex" />
<fragment_symbol name="specularTex" />
<ui_label value="スペキュラマスク" />
<ui_group group_name="specular" />
<ui_order value="4" />
</sampler_var>
</sampler_var_array>
<block_var_array length="6">
<block_var index="0" id="skel"
type="skeleton"
>
<vertex_symbol name="Skeleton" />
<fragment_symbol name="Skeleton" />
</block_var>
<block_var index="1" id="shape"
type="shape"
>
<vertex_symbol name="Shape" />
<fragment_symbol name="Shape" />
</block_var>
<block_var index="2" id="view"
type="none"
>
<vertex_symbol name="View" />
<fragment_symbol name="View" />
</block_var>
<block_var index="3" id="env"
type="none"
>
<vertex_symbol name="Env" />
<fragment_symbol name="Env" />
<uniform_var_array length="4">
<uniform_var index="0" id="sky_color"
hint=""
type="float3"
default="0.7 0.7 0.9"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="skyColor" />
<fragment_symbol name="skyColor" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="1" id="ground_color"
hint=""
type="float3"
default="0.3 0.2 0.2"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="groundColor" />
<fragment_symbol name="groundColor" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="2" id="dir_light_dir"
hint=""
type="float3"
default="-1 -1 -1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="dirLightDir" />
<fragment_symbol name="dirLightDir" />
</uniform_var>
<uniform_var index="3" id="dir_light_color"
hint=""
type="float3"
default="1 1 1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="dirLightColor" />
<fragment_symbol name="dirLightColor" />
<ui_item value="color" />
</uniform_var>
</uniform_var_array>
</block_var>
<block_var index="4" id="opt"
type="option"
>
<vertex_symbol name="Option" />
<fragment_symbol name="Option" />
<uniform_var_array length="5">
<uniform_var index="0" id="vertex_color"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useVtxColor" />
<fragment_symbol name="useVtxColor" />
</uniform_var>
<uniform_var index="1" id="multi_tex"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="multiTex" />
<fragment_symbol name="multiTex" />
</uniform_var>
<uniform_var index="2" id="normal_map"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useNormMap" />
<fragment_symbol name="useNormMap" />
</uniform_var>
<uniform_var index="3" id="spec_mask"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useSpecMask" />
<fragment_symbol name="useSpecMask" />
</uniform_var>
<uniform_var index="4" id="rim_light"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useRimLight" />
<fragment_symbol name="useRimLight" />
</uniform_var>
</uniform_var_array>
</block_var>
<block_var index="5" id="mat"
type="material"
>
<vertex_symbol name="Material" />
<fragment_symbol name="Material" />
<uniform_var_array length="10">
<uniform_var index="0" id="texsrt0"
hint="albedo0"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt0" />
<fragment_symbol name="texsrt0" />
<ui_label value="アルベドテクスチャ0用SRT" />
<ui_group group_name="diffuse" />
<ui_order value="4" />
</uniform_var>
<uniform_var index="1" id="texsrt1"
hint="albedo1"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt1" />
<fragment_symbol name="texsrt1" />
<ui_label value="アルベドテクスチャ1用SRT" />
<ui_group group_name="multi_tex" />
<ui_order value="4" />
</uniform_var>
<uniform_var index="2" id="texsrt2"
hint="normal0"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt2" />
<fragment_symbol name="texsrt2" />
<ui_label value="法線マップ用SRT" />
<ui_group group_name="normal_map" />
<ui_order value="3" />
</uniform_var>
<uniform_var index="3" id="texsrt3"
