Splatoon
Splatoon |
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Developers: Nintendo EAD Group No. 2,
Monolith Soft This game has unused playable characters. This game has a prototype article This game has a prerelease article |
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. |
Splatoon is Nintendo's unique take on the third-person shooter, in which you play as a kid who is also a squid.
While it was innovative for its time and a breath of fresh air for a company that seemed stuck in a rut, its two sequels for a far more popular console and the shutdown of Nintendo Network online servers have sadly left very little reason to play the original Splatoon anymore, unless you're playing on Pretendo Network or invested in the single-player campaign, Octo Valley.
A significant amount of early Splatoon content also ended up being left unused in Super Mario Maker.
To do:
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Version Differences
English Translation Differences NOA really d-d-d-dropped the sea bass on that one! |
Revisional Differences Game Balancing and other fixes over the course of the game's lifespan. |
Resources
Unused Gear |
Unused Weapons A dive into what Sheldon didn't want us to use. |
Unused Text What if the other Splatfest teams won...? |
Unused Enemies |
Unused Models |
Stages
Unused Stages Entries Nearly 100 unused map entries for your viewing pleasure. |
Previous Versions of Stages Not all stages were released at the same time but they already exist in the game files although in an unfinished form. |
Hidden models in stages Yes, they put a stage within a stage. |
Unused Music
STRM_Title
The music used on the title screen in the "Testfire" demo is present, but unused.
STRM_Tutorial
The tutorial song Splattack! (Jam Session) heard upon starting a new save has an unused section. It's a short, simple bass melody that's similar to the beginning of the song, this section is not included in the official OST release Splatune.
Unused Textures
Debug Paint Shots?
Present in Player.pack/PaintTexture.szs are three small images titled DebugShot0*, "*" being 0-2, it is unknown what their purpose is.
Cubemap Viewer?
Present in Player.pack/ViewerCubeMap.szs is a single texture called Gambit_Viewer however having multiple image surfaces.
Removed alpha for clarity.
Stitched Versions.
Placeholder Files
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What code do they have? |
Added in version 2.4.0 are placeholder files for enemies internally referred to as JumpingGuy and HammerGuy. They have some coding as well.
Placeholder Gear Images
If there is no brand or icon for a piece of gear, the game will display these instead.
Unused Objects
Seesaws
A simple seesaw object, it will tilt if there's a player on it. It is meant to be used on Flounder Heights, but it is set to never load.
Playable Octolings
Octolings have two separate models, one for the enemy that appears in single player (right), and an unused one that functions as an alternate player model for the Inklings (left). Playable Octolings would never see the light of day until the release of the Octo Expansion DLC for Splatoon 2, with different designs compared to the enemy Octolings. An interview with the franchise's director, Hisashi Nogami, revealed that the developers did consider original plans for playable Octolings in this game on 28 June 2018, even before hackers modded the enemy Octolings in.
- Hacking the goggles off the enemy model shows they have Inkling eyes as placeholders, while the player models use unique ones not found anywhere else.
- Sometimes, the player model can fail to load and use either garbage textures or Inkling eyes.
- Official artwork of an Octoling without goggles was published on both the Japanese Twitter and American Tumblr Squid Research Center promo media.
- The player model has ink color changing hair.
- The player model received changes in the updates, most notably adding a mouth for use in losing animations.
- The Octolings have their own unique version of the Kraken Special, fan-dubbed the Octo-Kraken. It is very similar to the regular Kraken, only with its tentacles curling forward instead of pointing straight back. The Octo-Kraken used by the playable Octolings in Splatoon 3 had a more realistic design compared to the one here.
- Since the Octolings were never programmed to have animations in Inkopolis Plaza, the game would originally crash whenever it attempted to load them in, including at the title screen, essentially softlocking other players from playing the game again until a Splatfest begins, should they play with hackers who are Octolings. This bug was thankfully patched; the game will use the Inkling Girls instead if Octolings were forced to spawn in the city.
