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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.
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

Hmmm...
To do:

Splatoon is Nintendo's unique take on the third-person shooter, in which you play as a kid who is also a squid.

A significant amount of early Splatoon content also ended up being left unused in Super Mario Maker.

Contents

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


TextIcon.png
Regional Differences
NOA really d-d-d-dropped the sea bass on that one!
Placeholder.png
Unused Map Entries
Nearly 100 unused map entries for your viewing pleasure.

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 Gear

Hmmm...
To do:
The brands and main abilities (if any) should still be there, along with the translated names as well.

With a game that includes fashion elements, it is to be expected for some of the gear to be left out of the game. 4 pieces of gear go completely unused and 6 others are minor cosmetic alterations of used gear. Most unreleased pieces of gear shown here have Bomb Range Up as an ability and 0 stars, both likely placeholders.

Besides the Squid Research Lab shoes (abet slightly altered) it is unlikely if those pieces of gear will come back in future Splatoon games.

Headgear

Warrior Headdress - Forge

Shows up in the background of Cooler Heads, although covered by the shop text. One star, has Quick Super Jump as an ability. It is very unlikely that it will be released in the sequel, due to the connection with Native American culture. A model for the hat also exists.

Splatoon Warrior Headdress.png

Stealth Goggles - Forge

An early icon for the Stealth Goggles. The night vision goggles received a green glow from the lenses in the final version.

Splatoon Stealth Goggles.png

Elite Octoling Goggles - Cuttlegear

The goggles Elite Octolings wear. Possibly meant to be obtained from Judd like the other special gear. It does not have an icon.


testfire preorder headphones

the gear you got when preordering the game trugh the testfire, these ones are the same as the normally obtainable gear: Studio Headphones

Hed SUP000^q.png

Clothing

Varsity Hoodie - Splash Mob

A grey and brown hoodie with a white house logo on the top left, complete with black buttons and a hood.
Early screenshots show it was displayed in the Jelly Fresh store, but the final game shows the Camo Zip hoodie instead. Its name suggests it could have been an early version of the Varsity Jacket or a completely different item.

Splatoon Varsity Jacket.png

Shirtstravaganza - Rockenberg

Seen being worn in a few early battle videos and several adverts, and even seen in the eighteenth Sunken Scroll. It may have been replaced by the Baby-Jelly Shirt in the final game, but it is still a mystery.

Splatoon Shirtstravaganza.png

Round-Collar Shirt - Rockenberg

Early icon for Round Collar Shirt. The gray was changed to a lilac color.

Splatoon Round-Collar Shirt.png

Gray-Reel Sweat - Zekko

Early icon of the Reel Sweat. The gray was changed to blood red, and the name was changed alongside.

Splatoon Gray-Reel Sweat.png

Purple Camo LS - SquidForce

Early icon for Purple Camo LS shown in pre-release screenshots and footage. The arm band was changed to be a vibrant orange.

Splatoon Purple Camo LS.png

White Puffer Tee - Firefin

Splatoon White Puffer Tee.png

Layered Anchor LS - SquidForce

Early icon of the Layered Anchor LS. The shirt was changed to a maroon color.

Splatoon Layered Anchor LS.png


Testfire preorder shirt - No brand

The shirt given to players who pre-ordered the game in the Global Testfire still remains in the files.

Clt SUP000^q.bflim.png

Shoes

Armor Boot Replicas - Cuttlegear

Before the 2.0.0 update, these were untitled and had two duplicate files. The 2.0.0 update made them an actual obtainable item, but uses a slightly different icon.

Splatoon MSN001.png

Custom Trail Boots - Inkline

Early icon of the Custom Trail Boots. The color palette was changed to a pink and green palette.

