Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

DS Kageyama Method: Tadashii Kanji Kakitori-kun - Kondo wa Kanken Taisaku Dayo!

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

DS Kageyama Method: Tadashii Kanji Kakitori-kun - Kondo wa Kanken Taisaku Dayo!

Developer: Jupiter
Publisher: Shogakukan
Platform: Nintendo DS
Released in JP: November 29, 2007


CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.


DS Kageyama Method: Correct Kanji Kakitori-kun - Now with Kanken Preparation! is an expanded re-release of a kanji learning game. With the help of Professor Kageyama and some polygonal birds, study up and prepare for the Kanji Kentei!

Unused Stroke Data

KAKITORIKUN2 stroke hsmallyo.png

In bimoji/, there is unused data for Writing mode—specifically, stroke files for the small hiragana , , , and the small katakana , , , . If these small kana are hacked into the character selection screen, Writing mode will be able to load the unused files.

Once loaded, however, any attempt to actually write the small kana will result in a score of 0 points. This is probably caused by other missing or incomplete data.

(Source: Original TCRF research)

Unused Graphics

Since this game is played with the Nintendo DS held vertically like a book, all graphics are actually stored sideways in the ROM (except when noted below). All affected images have been rotated for easier viewing.

Early Title Screen

Early Early (with background) Final
KAKITORIKUN2 titlescreen early.png KAKITORIKUN2 titlescreen early-mockup.png KAKITORIKUN2 titlescreen final.png

title_bg00.narc is a simple title screen, likely used as a placeholder during development. It's copied almost directly from the prequel to this game; the only differences are a lack of animations and the addition of a number 2.

On a similar note, while the final game doesn't have a 2 in its title, the internal title is still KAKITORI2.

Early Final
KAKITORIKUN2 titletouch early.png KAKITORIKUN2 titletouch final.gif

title_bg02.narc is another unused image, possibly used alongside the early title screen. It translates to "Please touch the screen." It lacks the animations of the final version, but otherwise it's identical.


Neither of the two images are referenced anywhere in the game's executable.

(Source: Original TCRF research)

UI Elements

Unused Menu Title

Tiles Tilemapped graphic
KAKITORI2 help26 tiles-mockup.png
KAKITORI2 help26 final.png
KAKITORI2 help27 tiles-mockup.png
KAKITORI2 help27 final.png

An unused menu title that says "Help Menu" can be found among the tiles in iga/help/tori26.narc and iga/help/tori27.narc. Some of its tiles are strangely miscolored.

During tests, it would have appeared at the top of the pause menu. While these graphics are used for the pause menu, the tiles in question are not used.

(Source: Original TCRF research)

Unused Banner

KAKITORIKUN2 banner try-answer.png

obi25.narc is an unused banner that translates to "Let's try to answer." It isn't referenced in the game's executable.

(Source: Original TCRF research)

Unknown Menu Part

Individual files Combined mockup
KAKITORIKUN2 menuthing bg.png KAKITORIKUN2 menuthing text.png KAKITORIKUN2 menuthing mockup.png

title00.narc and title17.narc combine to form an unknown menu part. It looks like a menu title, except it has triangular cutouts at either end and the font is slightly thicker. The text means "Writing" (referring to the game's Writing mode), and it would have appeared at the top of the screen. Neither of these files are referenced in the game's executable.

(Source: Original TCRF research)

Unused Minutes Display

Unused Final (at the bottom)
KAKITORIKUN2 minutes unused.png
KAKITORI2 help26 final.png

time00.narc is a display for number of minutes. It isn't referenced in the game's executable.

The final game uses a larger minutes display, which appears during tests at the bottom of the pause menu. It's part of a unified menu graphic rather than a file of its own, and it shows the elapsed time compared to the time limit.

While the unused graphic may be an earlier version, it's also possible it would have been used elsewhere in addition to the final version.

(Source: Original TCRF research)

Messages

Unused Final
KAKITORIKUN2 message drill-return unused.png
KAKITORIKUN2 message drill-return final-pos-mockup.png

mess016.narc is an unused, unreferenced version of "Return to the drill selection screen?" The unused one appears higher on-screen and is a tilemapped graphic, while the final version is a sprite. Aside from that, they're visually identical.


Unused Final
KAKITORIKUN2 message settings-return NSCR.png
KAKITORIKUN2 message settings-return final-pos-mockup.png

mess020.narc is an unused, unreferenced version of "Return to the settings screen?" The furigana "せ" is shorter, and there are subtle differences in anti-aliasing. Also, the unused version appears higher on-screen and is a tilemapped graphic, while the final version is a sprite.