Player on the Rival Octoling Team
Using a team changer code, typically with a mod menu, it's possible to be on the enemy Octoling's team, like in online battles, they display a name above their head that says "Rival". They can't hurt the player and the player can't hurt them, the Rivals will simply run around and shoot the ground as if they were teammates. Using the GamePad, the player can also Super Jump to the Octolings, much like they would in a regular online battle.
Error 104-2210
After the online shutdown on 8 April 2024, attempting to receive stage data now will yield a Wii U error that is completely unique to this game: error 104-2210. Although it tells players to contact Nintendo Support if the issue persists, it was supposed to say that the online service had ended, meaning that there's not much they can do about it — the only workaround is to play the game on Pretendo Network.
Texture Oddities
Amiibo Box
To do: Add standard amiibo box back for comparison. |
Due to how the camera works, it is normally impossible to see the back of the amiibo box. Thanks to an Inkling NPC who spawns in a specific spot, a crafty player can get out of bounds and walk around to behind the box.
The back of the box is fully detailed and has even been translated into the game's in-universe language. It also raises questions about the game's world given that the top half is virtually unchanged, not to mention the amiibo and Splatoon logos being in English.
Skull Bandana
The top half of the skull in this bandana texture is never seen. The material is folded in half and only the mouth can be seen in-game.
Ancho-V Games
A map near both of the elevators in Ancho-V Games (shown left) suggests that the stage was going to have a different layout.
Inkopolis Plaza TV
In the model for Inkopolis Plaza is this picture of the Squid Sisters, displayed on the TV as a placeholder for the animated graphic.
Unused Parameter Sheets
There are parameter sheets that define a lot of object parameters in the game. It can range from collision sensors to weapon ranges. There are 2 currently known unused parameter files in the game.
PostGame_StageView_TestField218_DRC.camera.params
{ { "mRefType" 0 } { "mDirType" 0 } { "mAt" 0.00000000 0.00000000 0.00000000 } { "mPos" 0.00000000 1740.00000000 1.00000000 } { "mUp" 0.00000000 1.00000000 0.00000000 } { "mNear" 0.30000001 } { "mFar" 10000.00000000 } { "mFovy" 45.00000000 } { "mAspect" 1.33333337 } { "mIsUseLimit" 0 } { "mLimit" 60 } }
PostGame_StageView_TestField712_DRC.camera.params
{ { "mRefType" 0 } { "mDirType" 0 } { "mAt" 0.00000000 0.00000000 0.00000000 } { "mPos" 0.00000000 2600.00000000 50.00000000 } { "mUp" 0.00000000 1.00000000 0.00000000 } { "mNear" 0.30000001 } { "mFar" 10000.00000000 } { "mFovy" 45.00000000 } { "mAspect" 1.33333337 } { "mIsUseLimit" 0 } { "mLimit" 60 } }
Uncompiled Shaders
Download Uncompiled Source Code in Particle.ptcl
File: Splatoon_Embedded_Shader_Code.7z (39 KB) (info)
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The password for this download is tcrf-tcrf-tcrf-tcrf.
Similarly to New Super Mario Bros. U, a set of source code files that appear to be shaders are embedded in a PTCL file. All eleven can be found in Pack/Static.pack/Effect/Gambit.szs/Particle.ptcl. Oddly, two of them are both named eft_Stripe.vsh, yet have different contents.
Also worth noting is that the files from New Super Mario Bros. U were encoded in Shift-JIS, whereas most of these are encoded in UTF-8. (Two of them -- GambitBasic.fsh and GambitBasic.vsh -- seem to use neither.)
Debugging Content
Debug Font
A debug font is present in the System.pack file.
Debugging Settings
The GameConfigSetting.xml file contains various text strings for a variety of debugging content. There are entries for strings that doesn't exist in the game executable which cannot be used for that reason.
The strings and their functions are listed below.