hint="specular0"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt3" />
<fragment_symbol name="texsrt3" />
<ui_label value="スペキュラマスク用SRT" />
<ui_group group_name="specular" />
<ui_order value="5" />
</uniform_var>
<uniform_var index="4" id="diffuse"
hint=""
type="float3"
default="1 1 1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="diffColor" />
<fragment_symbol name="diffColor" />
<ui_label value="ディフューズ" />
<ui_group group_name="diffuse" />
<ui_order value="1" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="5" id="weight_tex"
hint=""
type="float"
default="1.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="weightTex" />
<fragment_symbol name="weightTex" />
<ui_label value="補間・加算時ウェイト" />
<ui_group group_name="multi_tex" />
<ui_order value="3" />
<ui_min value="-1" />
<ui_max value="1" />
</uniform_var>
<uniform_var index="6" id="spec_int"
hint=""
type="float"
default="0.2"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="specInt" />
<fragment_symbol name="specInt" />
<ui_label value="スペキュラ" />
<ui_group group_name="specular" />
<ui_order value="1" />
<ui_min value="0" />
<ui_max value="1" />
</uniform_var>
<uniform_var index="7" id="spec_power"
hint=""
type="float"
default="50"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="specPower" />
<fragment_symbol name="specPower" />
<ui_label value="スペキュラ絞り" />
<ui_group group_name="specular" />
<ui_order value="2" />
<ui_min value="0" />
</uniform_var>
<uniform_var index="8" id="rim_int"
hint=""
type="float"
default="0.5"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="rimInt" />
<fragment_symbol name="rimInt" />
<ui_label value="リムライト強度" />
<ui_group group_name="rim" />
<ui_order value="2" />
<ui_min value="0" />
<ui_max value="1" />
</uniform_var>
<uniform_var index="9" id="rim_power"
hint=""
type="float"
default="2.5"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="rimPower" />
<fragment_symbol name="rimPower" />
<ui_label value="リムライト絞り" />
<ui_group group_name="rim" />
<ui_order value="3" />
<ui_min value="0" />
</uniform_var>
</uniform_var_array>
</block_var>
</block_var_array>
<render_info_slot_array length="1">
<render_info_slot index="0" name="priority" type="int" count="1"
choice=""
default="0"
>
<ui_label value="描画優先度" />
<ui_group group_name="ordering" />
</render_info_slot>
</render_info_slot_array>
<interleave_array length="2">
<interleave index="0" id_set="_p0 _n0 _t0 _i0 _i1 _w0 _w1 _c0 _u0 _u1 _u2 _u3" binarize="true" />
<interleave index="1" id_set="" binarize="true" />
</interleave_array>
<group_array length="6">
<group index="0" name="diffuse" page_name="" condition="">
<ui_label value="ディフューズ" />
<ui_order value="0" />
</group>
<group index="1" name="multi_tex" page_name="" condition="$multi_tex != 0">
<ui_label value="マルチテクスチャ" />
<ui_order value="1" />
</group>
<group index="2" name="specular" page_name="" condition="">
<ui_label value="スペキュラ" />
<ui_order value="3" />
</group>
<group index="3" name="rim" page_name="" condition="$rim_light">
<ui_label value="リムライト" />
<ui_order value="4" />
</group>
<group index="4" name="normal_map" page_name="" condition="$normal_map">
<ui_label value="法線マップ" />
<ui_order value="5" />
</group>
<group index="5" name="ordering" page_name="" condition="">
<ui_label value="描画順" />
<ui_order value="6" />
</group>
</group_array>
</shading_model>
<shading_model index="1" name="legacy" revision="0">
<vertex_stage src_index="8" />
<fragment_stage src_index="8" />
<option_var_array length="8">
<option_var index="0" id="vertex_color"
type="static"