Unused
KAKITORIKUN2 message grade-return.png

mess034.narc is an unused message that asks, "Return to the grade selection screen?" This implies that before the ability to save was implemented, quitting a test would have returned to the grade selection screen.

An unreferenced identical copy of the file can be found at iga/help/mess034.narc.


Unused Final Comparison
KAKITORIKUN2 message 10chars-return unused.png
KAKITORIKUN2 message 10chars-return final-pos-mockup.png
KAKITORIKUN2 message 10chars-return compare.gif

mess036.narc is an unused, unreferenced version of "Practiced 10 times in a row. Return to the character selection screen?"

As seen in the comparison, nearly all the furigana were touched up in the final version, and some lighter pixels were mistakenly drawn over the last "し" in the second line. Also, the unused version appears higher on-screen and is a tilemapped graphic, while the final version is a sprite.

(Source: Original TCRF research)

Tamagotchi Test Sprites

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: These are referenced by the ARM9 binary, so see if they're used in an animation test or something. Also, check if the sprites are from an existing Tamagotchi game, most likely the one made by Jupiter.

Test sprites featuring Tamagotchi characters, for some reason. Animation speeds are estimated. These sprites (and the debug font) are the only graphics that aren't rotated to match the DS's vertical orientation.

test_sprite Name of animation
KAKITORIKUN2 testsprite ani0.gif CellAnime0

test_sprite is the face of Tamagotchi Planet. There is only a single animation, showing him asleep and drooling.

test_sprite2 Name of animation
KAKITORIKUN2 testsprite2 ani0-aseri.gif aseri (mild panic)
KAKITORIKUN2 testsprite2 ani1-odoroki.gif odoroki (surprise)
KAKITORIKUN2 testsprite2 ani2-koke.gif koke (trip/fall over)
KAKITORIKUN2 testsprite2 ani3-mepati.gif mepati (eyes blink)
KAKITORIKUN2 testsprite2 combined-mockup.gif (combined mockup)

test_sprite2 is Kuchipatchi, another Tamagotchi character. Various animations show him panicking and falling down.

test_sprite3 Name of animation
KAKITORIKUN2 testsprite3 ani0.gif CellAnime0
KAKITORIKUN2 testsprite3 ani1.gif CellAnime1

test_sprite3 shows smoke rising in two animations.

test_sprite4 Name of animation
KAKITORIKUN2 testsprite4 ani0-walk.gif walk
KAKITORIKUN2 testsprite4 ani1-koke.gif koke (trip/fall over)
KAKITORIKUN2 testsprite4 ani2-stand.gif stand
KAKITORIKUN2 testsprite4 ani3-smile.gif smile
KAKITORIKUN2 testsprite4 ani4-keep koke.gif keep_koke (keep tripped/fallen)
KAKITORIKUN2 testsprite4 combined-mockup.gif (combined mockup)

test_sprite4 is another Tamagotchi character, a Royal Servant, carrying a cup and saucer. He has different animations for walking, falling over, and getting back up.

(Source: Original TCRF research)

Debug Font

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: the ARM9 binary still references the debug font file. Does that mean it's used (likely for debug menus)? If so, then given that the palette file isn't referenced, does the debug font actually use the palette or not?
KAKITORIKUN2 debugfont.png

DebugFont/key2.chr is a font that's likely meant for debugging purposes. It differs significantly from all the other fonts in the ROM—it doesn't contain any Japanese characters, the file format is completely different, and the characters aren't rotated to match the DS's vertical orientation.

KAKITORIKUN2 debugfont-palette.png

DebugFont/key2.col is a palette of 16 colors. Its file format is different from all other palettes in the ROM. It seems to go with the debug font; however, the debug font is only designed to use the first two colors of the palette, black and white.

(Source: Original TCRF research)

Unused Text

Professor Kageyama Messages

KAKITORI2 scriptMesTbl dummy.png

scriptMesTbl.dat contains lines spoken by Professor Kageyama. Found among them are 101 lines that simply say ダミー ("Dummy").

Most of the dummy lines use Professor Kageyama's default pose and leave the top screen blank. However, some use different poses, and a couple also display something on the top screen.

(Source: Original TCRF research)

Correction Messages

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Some of these probably refer to kanji parts, radicals, etc. If you need some more context, here's a list of all messages in the file, used and unused.

word/tensaku.dsv contains tips, corrections, and other messages used to evaluate the characters written in Writing mode. Among them are various dummy messages. (Several duplicates have been omitted.)

