Pilotwings Resort
Pilotwings Resort |
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Developers: Nintendo,
Monster Games This game has hidden development-related text. |
To do:
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Pilotwings Resort is the third entry in the Pilotwings franchise which takes place on Wuhu Island from Wii Sports Resort. Just like the previous two entries, it's also a launch title.
Contents
Debugging Functions
Debug Menu
EUR | |
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Function Address (code.bin) |
0x0028121c |
A debug menu is present in the game with two options: Story and Model Test. To access it, enable the following code and select either the "Dioramas" or "Options" menus.
EUR | |
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Gateway Code | D3000000 00000000 00274214 e320f000 D2000000 00000000 |
Story
EUR | |
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Function Address (code.bin) |
0x00298888 |
Allows the player to select any mission from the game. The first submenu is named "Debug Tracks" and has all of the mission categories. When selecting one, any mission can be selected, with the description appearing on top of the upper screen, alongside some strange lines.
Model Test
EUR | |
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Function Address (code.bin) |
0x00295048 |
It has 3 options: Rocket, Jet and Jet Flight Test. The first two options show a model viewer that can be controlled using the touch screen, with the instructions being provided there. They both show a rocket and a jet model respectively, albeit with strange texturing.
The third option does not seem to work, as pressing it will return back to the model test submenu. There is code to go to a submenu named "Choose Color", which renders a button that does nothing when pressed.
Missing Options
There seems to be code in the debug menu function that points to two more debug options. The first one, located in function 0x002941e0 from code.bin (EUR), seems to load a file named arttest.res. The second one, located in function 0x00295ab0 from code.bin (EUR), seems to be for some kind of model test, since it references the file uimodeltest.car.
Trying to access these options crashes the game, likely because none of the files mentioned are found in the game.
Debug Coordinates
This debugging feature, referenced as debug_coords internally, prints the X, Y and Z position coordinates of the player in the upper screen. It can be enabled with the following code:
EUR | |
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Gateway Code | D3000000 00000000 002380d8 e320f000 D2000000 00000000 |
Development Text
Build Info
To do: Add the second string for all versions. |
The code contains a build date which differs between versions.
Version | First string | Second string |
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USA Kiosk Demo | Jan 25 2011 11:37:31 |
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USA v16 and v32 | Jan 26 2011 11:37:00 |
Jan 26 2011 11:37:00 CTR-DMO-RLS-NDBG-US-NTSC ARM-400902 NN-0.14.19 dave_p_build |
Europe Kiosk Demo | Jan 25 2011<br />59:28 |
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Europe v0 and v16 | Jan 26 2011 11:40:21 |
Jan 26 2011 11:40:21 CTR-DMO-RLS-NDBG-EU-NTSC ARM-400902 NN-0.14.19 dave_p_build |
Japan v32 | Jan 26 2011 11:38:41 |
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Japan v48 | Jan 26 2011 11:38:41 |
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Japan Kiosk Demo | Jun 13 2011 11:34:53 |
Jun 13 2011 11:34:53 CTR-DMO-RLS-NDBG-JP-NTSC ARM-400902 NN-0.14.19 evan_r3 |
USA v32 adds a digital manual, as does Europe v32. There are no other differences in the files contained within the ExeFS and RomFS.
Error Messages
A bunch of hilarious messages and error strings can be found in the executable.
*@glider: I required a pants-kick of %.3f MPH glider: entered water while landing =pants rocket: crashed into landing pad! (flying) Hey I suck! playing > max_sounds (%d > %d) rocket: hey: trying to transform into wingsuit but rocket isn't wearing wingsuit rocket: already is wingsuit! rocket: hey, we somehow got into landed/out of fuel! rocket: hit a landing pad at over 50 MPH into landing pad! (ground_spring) rocket: crashed into landing pad! (collide) Creating 3d sound failed. Supposed to be impossible. Attempt to call ValueFileLoadHumanReadable() from non-PC platform??? undestroyed sound: %s %s/%d: Invalid soundclass! (%s) material(%s:%d): OVERSUBCRIBED: referring to alt_color|layer# is not possible. Unable to allocate memory for pool Panic: out of memory in pool(%s) uistyle: can't find style %s Art: Picture #%d not found in %s gridmenu: attempted to unregister plugin that was not currently registered. eventwob: ewedit tried to quick-restart-create a non-editable class! (%s/%s) eventwob: importing legacy tokens colortex: %s has a vehicle_layers table but isn't marked to have generated body texture savefile: format failed (0x%08x), trying again savefile: second format failed (0x%08x) savefile: remount failed savefile: reformatting savefile: reformat failed again, oh well savefile: re-re-mount failed. oh well savefile: re-remount succeeded savefile: remounted successfully ************************************* ** DID YOU KNOW? Only non-resident ** ** resources may be extracted! ** %s[%d]/%s was already resident! ARSetLoad(%s): this set is already resident. COTEres: %s: Bad external toc version/size (%d != %d || %d != %d) Someone tried to forget "%s" too many times! FaceLib: Error getting extra info for Mii (%d, %d)! res: waiting for %s... res: wait(%s) took %d msec res: Someone was waiting for %s, but it just wasn't pending! res: wtf! this node should not be in the fifo anymore res(%s/%s): Get-Before-Wait failure! Resource set still in flight. AsyncResourceSetMustLoad(%s): This set is only accessible via ARS res: bad set header on %s: bad set header crc '0x%8.8x' != '0x%8.8x' AsyncResourceSet(%s): resident too large for supplied buffer (%d > %d) AsyncResourceSet(%s): load too large for supplied buffer (%dK > %dK) Bad MOD version: %d; expecting %d (%s) Couldn't load ModelInfo %s mrModelUnload: unloading MODEL_INVALID!! mrModelLoad(%s) in scene! TEXTURE_NULL (INVALID) gText: escape sequence %s already is contained within another escape sequence BlockHeapAllocator: no current block set and cannot find heap in which 0x%x was allocated BlockHeapAllocator::Free: no current block set and not in relaxed mode. gamemaster: too many objective creation functions specified (max %d) GameMaster: WARNING!!!! - No objective found which will end the event! thermal.cpp: couldn't load %s!!!!! package.cpp: too many destinations added (max %d) package.cpp: too many packages (balloons) added (max %d) vehicle.cpp: too many nodes specified in car path (max %d) mem(%s): Max alloc: %dK Highest address: 0x%x (%dK) mem(%s): Lowest address: 0x%x (%dK) Range: %dK mem(%s): Unused: %dK face: CFL_InitCharModel() fails (%d) face: CFL_MakeIcon() fails (%d) file: %s still in use MemFree(%s): overrun: footer cookie corruption (%x:@EOB+%d) in %s (%2.2x != %2.2x) IdentityRegisterCallback: Tried to add too many callbacks (max %d) D:\build_unaware\SRC\kernel\file.cpp D:\\build_unaware\\SRC\\sound\\soundmgr.cpp
Internal Project Name
According to strings in the exheader and the code, the project's internal name is "unaware". This may also be reflected in the game's two-letter code "AW" (unaware).
The Pilotwings series
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SNES | Pilotwings • Nintendo Campus Challenge 1992 |
Nintendo 64 | Pilotwings 64 |
Nintendo 3DS | Pilotwings Resort |
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