choice="bool"
default="0"
branch="true"
>
<vertex_symbol name="USE_VERTEX_COLOR" />
<fragment_symbol name="USE_VERTEX_COLOR" />
<ui_label value="頂点カラー" />
<ui_group group_name="diffuse" />
<ui_order value="2" />
</option_var>
<option_var index="1" id="multi_tex"
type="static"
choice="0:無し, 1:補間, 2:乗算, 3:加算"
default="0"
branch="true"
>
<vertex_symbol name="MULTI_TEX" />
<fragment_symbol name="MULTI_TEX" />
<ui_label value="マルチテクスチャ" />
<ui_group group_name="multi_tex" />
<ui_order value="1" />
</option_var>
<option_var index="2" id="normal_map"
type="static"
choice="bool"
default="0"
branch="true"
>
<vertex_symbol name="USE_NORMAL_MAP" />
<fragment_symbol name="USE_NORMAL_MAP" />
<ui_label value="法線マップ" />
<ui_group group_name="normal_map" />
<ui_order value="1" />
</option_var>
<option_var index="3" id="refl_map"
type="static"
choice="bool"
default="0"
branch="true"
>
<vertex_symbol name="USE_REFLECTION_MAP" />
<fragment_symbol name="USE_REFLECTION_MAP" />
<ui_label value="反射マップ" />
<ui_group group_name="refl_map" />
<ui_order value="1" />
</option_var>
<option_var index="4" id="env_map"
type="static"
choice="bool"
default="0"
branch="true"
>
<vertex_symbol name="USE_ENVIRONMENT_MAP" />
<fragment_symbol name="USE_ENVIRONMENT_MAP" />
<ui_label value="環境マップ" />
<ui_group group_name="env_map" />
<ui_order value="1" />
</option_var>
<option_var index="5" id="proj_map"
type="static"
choice="bool"
default="0"
branch="true"
>
<vertex_symbol name="USE_PROJECTION_MAP" />
<fragment_symbol name="USE_PROJECTION_MAP" />
<ui_label value="投影マップ" />
<ui_group group_name="proj_map" />
<ui_order value="1" />
</option_var>
<option_var index="6" id="skinning"
type="dynamic"
choice="[0, 5]"
default="0"
branch="false"
>
<vertex_symbol name="SKINNING" />
<fragment_symbol name="SKINNING" />
</option_var>
<option_var index="7" id="coord"
type="dynamic"
choice="c_Local, c_World"
default="c_Local"
branch="false"
>
<vertex_symbol name="COORDINATE" />
<fragment_symbol name="COORDINATE" />
</option_var>
</option_var_array>
<attrib_var_array length="11">
<attrib_var index="0" id="_p0"
hint="position0"
type="float4"
>
<vertex_symbol name="i_Position" />
<ui_label value="位置座標" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="1" id="_n0"
hint="normal0"
type="float3"
>
<vertex_symbol name="i_Normal" />
<ui_label value="法線" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="2" id="_t0"
hint="tangent0"
type="float4"
>
<vertex_symbol name="i_Tangent" />
<ui_label value="接線" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="3" id="_i0"
hint="blendindex0"
type="int4"
>
<vertex_symbol name="i_Index0" />
<ui_label value="ブレンドインデックス1-4" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="4" id="_i1"
hint="blendindex1"
type="int4"
>
<vertex_symbol name="i_Index1" />
<ui_label value="ブレンドインデックス5-8" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="5" id="_w0"
hint="blendweight0"
type="float4"
>
<vertex_symbol name="i_Weight0" />
<ui_label value="ブレンドウェイト1-4" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="6" id="_w1"
hint="blendweight1"
type="float4"
>
<vertex_symbol name="i_Weight1" />
<ui_label value="ブレンドウェイト5-8" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="7" id="_c0"
hint="color0"
type="float4"
>
<vertex_symbol name="i_Color" />
<ui_label value="ディフューズカラー" />
</attrib_var>
<attrib_var index="8" id="_u0"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV0" />
<ui_label value="アルベドテクスチャ0用UV" />
</attrib_var>
<attrib_var index="9" id="_u1"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV1" />