Parameter name | Parameter name (JP) | Parameter Name (translated) | Comment | Comment (Translated) | Function/use | ||
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CustomPartAddition | ギアや武器などの追加度合い | Additional gear, weapons, etc. added | 0:最初のロム、1:追加配信パッチ1(夏アップデート)、2:追加配信パッチ2の1(スクリュースロッシャー)、3:追加配信パッチ2の2(秋アップデートギア)、4:武器8種追加)、5:武器9種追加 | 0: initial ROM; 1: expansion patch 1 (summer update); 2: expansion patch 2.1 (Sloshing Machine); 3: expansion patch 2.2 (autumn update gear); 4: 8 additional weapons); 5: 9 additional weapons | Content distribution flag for patches. Defaulted based off the version of the game. | ||
FirstScene | 最初に入るシーン名 | Name of first scene entered | Sets the first scene to boot to, a Scene that doesn't exist will make the game use regular Scene loading. Unused. | ||||
FirstMap | 最初に自動で入るマップ名 | Name of first map automatically entered | ? Unused. | ||||
CorrectSeq | 正規シーケンス? | Regular sequence? | 0:ターゲット次第、1:必ずON、2:必ずOFF | 0: depends on target; 1: always on; 2: always off | Whether to override the proper bootup sequence and load FirstScene instead, set to 2 to enable by disabling. Defaulted to 0. | ||
DayChangeCheck | DayChangeCheck有効? | DayChangeCheck valid? | 0:ターゲット次第、1:必ずON、2:必ずOFF | 0: depends on target; 1: always on; 2: always off | ? Defaulted to 0. | ||
FreeTestPlayerNum | FreeTestの人数(0のときは通常通り) | FreeTest player count (as normal when 0) | ? Defaulted to 0, max value defaulted to 8. | ||||
DbgSimpleSeq | 開発用のシンプルなシーケンスを使うかどうか | Whether to use simple sequence for development | ? Removed from final product. Defaulted to true. | ||||
PhotographMode | 撮影モードのON/OFF | Photo Mode On/Off |
Hides the HUD of the Plaza on the TV, allows use of the Shops when offline and also sets every Plaza NPC name to ランダムでつくった. | ||||
CtrlNotRumble | コントローラーを振動させない | Don't cause the controller to rumble | ? Removed from final product. Defaulted to true. | ||||
SwapTeamColor | チームカラーを入れ替える | Change team colors | ? Defaulted to false. | ||||
PhotographForceBlueOrange | インクを青vsオレンジで固定(静止画用) | Fix ink colors to blue vs. orange (for still images) | ? Removed from final product. Defaulted to false. | ||||
StopFieldAnimation | メイン地形のアニメーションを止める(静止画用) | Stop main terrain animations (for still images) | ?. | ||||
IsDispDMark | デバッグ機能を使った時のDMarkを表示 | Display DMark when using debug functions | Shows (D) in debug menus. Removed from final product. Defaulted to true. | ||||
BGMMute | BGMをミュート | Mute background music | Removed from final product. Defaulted to false. | ||||
SoundOffByTheRoot | サウンドを根こそぎオフ(現在は効きません。サウンド処理オフフラグを使ってください。) | Mute any and all sounds (Currently does not work. Please use sound processing off flag.) | オフにするとスレッドも立てない(このフラグはaalにする以前のもので、現在は使えません) | Won't even start the thread if turned off (this flag was used before changing to aal and is no longer supported) | ? Removed from final product. Defaulted to false. | ||
NoAudioBySndDefine | サウンド処理オフ(aalとSLink2の発音処理、計算処理が回らなくなります。Develop以下限定) | Sound processing off (The aal and SLink2 sound processing and calculation processing will not function. Develop or lower only) | aalとSLink2の処理有効フラグを倒す(Develop以下限定) | Turn off the flag enabling aal and SLink2 processing (Develop or lower only) | ? Removed from final product. Defaulted to false. | ||
StreamCacheSize | ストリームのキャッシュサイズ(KB) | Stream cache size (KB) | 80 - 160 が妥当らしい | 80 - 160 should work | ? Defaulted to 160. | ||
