We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Animal Crossing: City Folk

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Animal Crossing: City Folk

Also known as: Machi e Ikouyo: Doubutsu no Mori (JP), Animal Crossing: Let's Go to the City (EU), Taun-eulo: Nolleogayo Dongmul-ui Sup (KR)
Developer: Nintendo
Publisher: Nintendo
Platform: Wii
Released in JP: November 20, 2008
Released in US: November 16, 2008
Released in EU: December 5, 2008
Released in AU: December 4, 2008
Released in KR: January 28, 2010


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
English, Spanish, and French text differences between the US and European versions.

City Folk is the third game in the Animal Crossing series. It serves as the Wii counterpart to Wild World on the DS. They are more or less the same, with the major difference being that in this game you can go to the city! It also introduced the infamous mechanic of grass deterioration, causing your well-loved town to slowly devolve into a barren wasteland.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes


ACLC-PaperBag.png
Unused Items
Golden roses can wilt?
NotesIcon.png
Regional Differences
The US and European translators can't seem to agree with each other.

Unused Town Acres

The game's data contains many town acres which go unused in the final game's map generation. Most notably, the files contain acres for a third town elevation layer, whereas the final game only generates maps with two layers. It's unknown why this feature wasn't used, but three-layer towns were a rare occurrance in the first Animal Crossing game.

There are also a few unused acres for an ocean to the north and on the second layer which go unused. Northern ocean acres would later be partially implemented in New Horizons.

Additionally, there are a number of strings referencing unused acres including several for an ocean on Layer 2.

West layer 3 to layer 2 corner 1 to 4
West layer 3 to layer 2 corner ramp 1 to 4
West layer 3 to layer 2 ramp 1 & 2
East layer 3 to layer 2 corner 1 to 4
East layer 3 to layer 2 corner ramp 1 to 4
East layer 3 to layer 2 ramp 1 & 2
North-west layer 3 to layer 2 corner 1 to 4
North-west layer 3 to layer 2 corner ramp 1 to 4
North-east layer 3 to layer 2 corner 1 to 4
North-east layer 3 to layer 2 corner ramp 1 to 4
North layer 3 to layer 2 ramp 1 & 2
Layer 2 gate 1 & 2
Layer 2 gate pond
Layer 2 ocean front 1 to 6
Layer 2 ocean front river W 1 & 2
Layer 2 ocean front river bridge W 1 & 2
Layer 2 ocean front river N 1 & 2
Layer 2 ocean front river bridge N 1 & 2
Layer 2 ocean front river NE 1 & 2
Layer 2 ocean front river bridge NE 1 & 2
Layer 2 ocean front river NW 1 & 2
Layer 2 ocean front river bridge NW 1 & 2
Layer 2 ocean front river E 1 & 2
Layer 2 ocean front river bridge E 1 & 2

Unused Maps

Unused Player House Rooms

There exists in the game's files alternate maps of the basement and the bedroom with the stairs on the right side. Their internal names are myroomBF and myroomRb.

Hmmm...
To do:
Get screenshots of how these maps look in a model viewer.

Empty Museum Maps

There are various empty maps for the museum, including 4 fossil exhibits and 3 painting halls.

  • ms_fossilA2 (0xDB)
  • ms_fossilA3 (0xDC)
  • ms_fossilA4 (0xDD)
  • ms_fossilB2 (0xDF)
  • ms_pictureA2 (0xE5)
  • ms_pictureA3 (0xE6)
  • ms_pictureB2 (0xE8)

Unused Emotion

ACLC-debugemotion.png

The Close emotion (ID 0x01) can only be obtained via hacking. It uses the Anger icon. When clicked, the close inventory animation plays.

Unused Text

Development-related Strings

The following can be found in sys_SP/NPC_perimi.bmg:

【Strings】
 0 : ⑥Name of person 1 with full mailbox
 1 : ⑥Name of person 2 with full mailbox
 2 : ⑥Name of person 3 with full mailbox
 -----------------------
 【Free Management】
 1 : Open Town Song Window
 2 : Open Collection Window
 3 : Open Letter Box
 4 : Open Letter Window
 5 : Open Date Window

MMSRevision.txt is present in all language folders within the Script directory. Its contents are as follows.