Splatoon Custom Trail Boots.png
(Gear icons and names: NWPlayer123)

Testfire Preorder Shoes

the shoes you got when preordering the game trugh the testfire, these ones are the same as the normally obtainable gear: Red Hi-Horses

Shs SUP000^q.png

Squid Research Lab Gear

Although not technically unused, this gear set is used only by developers as a means to identify them and as such is extremely rare to see in normal gameplay.

Squid Research Lab glasses

Hed SUP001^q.bflim.png

Squid Research Lab coat

Clt SUP001^q.bflim.png

Squid Research Lab shoes

Shs SUP001^q.bflim.png

A slightly altered version of the Squid Research Lab coat was added to Splatoon 2 as a Salmon Run reward.

Unused Weapons

There are 18 unused weapons in Splatoon, 12 of which are unique. They're likely for testing.

Here's what they are in the video.

Shooters

There are 5 shooters, 1-4 are duplicates of each other.

NormalShotAdjust1-4 - Splattershot Jr, 52 Gal, Splash-O-Matic, Aerospray

NormalShotAdjust5 - 96 Gal

Blasters

NormalShotAdjustExplosion1 - Luna Blaster

NormalShotAdjustExplosion2 - Blaster

NormalShotAdjustExplosion3 - Range Blaster

Chargers

There are 4 chargers, 2-4 are duplicates of each other.

ChargeShotAdjust1 - Bamboozler

ChargeShotAdjust2-4 - Squiffer, Splat Charger, Eliter

Rollers

RollerAdjust1 - Inkbrush

RollerAdjust2 - Dynamo Roller

RollerAdjust3 - Splat Roller

RollerAdjust4 - Carbon Roller

Sloshers

There are 2 sloshers, they're duplicates of each other.

BigBallAdjust1-2 - Slosher

(Source: Diam)

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 Splatoon 2 Octo Expansion, and the Octoling design looks slightly different in comparison.

  • 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 up instead of pointing down.
The Octo-Kraken in use.
(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 much like the name of a player in an online match.

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

Texture Oddities

Amiibo Box

Splatoon amiibo back.png

Due to how the camera works, it is normally impossible to see the back of the amiibo box.
However, due to an Inkling NPC who spawns in a specific spot, a crafty player can get out of bounds and walk around behind the box.
The back of the box itself is fully detailed, and even uses the Inkling language!

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)

Unused Text

Executable Strings

Hmmm...
To do:
There's some strings for a developer menu (DevMenu), try to rip them soon, it's present in all updates.

Various strings from the game's executable relating to debug and test features, as well as some source code file paths.

Original Translation
消す
最寄りのアクタのHIOを開く
このアクタへ移動
死亡 or 完成
ワールド初回デモ(ズーム単発)
ワールド初回デモ(小刻みループ)
一定時間でポップする
ポップフレーム
プッシュ時の補間を上書きする
ポップ時の補間を上書きする
システムレイアウトマネージャ
Erase
Open the Nearest Actor's HIO
Transfer to This Actor
Death or Completion
World Initial Demo (Single Zoom)
World Initial Demo (Small Loop)
Pop at Certain Time
Pop Frame
Overwrite Push Time Interpolation
Overwrite Pop Time Interpolation
System Layout Manager
l a b e l   n o t   f o u n d .
n o   l a b e l
invalid vector<T> subscript
vector<T> too long
DummyMatch
DummyTeamMatch
LytCheck
FontViewer
ModelCapture
GameSample
LayoutSample
MiiverseSample
FreeTest
NkjmTest
CustomTest
DbgSetting
DbgEntry
childV3fTest1
childV3fTest2
testA
testB
testC
TestPatrol 
[%@, %@, %@]
drc_test.png
StateCount
stringTest
listTest
childstringTest1
childstateCount2
childstringTest2
##![PatrolLogStart:%@,%@]!##
##![PatrolLogEnd]!##
TestField06
DebugDefaultWeaponSetID
EnableMaxPlayerTest
FreeTestPlayerNum
PhotographMode
Base2D(DRC)
SceneBase::doLoad
BaseScreenShotCapture(TV)
Overlay2D(TV)
Base2D(TV)
Overlay2D(DRC)
EnableGPUFootPrintAlways
ThanksForShow
TextureHeap
ScriptHeap
SaveDataMgr
PaintDummy00
PaintTextureMgr
ENABLE_CAUSTICS
DEBUG_COLOR
IS_NIGHT
ENABLE_WRITE_NORMAL
ENABLE_ALPHA_TEST
PAINT_FACE
IsVictoryLiftTest
VictoryLiftTestLastRideTeamResetWaitFrame
Obj_NamazuDummy
MsnDemo_Goal
MsnDemo_Goal_Dummy