<ui_label value="アルベドテクスチャ1用UV" />
</attrib_var>
<attrib_var index="10" id="_u2"
hint="uv0"
type="float2"
>
<vertex_symbol name="i_UV2" />
<ui_label value="法線マップ用UV" />
</attrib_var>
</attrib_var_array>
<sampler_var_array length="6">
<sampler_var index="0" id="_a0"
hint="albedo0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="albedoTex0" />
<fragment_symbol name="albedoTex0" />
<ui_label value="アルベドテクスチャ0" />
<ui_group group_name="diffuse" />
<ui_order value="3" />
</sampler_var>
<sampler_var index="1" id="_a1"
hint="albedo1"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="albedoTex1" />
<fragment_symbol name="albedoTex1" />
<ui_label value="アルベドテクスチャ1" />
<ui_group group_name="multi_tex" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="2" id="_n0"
hint="normal0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="normalTex" />
<fragment_symbol name="normalTex" />
<ui_label value="法線マップ" />
<ui_group group_name="normal_map" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="3" id="_r0"
hint="reflection0"
type="sampler_cube"
alt=""
nostrip="false"
>
<vertex_symbol name="reflTex" />
<fragment_symbol name="reflTex" />
<ui_label value="反射マップ(キューブ)" />
<ui_group group_name="refl_map" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="4" id="env"
hint=""
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="envTex" />
<fragment_symbol name="envTex" />
<ui_label value="環境マップ(スフィア)" />
<ui_group group_name="env_map" />
<ui_order value="2" />
</sampler_var>
<sampler_var index="5" id="proj"
hint=""
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="projTex" />
<fragment_symbol name="projTex" />
<ui_label value="投影マップ" />
<ui_group group_name="proj_map" />
<ui_order value="2" />
</sampler_var>
</sampler_var_array>
<block_var_array length="5">
<block_var index="0" id="skel"
type="skeleton"
>
<vertex_symbol name="Skeleton" />
<fragment_symbol name="Skeleton" />
</block_var>
<block_var index="1" id="shape"
type="shape"
>
<vertex_symbol name="Shape" />
<fragment_symbol name="Shape" />
</block_var>
<block_var index="2" id="view"
type="none"
>
<vertex_symbol name="View" />
<fragment_symbol name="View" />
</block_var>
<block_var index="3" id="opt"
type="option"
>
<vertex_symbol name="Option" />
<fragment_symbol name="Option" />
<uniform_var_array length="6">
<uniform_var index="0" id="vertex_color"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useVtxColor" />
<fragment_symbol name="useVtxColor" />
</uniform_var>
<uniform_var index="1" id="multi_tex"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="multiTex" />
<fragment_symbol name="multiTex" />
</uniform_var>
<uniform_var index="2" id="normal_map"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useNormMap" />
<fragment_symbol name="useNormMap" />
</uniform_var>
<uniform_var index="3" id="refl_map"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useReflMap" />
<fragment_symbol name="useReflMap" />
</uniform_var>
<uniform_var index="4" id="env_map"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useEnvMap" />
<fragment_symbol name="useEnvMap" />
</uniform_var>
<uniform_var index="5" id="proj_map"
hint=""
type="int"
default="0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="useProjMap" />
<fragment_symbol name="useProjMap" />
</uniform_var>
</uniform_var_array>
</block_var>
<block_var index="4" id="mat"
type="material"
>
<vertex_symbol name="Material" />
<fragment_symbol name="Material" />
<uniform_var_array length="9">
<uniform_var index="0" id="texsrt0"
