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Splatoon

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Title Screen

Splatoon

Developers: Nintendo EAD Group No. 2, Monolith Soft
Publisher: Nintendo
Platform: Wii U
Released in JP: May 28, 2015
Released in US: May 29, 2015
Released in EU: May 29, 2015
Released in AU: May 30, 2015


GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game'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.

Hmmm...
To do:
  • There are "night" copies of the Splatfest tracks, despite Splatfests already taking place at night. Investigate these.
  • Message version files.
  • Maybe move here all the early content that was left out in Super Mario Maker along with making a subpage and compare the early icons with the ones in the final game.
  • More unused Splatfest Dialogue if the opposing team won.
  • "Lantax Central Storage" placeholder text in Cmn_SeqDRCStage_00.brlyt
  • Inside the file "System.pack" is an .xml file full of various settings. Document them.
  • Add the rest of the missing early/beta build footages and screenshots such as the early ability icons and.. a SpotPass feature? from this user.
    • Although users claim that these files are even older than the 2014 E3 Demo Build it is false because according to an image that exists inside one of these files mentions this Build so it is very likely that these files have come out of that version.
    • Maybe it's better for this part in Prerelease Info>E3 2014 Build?
  • Debug functions from TestFire stripped... then silently returning (since v80)?
  • There are parameters for unused enemies in octo valley mode.
  • There are more unused models.
  • This tweet shows an earlier version of the plaza --> https://twitter.com/SnithAndrew/status/1537067470779035648 .
  • Some final versions of map layouts mention models that are not defined to generate.
  • Interestingly there is a previous level 21 version of octo canyon mode within the layout itself.
  • There is a Build that was possibly used in championships but contains some interesting things.
  • Not all Teamscolors parameter files are used.
  • Perhaps it would be better to create a subpage for the Kiosk Demo, as it contains some interesting findings.
  • Some unused animations.
  • Previous versions of clothing, shoes, headgear and weapons models may exist within the respective stores.
  • Unused music part
  • Inaccessible Splatfest content;
    • win/lose jingles with intro, Calamari Inkantation with different intro, Splatfest results jingle
    • Night stages.
    • Inaccessible Splatfest Tee item.
    • Leftover Ink Colors from Splatfests.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Version Differences

NotesIcon.png
English Translation Differences
NOA really d-d-d-dropped the sea bass on that one!
SplatoonRevisionalDifferences.png
Revisional Differences
Game Balancing and other fixes over the course of the game's lifespan.

Resources

Splatoon Warrior Headdress.png
Unused Gear
Splatoon IconSplattershot.png
Unused Weapons
A dive into what Sheldon didn't want us to use.
TextIcon.png
Unused Text
What if the other Splatfest teams won...?
TextIcon.png
Unused Enemies
TextIcon.png
Unused Models

Stages

Placeholder.png
Unused Stages Entries
Nearly 100 unused map entries for your viewing pleasure.
Placeholder.png
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.
Placeholder.png
Hidden models in stages
Yes, they put a stage within a stage.

Internal Project Name

The game's internal name is Gambit.

(Source: Random Talking Bush)

Unused Music

STRM_Title

The music used on the title screen in the "Testfire" demo is present, but unused.

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.

Splatoon-DebugShot00.png

Splatoon-DebugShot01.png

Splatoon-DebugShot02.png

Cubemap Viewer?

Hmmm...
To do:
Maybe upload these without alpha to ensure they are visible in the best form.

Present in Player.pack/ViewerCubeMap.szs is a single texture called Gambit_Viewer however having multiple image surfaces.

Splatoon-Gambit Viewer Array01.png Splatoon-Gambit Viewer Array02.png Splatoon-Gambit Viewer Array03.png

Splatoon-Gambit Viewer Array04.png Splatoon-Gambit Viewer Array05.png Splatoon-Gambit Viewer Array06.png

Splatoon-Gambit Viewer Array07.png Splatoon-Gambit Viewer Array08.png Splatoon-Gambit Viewer Array09.png

Splatoon-Gambit Viewer Array10.png Splatoon-Gambit Viewer Array11.png Splatoon-Gambit Viewer Array12.png

Placeholder Files

Elementary, my dear Cactus.
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.

(Source: NWPlayer123)

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.

(Source: Diam)

Playable Octolings

A comparison between the unused model (left) and the used one (right).

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 Octo-Kraken in use.
  • 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.
(Source: NWPlayer123, Random Talking Bush)

Player on the Rival Octoling Team

Hmmm...
To do:
This is very poorly explained, and doesn't provide the hack that was used
Octolingivaltext.jpg

If the player uses a team changer cheat code in an Octoling stage to be on the same team as the Octolings, the game will show a piece of text above the Octoling's head with the name "Rival," much like the name of a player in an online match.

The player can also Super Jump to the Octolings, much like they would in a regular online battle.

Error 104-2210

S1 error 104-2210.png

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. This ultimately makes the shops in Booyah Base permanently inaccessible, as the shopkeepers will kick the players out if they try to enter. It tells players to contact Nintendo Support if the issue persists, but since the online services have already ended, there's not much they can do about it — the only workaround is to play the game on Pretendo Network.

Texture Oddities

Amiibo Box

Hmmm...
To do:
Add standard amiibo box back for comparison.
Splatoon amiibo back.png

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.

Splatoon-Skull-Bandana.png

(Source: NWPlayer123)

Ancho-V Games

Splatoon OldAncho-VMap.jpgSplatoon CurrentAncho-VMap.jpg

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

Splatoon-PlazaTVDummy.png

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 
	}
}
(Source: MrRean)

Uncompiled Shaders

Download.png Download Uncompiled Source Code in Particle.ptcl
File: Splatoon_Embedded_Shader_Code.7z (39 KB) (info)


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.)

(Source: RoadrunnerWMC, Hiccup)

Debugging Content

Debug Font

A debug font is present in the System.pack file.

Splatoon debug font.png

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
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
Hmmm...
To do:
Try deeper testing if possible.

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.