US Europe Japan Korea
483450
483469
479175
8465

Unused/Hidden Dialogue

sys_MESS/SYS_Start.bmg in the language folders have some text about choosing kanji or hiragana.

So, tell me something...
How do you feel about
reading kanji? Or maybe
you prefer only hiragana?
Hiragana only!
Kanji's OK!
With kanji, then! Super!
Only hiragana, then! Super!

The back of the Town Hall is not accessible through normal gameplay. However, Mayor Tortimer will talk if the player uses hacks to access his desk and awaken him from his slumber.

Hidden Music Track Names

The outdoor background music changes every hour and is usually referred to simply by the time it can be heard (eg. 7AM, 1PM, 11PM). The sound files for these tracks reveal that there are internal names for each loop in the game's data.

Time File Name
12AM RB
1AM AOR02
2AM MamaPapa
3AM Ribbon
4AM Quiet
5AM Echo
6AM Boogaloo
7AM Skip
8AM Plain808
9AM Rock02
10AM LullabyWaltz
11AM FreeSoul
12PM Bossa02
1PM REGGAE
2PM BOSSA01
3PM CALM
4PM REGGAE02
5PM RAINYWALTZ
6PM PHAROAH
7PM SCHOOLWALTZ
8PM AOR01
9PM BROKENBEATS
10PM SATELLITE
11PM CAJON

Unused Graphics

Where is everybody?

Layout/photo.arc has an early screenshot of the game, featuring a male player and Mitzi in a barren wasteland with no trees, buildings, plants, or anything. It can be found in photoTex_00.tpl.


ACCF-MapDummy00.png

Layout/map.arc has an early image showing a sample town map in map_240_CI4_00.tpl.


Here at, Neentendo, we would like to announce...

Several ARC files have a dummy Mii face using Satoru Iwata's Mii that he used at the time.


Accf-MD00.png Accf-MD01.png Accf-MD02.png Accf-MD03.png Animal-Crossing-City-Folk-DesiWin-4.png Animal-Crossing-City-Folk-DesiWin-5.png Animal-Crossing-City-Folk-DesiWin-6.png Animal-Crossing-City-Folk-DesiWin-7.png

Layout/desi_win.arc contains eight dummy patterns with numbers on them. Their individual names range from md00.tpl to md07.tpl. The first four patterns appear in a few other archives.


Animal-Crossing-City-Folk-Dummy-Carpet.png Animal-Crossing-City-Folk-Dummy-Wall.png Animal-Crossing-City-Folk-Dummy-Misc.png

Three tiny dummy textures for floors, walls, and miscellaneous items.


ACCF dummycloth.png

A dummy texture intended for clothes.


ACCF dummyground.png

An unused texture found with the ground models in the BgData directory.

Unused Music

KK Slider

Sound/rv_forest.brsar contains a file BGM_KK00_TEST, which is a short excerpt of K.K. Jazz.

Phineas' Theme

Phineas' music box theme is actually comprised of hidden audio tracks that play over the normal City music when he is present. Even though Phineas only appears when visiting the City during the daytime, there are hidden audio tracks with unique versions of his theme in the night, late night and early morning versions of the City music. These can be found in Sound/rv_forest.brsar as the last audio channel of BGM_TOWN_NIGHT, BGM_TOWN_MIDNIGHT and BGM_TOWN_EARLY, respectively. These tracks can be heard in the unlikely case that the player waits while Phineas is in the plaza, forcing him to stay there.[1]

Night Version

Midnight Version

Morning Version

Internal Project Name

The game's internal name is rv_forest. "rv" stands for Revolution, the Wii's project name. "forest" likely refers to Animal Forest, the Japanese name of the franchise (Doubutsu no Mori).