Original Translation
ダミー

ぶぶんどうしのかさなり。

ダミー。

ぶぶんどうしのあき。

ダミー61。 Dummy 61.
ダミー62。 Dummy 62.
ダミー。

かんむりひろく。

ダミー。

かんむりせまく。

ダミー。

あしひろく。

ダミー。

じょうげおなじはばに。

ダミー。

じょうげおおなじはばに。

ダミー。

れっか、ゆう。

ダミー。

れっか、りょう。

ダミー。

れっか、ふか。

ダミー。

ぽひっきかく、ゆう。

ダミー。

ぽひっきかく、りょう。

ダミー。

ぽひっきかく、ふか。

ダミー。

へんのよこかくみぎあがり。

ダミー。

はねのかくど。

ダミー。

はねのながさ。

ダミー。

ゴーロクゼロイチ。

Dummy.

FIVE SIX ZERO ONE.

ダミー。

ゴーナナゼロイチ。

Dummy.

FIVE SEVEN ZERO ONE.

After the last two entries above, there are ten more entries in which the first two numbers continue to increase from 58 to 67, i.e. FIVE EIGHT to SIX SEVEN.

(Source: Original TCRF research)

Development Text

Hello World

hello.txt is a regular text file that says:

Hello, world!

It isn't referenced anywhere in the game's executable.

(Source: Original TCRF research)

Database Copyright

Copyright Decuma http://www.decuma.com
ver 4.1.0 Market. dbtag: Nintendo_Jis1-2 Mon Jun 25 11:26:12 2007

This text appears near the beginning of data/dltjdb.dat, the handwriting recognition database. It includes a copyright, version number, and possible build date. The website mentioned here is now defunct, as Decuma AB was acquired by Zi Corporation prior to the development of this game.

(Source: Original TCRF research)

Debug Menus

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are these menus still accessible, or are these strings all that's left of them?
<< Debug Menu >>
Task ID : %3d
Name    : %s
A : ChangeTask / X : Exit Game

A simple debug menu, found at offset 0xEAFBC of the ARM9 binary.

_/_/_/_/_/ DebugSound _/_/_/_/_/
BGM   : %d
SE    : %d

A simple menu for testing music and sound effects. Located at offset 0xF9040 of the ARM9 binary.

(Source: Original TCRF research)

Developer Credit

It was made in 2007.HiroKanata

"HiroKanata" may refer to Hiroyuku Tanaka, one of the game's programmers. The string is found at offset 0xF2154 of the ARM9 binary.

(Source: Original TCRF research)

Other Strings

[SDK+Zi Corporation:DLTLIB]

Found at offset 0xBD8 of ARM9 binary. Zi Corporation provided the handwriting recognition technology, though it isn't credited in-game.

アイウエオ
アイウエオ
アイウエオ
アイウエオ?
あいうえお
あいうえお
あいうえお鳥K
あいうえお鳥K

Purpose unknown, possibly test strings? Each of these begins with the first five characters of the Japanese alphabet. "鳥K" may be referring to "Kakitori" or "Kakitori-kun" from the game's title. The strings are Shift JIS encoded and reside at offsets 0xE9A34 and 0xEB318 of the ARM9 binary, respectively.

(Source: Original TCRF research)

References to Nonexistent Files

/Test3D/human_run_t.nsbmd

Found at offset 0xEB03C of the ARM9 binary. This file doesn't actually exist within the ROM, but an unused 3D model with the same name can be found in Densetsu no Stafy 4 and Super Princess Peach.

/paper01_a_right.NSCR
/paper01.NCGR
/paper01.NCLR

Found at offset 0xECEC4 of the ARM9 binary. Filenames for a 2D graphic that no longer exists. Oddly, only a "right" .NSCR tilemap file is listed here; by contrast, all graphics used in the final game have tilemaps for both left and right orientation.

/tensaku00_x.narc

Found at offset 0xF7328 of the ARM9 binary. The game only contains tensaku00_a.narc through tensaku00_f.narc; they're images used for the different score rankings in Writing mode.

(Source: Original TCRF research)

Oddities

Fallback Character

If Writing mode tries to load a character with missing data, then instead of crashing, the game will load the data for the kanji . This behavior is never seen in normal gameplay; to witness it, one would have to delete stroke data files from the ROM or hack invalid characters (like numbers or punctuation) into the character selection screen.

The kanji 正 means "correct"; it may have been chosen for being first character in the game's title (after the series name).

(Source: Original TCRF research)

Wii Channel Banner

opening.bnr is actually the Wii Channel banner file used by the North American version of Trauma Center: Second Opinion. Its presence here is almost certainly an accident. Unsurprisingly, the game's executable doesn't reference this file.

(Source: Original TCRF research)