DebugUnderPilot/BuildDate.txt
D:/home/Cafe/Gambit/App/Program/Cmn/Actor/CmnSimpleModelActor.h
D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBullet.cpp
D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBulletBombSucker.cpp
D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBulletPlayerNormalShotBase.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyBallKing.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyCharge.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyCleaner.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyFunctions.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyHideKing.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyMouthKingTooth.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyPhysics.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingBulletBase.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingPunch.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingTakowasaBullet.cpp
D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyTakolienFixed.cpp
D:/home/Cafe/Gambit/App/Program/Game/GameSearchable.cpp
D:/home/Cafe/Gambit/App/Program/Game/Item/GameItemBase.cpp
D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameBallKingPlate.cpp
D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameInkRail.cpp
D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameTurnPlate.cpp
D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayer.cpp
D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayerJointHuman.cpp
D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayerJointSquid.cpp

Internal Server Strings

%NETWORK//eadfilesrv.ncl.nintendo.co.jp/Gambit$/Env/Sound/Loudness
%NETWORK//eadfilesrv.ncl.nintendo.co.jp/Gambit$/ActionLog
%NETWORK//filer/Gambit$/HeatMap
%NETWORK//filer/Gambit$/Env/Thumb/Icon
\\srd-server4\Gambit$\Tool

Strings for servers internal to Nintendo and their Systems Research & Development group are also present. The server for the said group was also used for Wii Fit Plus.

Map Compile Path

D:/home/Cafe/Gambit/Raw/Map/*/*.muunt

All the compiled map scripts have the path to the uncompiled map unit files in the string value, FilePath before compilation. "*" is the name of the map, for example from the shooting range map Fld_ShootingRange_Shr.

Global Testfire

Most of, if not all text from the Global Testfire demo still remain.

Splatfest

From Art VS. Science onwards, there is text for each team winning, but obviously only one would be used. Currently, only USA text exists.

USA

Art VS. Science (If Science had won)

Callie's Dialogue Marie's Dialogue
“Booyah! You just got scienced!”
“Dang it...” “Scientific method in the hizzouse! Great job, guys.”
“Well played, science nerds.”

Cars VS. Planes (If Planes had won)

Callie's Dialogue Marie's Dialogue
“Team Plane soars to victory!”
“Dang it...” “You so FLYYYY, Team Plane!"
"We'll get 'em next time, drivers.”

Pirates VS. Ninjas (If Ninjas had won)

Callie's Dialogue Marie's Dialogue
"Team Ninjaaaaaaa! Ninja stars in your face!”
“Shiver me timbers!” “A ninja's path...is stained in the ink of her enemies.”
“Yeah. Real deep, Marie.”

Burgers VS. Pizza (If Pizza had won)

Callie's Dialogue Marie's Dialogue
"Pizza wins!”
“You know what this means... PIZZA PARTAY!”
“But I wanted a burger party...”

Naughty VS. Nice (If Nice had won)

Callie's Dialogue Marie's Dialogue
"NOICE!”
“Team Nice wins!”
“Ugh...” “And they say nice squids finish last. HA!”
“Whatevs...”
“At least I'm getting free coal for my barbecue.”