hint="albedo0"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt0" />
<fragment_symbol name="texsrt0" />
<ui_label value="アルベドテクスチャ0用SRT" />
<ui_group group_name="diffuse" />
<ui_order value="4" />
</uniform_var>
<uniform_var index="1" id="texsrt1"
hint="albedo1"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt1" />
<fragment_symbol name="texsrt1" />
<ui_label value="アルベドテクスチャ1用SRT" />
<ui_group group_name="multi_tex" />
<ui_order value="4" />
</uniform_var>
<uniform_var index="2" id="texsrt2"
hint="normal0"
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="texsrt2" />
<fragment_symbol name="texsrt2" />
<ui_label value="法線マップ用SRT" />
<ui_group group_name="normal_map" />
<ui_order value="3" />
</uniform_var>
<uniform_var index="3" id="texsrt_env"
hint=""
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter="texsrt_ex"
depend="texsrt_env"
>
<vertex_symbol name="texsrtEnv" />
<fragment_symbol name="texsrtEnv" />
<ui_label value="環境マップ用SRT" />
<ui_group group_name="env_map" />
<ui_order value="3" />
</uniform_var>
<uniform_var index="4" id="texsrt_proj"
hint=""
type="texsrt"
default="0.0 1.0 1.0 0.0 0.0 0.0"
nostrip="false"
converter="texsrt_ex"
depend="texsrt_proj"
>
<vertex_symbol name="texsrtProj" />
<fragment_symbol name="texsrtProj" />
<ui_label value="投影マップ用SRT" />
<ui_group group_name="proj_map" />
<ui_order value="3" />
</uniform_var>
<uniform_var index="5" id="diffuse"
hint=""
type="float4"
default="1 1 1 1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="diffColor" />
<fragment_symbol name="diffColor" />
<ui_label value="ディフューズ" />
<ui_group group_name="diffuse" />
<ui_order value="1" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="6" id="spec_power"
hint=""
type="float"
default="50"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="specPower" />
<fragment_symbol name="specPower" />
<ui_label value="スペキュラ絞り" />
<ui_group group_name="specular" />
<ui_order value="2" />
<ui_min value="0" />
</uniform_var>
<uniform_var index="7" id="spec_int"
hint=""
type="float"
default="0.2"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="specInt" />
<fragment_symbol name="specInt" />
<ui_label value="スペキュラ" />
<ui_group group_name="specular" />
<ui_order value="1" />
<ui_min value="0" />
<ui_max value="1" />
</uniform_var>
<uniform_var index="8" id="weight_tex"
hint=""
type="float"
default="1.0"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="weightTex" />
<fragment_symbol name="weightTex" />
<ui_label value="補間・加算時ウェイト" />
<ui_group group_name="multi_tex" />
<ui_order value="3" />
<ui_min value="-1" />
<ui_max value="1" />
</uniform_var>
</uniform_var_array>
</block_var>
</block_var_array>
<interleave_array length="2">
<interleave index="0" id_set="_p0 _n0 _t0 _i0 _i1 _w0 _w1 _c0 _u0 _u1 _u2" binarize="true" />
<interleave index="1" id_set="" binarize="false" />
</interleave_array>
<group_array length="7">
<group index="0" name="diffuse" page_name="" condition="">
<ui_label value="ディフューズ" />
<ui_order value="0" />
</group>
<group index="1" name="multi_tex" page_name="" condition="$multi_tex != 0">
<ui_label value="マルチテクスチャ" />
<ui_order value="1" />
</group>
<group index="2" name="proj_map" page_name="" condition="$proj_map">
<ui_label value="投影マップ" />
<ui_order value="2" />
</group>
<group index="3" name="specular" page_name="" condition="">
<ui_label value="スペキュラ" />
<ui_order value="3" />
</group>
<group index="4" name="normal_map" page_name="" condition="$normal_map">
<ui_label value="法線マップ" />
<ui_order value="4" />
</group>
<group index="5" name="env_map" page_name="" condition="$env_map">