CalcGameFrameRTC | ゲーム内時間をローカルでもRTCで計算(1分でのBGM変化確認用) | Calculate in-game time both locally and with RTC (for confirming music change in 1 minute) | ? Defaulted to false. | ||||
SoundProcessCheck | ラウドネス等計測モード:0=無効、1=シーン自動計測、2=DebugMenuかORで手動計測(Develope以下限定。変更後は要ロム再起動) | Loudness, Etc. Measurement Mode: 0 = disabled, 1 = automatic scene measurement, 2 = manual measurement with DebugMenu or OR | 0:無効、1:有効(各シーンを自動計測)、2:有効(DebugMenuかORから手動計測) | 0: disabled; 1: enabled (automatically measured per scene); 2: enabled (manually set with DebugMenu or OR) | ? Removed from final product. Defaulted to 0. | ||
BossDownload | BOSSダウンロード有効? | BOSS download enabled? | 0:ターゲット次第、1:必ずON、2:必ずOFF | 0: depends on target; 1: always on; 2: always off | ? Defaulted to 0. | ||
NexLoginInBoot | BootでNEXログイン | NEX login on Boot | 0:ターゲット次第、1:必ずON、2:必ずOFF | 0: depends on target; 1: always on; 2: always off | ? Defaulted to 0. | ||
ForceFestivalHeldInBoot | Bootで強制祭開催モード | Force festival mode on boot | ? Removed from final product. Defaulted to false. | ||||
ChangeLanMatchInBoot | BootでLANマッチングに切り替え | Switch to LAN networking on boot | ? Defaulted to false. | ||||
IsVersusMachine | 俺たち対戦台 | We're versus machines! | 対戦台環境かどうか(開発機専用) | Determines whether to use a versus machine setup (development machines only) | ? Removed from final product. Defaulted to false. | ||
NonStopEnlThreadIfAssert | ASSERTになってもenl通信スレッドを止めない | Don't stop en1 communication threat even if it becomes ASSERT | ? Defaulted to false. | ||||
PiaTraceDetail | PiaのTRACEをより詳細に(通称・東條スペシャル) | Pia TRACE in more detail (AKA "the Tojo Special") | ? Removed from final product. Defaulted to false. | ||||
PiaTraceOff | PiaのTRACEを消す | Clear Pia TRACE | ? Removed from final product. Defaulted to false. | ||||
PiaCashedPrint | PiaのTRACEをCashedPrintに | Pia TRACE to CashedPrint | ? Removed from final product. Defaulted to false. | ||||
PrintFriendNotification | フレンドライブラリ通知をプリント | Print Friend Library notice | ? Removed from final product. Defaulted to false. | ||||
DrawTransportProfilerMode | Transport計測描画モード | Transport measurement drawing mode | Transport計測描画モード | Transport measurement drawing mode | ? Defaulted to 0. |
Internal Project Name
Splatoon's internal project name is Gambit, based on strings in the executable.
The Splatoon series
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Wii U | Splatoon (Global Testfire) |
Nintendo Switch | Splatoon 2 (Global Testfire) • Splatoon 3 (Splatfest World Premiere) |
- Pages missing developer references
- Games developed by Nintendo EAD Group No. 2
- Games developed by Monolith Soft
- Pages missing publisher references
- Games published by Nintendo
- Wii U games
- Pages missing date references
- Games released in 2015
- Games released in May
- Games released on May 28
- Games released on May 29
- Games released on May 30
- Games with unused characters
- Games with uncompiled source code
- Games with unused objects
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused music
- Games with unused text
- Games with regional differences
- Games with revisional differences
- Defunct online content
- To do
- To investigate
- Splatoon series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Defunct online content
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
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