Callie VS. Marie (If Callie had won)

Callie's Dialogue Marie's Dialogue
"HOLY CARP!"
"I WON! I'm the undisputed Splatfest Champion!"
I'd also like to thank Judd, Gramps, and most of all...
Thank you, Marie, for being my best friend. Congrats, Callie. You earned it.
SQUID SISTERS FOREVER!
Well, I guess that's it. I'm really gonna miss this.
Now get to the plaza and claim your prize! Me too, Callie. Me too.

Misc.

A list of Octo Valley enemies and content exist, but aren't used in any form.

Unlocalized Text

The majority of the following text was not localized and unused, most likely for eyes of the developers.

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!
String ID Text Text (Translated) Source Description
Color_00
Brown
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_01
ピンク
Pink
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_02
Blue
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_03
Orange
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_04
Green
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_05
Black
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_06
Yellow
CommonMsg/Face/FaceName_EyeColor.msbt ?
Color_00
白い
White
CommonMsg/Face/FaceName_SkinColor.msbt ?
Color_01
普通
Fair
CommonMsg/Face/FaceName_SkinColor.msbt ?
Color_02
茶色い
Olive
CommonMsg/Face/FaceName_SkinColor.msbt ?
Color_03
黒い
Black
CommonMsg/Face/FaceName_SkinColor.msbt ?
Color_04
青い
Pale
CommonMsg/Face/FaceName_SkinColor.msbt ?
Color_05
赤い
Brown
CommonMsg/Face/FaceName_SkinColor.msbt ?
HAP001
フェスTAチーム
Splatfest Team TA
CommonMsg/Gear/GearName_Clothes.msbt Clothing name for Team Alpha on a SplatFest?
HAP002
フェスTBチーム
Splatfest Team TB
CommonMsg/Gear/GearName_Clothes.msbt Clothing name for Team Beta on a SplatFest?
SWT007
スウェット007
Sweatshirt 007
CommonMsg/Gear/GearName_Clothes.msbt Most likely placeholder for a 8th sweatshirt.
TEL013
長袖Tシャツ013
Long-Sleeve T-Shirt 013
CommonMsg/Gear/GearName_Clothes.msbt Most likely placeholder for a 8th long-sleeve t-shirt.
TES030
半袖Tシャツ030
Short-Sleeve T-Shirt 030
CommonMsg/Gear/GearName_Clothes.msbt Most likely placeholder for a 31th short-sleeve t-shirt.
TLY010
重ね着Tシャツ010
Layered T-Shirt 010
CommonMsg/Gear/GearName_Clothes.msbt Most likely placeholder for a 11th layered t-shirt.
TLY011
重ね着Tシャツ011
Layered T-Shirt 011
CommonMsg/Gear/GearName_Clothes.msbt Most likely placeholder for a 12th layered t-shirt.
MET001
ヘルメット001
Helmet 001
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 2nd helmet.
MET006
ヘルメット006
Helmet 006
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 7th helmet.
MET007
ヘルメット007
Helmet 007
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 8th helmet.
MET008
ヘルメット008
Helmet 008
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 9th helmet.
MET009
ヘルメット009
Helmet 009
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 10th helmet.
MET010
ヘルメット010
Helmet 010
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 11th helmet.
MET011
ヘルメット011
Helmet 011
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for the 12th helmet.
NoHed
ARINOMAMA
BARE
CommonMsg/Gear/GearName_Head.msbt Most likely placeholder for not having headgear.
None
なし
None
CommonMsg/Weapon/WeaponName_Main.msbt, CommonMsg/Weapon/WeaponName_Special.msbt, CommonMsg/Weapon/WeaponName_Sub.msbt Most likely placeholder for not having a weapon.
RVL001
ヘルメットライバル用強
Helmet - For Rivals - Strong
CommonMsg/Gear/GearName_Head.msbt ?
CFS003
コンフォートシューズ003
Comfort Shoes 003
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 2nd shoe.
NoShoes
ありのまま
Bare
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for not having shoes.
SHI010
ハイカットスニーカーSHI010
High-Top Sneakers SHI010
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 11th high-top sneaker.
SHI011
ハイカットスニーカーSHI011
High-Top Sneakers SHI011
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 12th high-top sneaker.
SLO012
ローカットスニーカー012
Low-Top Sneakers 012
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 13th low-cut sneaker.
SLP003
スリッポン003
Slip-Ons 003
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 4th low-cut sneaker.
SLP004
スリッポン004
Slip-Ons 004
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 5th low-cut sneaker.
Tnk_Msn0Lv0
インクタンク Lv.0
Ink Tank Lv. 0
CommonMsg/Weapon/WeaponName_Tank.msbt ?
Tnk_Msn0Lv1
インクタンク Lv.1
Ink Tank Lv. 1
CommonMsg/Weapon/WeaponName_Tank.msbt ?
Tnk_Msn0Lv2
インクタンク Lv.2
Ink Tank Lv. 2
CommonMsg/Weapon/WeaponName_Tank.msbt ?
Tnk_Msn0Lv3
インクタンク Lv.3
Ink Tank Lv. 3
CommonMsg/Weapon/WeaponName_Tank.msbt ?
Tnk_Simple
インクタンク
Ink Tank
CommonMsg/Weapon/WeaponName_Tank.msbt ?
TRS003
トレッキングシューズ003
Hiking Shoes 003
CommonMsg/Gear/GearName_Shoes.msbt Most likely placeholder for the 4th trekking shoes.

