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Wii Sports Club

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Title Screen

Wii Sports Club

Developers: Nintendo EAD, Bandai Namco Studios
Publisher: Nintendo
Platform: Wii U
Released in JP: October 30, 2013
Released in US: November 7, 2013
Released in EU: November 7, 2013
Released in AU: November 7, 2013


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of April 8, 2024) no longer officially supported and online-exclusive features may be documented as now-unseen content.
Hmmm...
To do:
Model files, textures, executable strings, bin files, revisional and text differences.
  • Debug text at hex offsets 000262C0, 00078950, 00058FED0, 000C80B0, 000080A0, 00010B90, 00016610, 0002BB10, 00077C50, 00035CB0 in the final release.
  • Message/sports_u.msbt isn't used for JP localizations.
  • Unused baseball field that closely resembles the one from Wii Sports.
  • An unused earlier version of one of the bowling lanes.

Wii Sports returns on the Wii U in the form of Wii Sports Club, which forsakes a few things from the original, namely its origins as a pack-in game and overall pick-up-and-play nature. Now, you have the choice of a full physical package or a digital release that offered either a 2-day trial (with a Day 1 patch that was required to play this version since no game data is on it) or a paid premium pass that unlocked every sport. And while the game sticks to the tried-and-true motion controls of the Wii Remote, the game also throws some GamePad functionality to mixed results. At least it had decent online play.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
WiiSportsClub Disc.png
Base Game
The base game with nothing related to the game.
NotesIcon.png
English Translation Differences
Pretty much the same with some rewording.

Unused Graphics

WSC-miiFaceDammy.png

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. WiiSportsClubUnusedGraphic-titlescreen.png

In the textures from several of the bowling lane models, this image of the Wii Sports title screen can be found, with an odd round border. It almost appears to be taken directly off of a TV.

Reckless Safety Guy strikes again.

WiiSportsClub Str strap 01^q.png

WiiSportsClub Str strap 00^q.png

In the layout files, there is several textures for an unused strap screen.

WSC-FaceDummy.png

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. Another mention is WS2, likely meaning Wii Sports 2, possibly a typo from development as this is the 3rd Wii Sports title since Wii Sports Resort, possibly proving this project was being worked on since and/or after that game, the final mentions are the save file, titled SportsPlus.dat and SPLUS in the game's build location in the game's executable. 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.

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

  • In the game's executable, mentions of NWC24 exist, possibly carrying over since the Wii era, there's also mentions of BRRES files also doing the same.
  • There are mentions of the Wii System Memory, Wii Menu, Mii Channel (Wii), WiiConnect24 and Wii Sports Resort in the text file, ws2_text.msbt, most likely the developers were planning to port Wii Sports Resort to the Wii U or use it as a localization test while using the newer binary message format instead of releasing this current title.
  • The file SPL_tns_tank_01.bin.z was duplicated in the glf directory, obviously having no use there.
  • 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">
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		<fragment_stage src_index="5" />
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				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">
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				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>
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				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"
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				<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" />
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				hint="uv0"
				type="float2"
			>
				<vertex_symbol name="i_UV1" />
				<ui_label value="アルベドテクスチャ1用UV" />
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			<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>
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				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">
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				alt=""
				nostrip="false"
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				<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"
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				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">
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				type="skeleton"
			>
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				type="shape"
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			>
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				type="none"
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					<uniform_var index="1" id="ground_color"
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					>
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						<ui_label value="法線マップ用SRT" />
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						<ui_order value="3" />
					</uniform_var>
					<uniform_var index="3" id="texsrt3"
						hint="specular0"
						type="texsrt"
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						nostrip="false"
						converter=""
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						<vertex_symbol name="texsrt3" />
						<fragment_symbol name="texsrt3" />
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						<ui_group group_name="specular" />
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						type="float3"
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						nostrip="false"
						converter=""
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					>
						<vertex_symbol name="diffColor" />
						<fragment_symbol name="diffColor" />
						<ui_label value="ディフューズ" />
						<ui_group group_name="diffuse" />
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						<ui_item value="color" />
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					<uniform_var index="5" id="weight_tex"
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						nostrip="false"
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						<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" />
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						hint=""
						type="float"
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						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>
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						type="float"
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						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" />
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					</uniform_var>
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						type="float"
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						depend=""
					>
						<vertex_symbol name="rimPower" />
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						<ui_order value="3" />
						<ui_min value="0" />
					</uniform_var>
				</uniform_var_array>
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		</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"
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				<vertex_symbol name="i_Tangent" />
			</attrib_var>
			<attrib_var index="3" id="_b0"
				hint="binormal0"
				type="float4"
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				<vertex_symbol name="i_Binormal" />
			</attrib_var>
			<attrib_var index="4" id="_i0"
				hint="blendindex0"
				type="int4"
			>
				<vertex_symbol name="i_Index0" />
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				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" />
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<shader_src_array length="9">
	<shader_src src_index="0"
		include_path="include"
		path="common.glsl"
		stream_index="0"
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	<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"
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	<shader_src src_index="3"
		include_path="include"
		path="skeleton_block.glsl"
		stream_index="3"
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	<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

Hmmm...
To do:
Check the retail disc versions.

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)
Oct 29 2013 20:57:23
Dec 12 2013 12:54:26
Jan 22 2014 12:41:08
Feb 10 2014 20:08:02
May 20 2014 12:23:49
Jul  3 2014 16:54:46