<ui_label value="環境マップ" />
<ui_order value="5" />
</group>
<group index="6" name="refl_map" page_name="" condition="$refl_map">
<ui_label value="反射マップ" />
<ui_order value="6" />
</group>
</group_array>
</shading_model>
<shading_model index="2" name="env" revision="0">
<vertex_stage src_index="7" />
<fragment_stage src_index="7" />
<attrib_var_array length="2">
<attrib_var index="0" id="_p0"
hint="position0"
type="float4"
>
<vertex_symbol name="i_Position" />
<ui_label value="位置座標" />
<ui_editable value="false" />
</attrib_var>
<attrib_var index="1" id="_n0"
hint="normal0"
type="float3"
>
<vertex_symbol name="i_Normal" />
<ui_label value="法線" />
<ui_editable value="false" />
</attrib_var>
</attrib_var_array>
<block_var_array length="3">
<block_var index="0" id="shape"
type="shape"
>
<vertex_symbol name="Shape" />
<fragment_symbol name="Shape" />
</block_var>
<block_var index="1" id="view"
type="none"
>
<vertex_symbol name="View" />
<fragment_symbol name="View" />
</block_var>
<block_var index="2" id="env"
type="material"
>
<vertex_symbol name="Env" />
<fragment_symbol name="Env" />
<uniform_var_array length="4">
<uniform_var index="0" id="sky_color"
hint=""
type="float3"
default="0.7 0.7 0.9"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="skyColor" />
<fragment_symbol name="skyColor" />
<ui_label value="スカイカラー" />
<ui_group group_name="hemisphere" />
<ui_order value="1" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="1" id="ground_color"
hint=""
type="float3"
default="0.3 0.2 0.2"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="groundColor" />
<fragment_symbol name="groundColor" />
<ui_label value="グラウンドカラー" />
<ui_group group_name="hemisphere" />
<ui_order value="2" />
<ui_item value="color" />
</uniform_var>
<uniform_var index="2" id="dir_light_dir"
hint=""
type="float3"
default="-1 -1 -1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="dirLightDir" />
<fragment_symbol name="dirLightDir" />
<ui_label value="ライト方向" />
<ui_group group_name="directional" />
<ui_order value="1" />
</uniform_var>
<uniform_var index="3" id="dir_light_color"
hint=""
type="float3"
default="1 1 1"
nostrip="false"
converter=""
depend=""
>
<vertex_symbol name="dirLightColor" />
<fragment_symbol name="dirLightColor" />
<ui_label value="ライトカラー" />
<ui_group group_name="directional" />
<ui_order value="2" />
<ui_item value="color" />
</uniform_var>
</uniform_var_array>
</block_var>
</block_var_array>
<interleave_array length="2">
<interleave index="0" id_set="_p0 _n0" binarize="true" />
<interleave index="1" id_set="" binarize="false" />
</interleave_array>
<group_array length="2">
<group index="0" name="hemisphere" page_name="" condition="">
<ui_label value="半球ライト" />
<ui_order value="0" />
</group>
<group index="1" name="directional" page_name="" condition="">
<ui_label value="ディレクショナルライト" />
<ui_order value="1" />
</group>
</group_array>
</shading_model>
<shading_model index="3" name="debug" revision="0">
<vertex_stage src_index="6" />
<fragment_stage src_index="6" />
<option_var_array length="1">
<option_var index="0" id="output"
type="dynamic"
choice="c_Pos_p, c_Nrm_l, c_Nrm_w, c_Nrm_v, c_Tan_l, c_Binrm_l, c_TanSpace, c_SkinCnt, c_Influence, c_Color, c_UV, c_Albedo, c_NrmMap"
default="c_Pos_p"
branch="false"
>
<vertex_symbol name="OUTPUT" />
<fragment_symbol name="OUTPUT" />
</option_var>
</option_var_array>
<attrib_var_array length="10">
<attrib_var index="0" id="_p0"
hint="position0"
type="float4"
>
<vertex_symbol name="i_Position" />
</attrib_var>