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.

Revisional Differences

Hmmm...
To do:
Versions 2.3.0's content (previous update) STILL needs to be added, as well as updates 2.6.0 to 2.11.0

Version 1.0.0

The original release of the game.

Version 1.2.0

This version was released on June 3, 2015, and fixes a bug, where you could gain all your money back after adding a slot to your gear or rerolling the abilities from Spyke and then talking to Judd after having any level of Vibe. Also, the main plaza had its framerate upped to be a consistent 30 FPS.

Version 1.3.0

This version was released on June 30, 2015.

  • The Kraken and Bubbler special weapons now receive more knockback when shot at.
  • The area covered by an Inkstrike is more consistent regardless of where it lands.
  • The Ninja Squid ability's swim speed is decreased when equipped.
  • The Stealth Jump ability's Super Jump speed is decreased when equipped.
  • The Ink Resistance ability's effectiveness was decreased.

This version also changes how Splatfest works:

  • Members of the same team now join the lobby as a different team when matchmaking takes too long.
  • Random people may get access to the Splatfest 5 minutes before the actual Splatfest starts to avoid high traffic.
  • The amount of Super Sea Snails won depending by rank was adjusted.
(Source: Nintendo)

Version 2.0.0

This version was released on August 5.

Squad Battle

  • Users are able to create a squad with friends and battle against other squads in Ranked Battle.
  • Squad Battle can be accessed by players who are at level 10 or higher.
  • Once a squad is created, friends of friends will be able to join the squad.
  • Passwords can be set if users wish to only play with specific friends.
  • Squad Battle can only be played against other users who are playing Squad Battle. (Ranked Battle players will not be matched up with Squad Battle players.)
  • Users are able to create a Squad of 4, Squad of 3, or Squad of 2.
  • Squads of 3 may be matched up against Squads of 4.
  • When a Squad of 3 plays against a Squad of 4, the game will be set so the Squad of 3 respawns faster, but in general, the Squad of 3 will be at a disadvantage.
  • Squads of 2 will be matched up with three other Squads of 2, resulting in a match between "Squad of 2 x 2" vs "Squad of 2 x 2".

Private Battle

  • In Private Battle, friends can play in private, customizable matches.
  • Friends of friends will be able to join.
  • Passwords can be set if users wish to only play with specific friends.

Updated Levels:

  • Users are able to level up to level 50.
  • This is unlocked once players reach level 20 and go to the lobby.

Updated Ranks

  • Users are able to achieve rank S and S+.
  • Rank S and S+ can only be attained by playing Ranked Battle, not through Squad Battle.
  • Once users reach rank S and S+, the rank will no longer be affected by the results of Squad Battle.
  • Change the calculation method for Rank Points based on the results in Ranked Battle.
  • Users will be sent back to the lobby when their ranks change in Ranked Battle.

New Gear

  • New gear has been added, which appear in the in-game shop at random.

New Background Music

  • New BGM has been added, which play during battles at random.

SplatFest Update

  • During the results of Splatfest, the winning percentage are now multiplied by 4 rather than 2.

Stage Adjustments

  • Urchin Underpass: Overall layout has been adjusted in all modes.
  • Saltspray Rig: Adjusted stage layout in Tower Control.
  • Arowana Mall: Adjusted stage layout in Splat Zones.
  • Kelp Dome: Adjusted stage layout in Splat Zones and Tower Control.
  • Moray Towers: Adjusted stage layout in Splat Zones and Tower Control.

Special Weapon Adjustments

  • Adjust the points needed to use Inkzooka from 180p to 220p.
  • Adjust the points needed to use Point Sensor from 180p to 200p.
  • Adjust the points needed to use Killer Wail from 180p to 160p.
  • The above numbers apply when users do not have the Special Charge Up ability equipped.

Sub Weapon Adjustments

  • Splash Wall: Correct the amount of damage done by bombs when they are thrown against the Splash Wall.

Ability Adjustments

  • Tenacity: Adjustments will be made so the special gauge begins to fill up after the battle begins, rather than starting prior to the battle.
  • Special Charge Up: Adjustments will be made so the special gauge will fill up in amounts consistent with the amount of area inked.

Sound Effects Adjustments

  • Adjust the sound effects for Inkstrike so it can be heard when it is about to strike on the left, right, or back of the player.
  • Adjust the sound effects for some of the longer range weapons so it can be heard from far away when it hits.
(Source: Nintendo Everything)

Version 2.1.0

This version was released on September 1.

Updated Stages

  • Arowana Mall: Adjustments to stage layout in all modes to prevent users from swimming over some of the ledges.
  • Camp Triggerfish: Adjustments to stage layout in Turf War and Splat Zones so users cannot jump directly over to the opponents’ turf.

Main Weapon Adjustments

  • All Rollers: Adjusted the movement of the camera angle when users lift up the Roller back to the movement in Ver. 1.3.0.

Sub Weapon Adjustments

  • Splash Wall: Fixed the issue in which users can sometimes inflict damage on their opponents by throwing a bomb while standing up against the opponent’s Splash Wall.

Ranked Mode Adjustments

  • Fixed the issue in which the teams’ points are erroneously considered as tied when the numbers are extremely close to one another in Tower Control.
  • Changed the amount of points awarded to teams when the opposing team takes control of the tower after the player’s team has not been able to take the lead when the points are tied.
    • In Ver. 2.0.0, the leading team’s score goes down by 1 point, but this will revert back to the settings in Ver. 1.3.0 where the losing team’s score goes up by 1 point.

Other

  • Fixes the issue in which the 104-2230 error occurs after downloading Ver. 2.0.0.
  • Adjustments have been made to make for a more pleasant gaming experience.
(Source: Nintendo Everything)

Version 2.2.0

Hmmm...
To do:
MORE INFORMATION!

This version was released on October 20.

Mode Adjustments

  • Fixed the issue in the Battle Dojo in which Splash Walls do not block opponents’ bombs and blasters.
  • The leading team’s Special Gauge in Splat Zones will gradually charge when the counter for both teams is stopped.
    • The Special Gauge will charge faster when the counter is active.
  • The Special Gauge will automatically charge in Tower Defense gradually for the team that has control of the Tower regardless of who has the lead.
    • Decreased the speed at which the Special Gauge automatically increases.
    • Increased the amount of knockback when players using Bubbler or Kraken are hit from above or below.
    • Changed the way in which the Splash Wall bounces when thrown against the top of the pillar of the Tower in order to increase the difficulty to place Splash Walls on the Tower while riding it.