<attrib_var index="1" id="_n0"
hint="normal0"
type="float3"
>
<vertex_symbol name="i_Normal" />
</attrib_var>
<attrib_var index="2" id="_t0"
hint="tangent0"
type="float4"
>
<vertex_symbol name="i_Tangent" />
</attrib_var>
<attrib_var index="3" id="_b0"
hint="binormal0"
type="float4"
>
<vertex_symbol name="i_Binormal" />
</attrib_var>
<attrib_var index="4" id="_i0"
hint="blendindex0"
type="int4"
>
<vertex_symbol name="i_Index0" />
</attrib_var>
<attrib_var index="5" id="_i1"
hint="blendindex1"
type="int4"
>
<vertex_symbol name="i_Index1" />
</attrib_var>
<attrib_var index="6" id="_w0"
hint="blendweight0"
type="float4"
>
<vertex_symbol name="i_Weight0" />
</attrib_var>
<attrib_var index="7" id="_w1"
hint="blendweight1"
type="float4"
>
<vertex_symbol name="i_Weight1" />
</attrib_var>
<attrib_var index="8" id="_c0"
hint="color0"
type="float4"
>
<vertex_symbol name="i_Color" />
</attrib_var>
<attrib_var index="9" id="_u0"
hint="uv0"
type="float4"
>
<vertex_symbol name="i_UV" />
</attrib_var>
</attrib_var_array>
<sampler_var_array length="2">
<sampler_var index="0" id="_a0"
hint="albedo0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="s_AlbedoTex" />
<fragment_symbol name="s_AlbedoTex" />
</sampler_var>
<sampler_var index="1" id="_n0"
hint="normal0"
type="sampler_2d"
alt=""
nostrip="false"
>
<vertex_symbol name="s_NormalTex" />
<fragment_symbol name="s_NormalTex" />
</sampler_var>
</sampler_var_array>
<block_var_array length="3">
<block_var index="0" id="skel"
type="skeleton"
>
<vertex_symbol name="Skeleton" />
<fragment_symbol name="Skeleton" />
</block_var>
<block_var index="1" id="shape"
type="shape"
>
<vertex_symbol name="Shape" />
<fragment_symbol name="Shape" />
</block_var>
<block_var index="2" id="view"
type="none"
>
<vertex_symbol name="View" />
<fragment_symbol name="View" />
</block_var>
</block_var_array>
<interleave_array length="1">
<interleave index="0" id_set="" binarize="true" />
</interleave_array>
</shading_model>
</shading_model_array>
<shader_src_array length="9">
<shader_src src_index="0"
include_path="include"
path="common.glsl"
stream_index="0"
/>
<shader_src src_index="1"
include_path="include"
path="env_block.glsl"
stream_index="1"
/>
<shader_src src_index="2"
include_path="include"
path="shape_block.glsl"
stream_index="2"
/>
<shader_src src_index="3"
include_path="include"
path="skeleton_block.glsl"
stream_index="3"
/>
<shader_src src_index="4"
include_path="include"
path="view_block.glsl"
stream_index="4"
/>
<shader_src src_index="5"
include_path="src"
path="basic.glsl"
stream_index="5"
/>
<shader_src src_index="6"
include_path="src"
path="debug.glsl"
stream_index="6"
/>
<shader_src src_index="7"
include_path="src"
path="env.glsl"
stream_index="7"
/>
<shader_src src_index="8"
include_path="src"
path="legacy.glsl"
stream_index="8"
/>
</shader_src_array>
</shader_definition>
</nw4f_3dif>
Unused Text#
MS Test
To be deleted later.
How Message Studio text is divided up→
Tests from the translation team.
The entire text archive used in Wii Sports Resort is also found among the text files used in Club.
First Serve
Second Serve
Unused text suggesting faults were originally going to be used for serving in Tennis. This text also exists in the unused EN text directory, though using "Service" instead of "Serve".
Build Dates#
|
|
To do: |
Mentioned in the executable at offset A0 are build dates.
US/EU/JP (v1.2.0) |
JP (Trial) |
US/EU/JP (v2.0.0) |
US/EU/JP (v3.0.0) |
US/EU/JP (Update 4/US Retail Disc) |
US/EU/JP (v4.1.0) |
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