Stage Adjustments

  • Walleye Warehouse: Adjustments will be made to prevent users from taking certain shortcuts in Rainmaker Mode.
  • Saltspray Rig: Adjustments have been made to prevent users from placing Splash Walls in certain places.
  • Arowana Mall: Adjustments have been made to prevent users from taking certain shortcuts in all modes.
  • Kelp Dome: Small adjustments have been made for Rainmaker mode.
  • Flounder Heights: In addition to changing the stage layout in Rainmaker, other adjustments have been made to prevent users from taking certain shortcuts in all modes and to prevent the attachment of Suction Bombs in certain places.
  • Hammerhead Bridge: Adjustments have been made to prevent users from taking certain shortcuts in all modes.

Weapon Adjustments

  • Splattershot, Tentatek Splattershot, Hero Shot Replica, and the Octoshot Replica receive a decrease in damage from 36 to 35.
  • Both N-ZAPs receive an 11% increase in strafing speed.
  • Splash-o-matics receive an increase in damage from 26 to 28.
  • Splattershot Pro and Forge Splattershot Pro receive a 5% increase in ink efficiency.
  • Dual Squelchers receive a 20% increase in strafing speed.
  • Jet Squelchers receive a 6% increase in ink efficiency.
  • L-3 Nozzlenose and L-3 Nozzlenose D receive a 10% increase in turf coverage.
  • H-3 Nozzlenose receives a 15% increase in turf coverage and range.
  • All blasters except for the Rapid Blasters and their Pro versions have maximum blast wave damage from 125 to 80.
  • All blasters except for the Rapid Blasters and their Pro versions have damage up increases for blast waves cap out at 100.
  • Rapid Blasters and Rapid Blaster Pros gain an increase in fire rate from 0.28 sec. to 0.20 sec. when firing from squid form.
  • Rapid Blasters and Rapid Blaster Pros gain an increase in recovery time after firing from 0.43 sec. to 0.33 sec.
  • All rollers have splash damage values adjusted so the very edges of the roller flick cannot one-hit kill.
  • All rollers cannot swing immediately after running out of ink.
  • Both Dynamo Rollers have the amount of time before ink recovers after flicks increased.
  • The Inkbrush and Inkbrush Noveau have a 10% increase in ink efficiency while running.
  • The E-Liter 3k and its variations damage value range for shots is decreased from 40-120 to 40-100.
  • The Bamboozler Mk 1 receives a 12.5% increase in ink efficiency.
  • The charge time for the first and second levels of the Mini Splatling's first and second levels have been reduced from 0.33 to 0.30 sec. and 0.50 to 0.45 sec. respectively.
  • The Heavy Splatling receives a 10% decrease in ink efficiency.
  • The Slosher and the Tri-Slosher deal 33% damage to Rainmaker shields.
  • The blast radius of Point Sensors is increased by 17%.
  • The time Point Sensors display enemy positions for is decreased from 10 sec. to 8 sec.
  • The Splash Wall takes 40% less damage.
  • The time it takes for ink to start recovering after a Splash Wall is increased from 1.33 sec. to 2.67 sec.
  • The maximum cooldown between Inkzooka shots is increased from 0.55 to 0.92 sec.
  • The points needed to fill up the special meter for the Kraken is increased from 180p to 200p.
  • Players receive a 0.75 cooldown period in which they cannot attack after the Kraken ends.
  • The Kraken receives more consistent knockback.
(Source: Inkipedia)

Version 2.4.0

This version was released on December 17, 2015.

Matchmaking Adjustments

  • Adjusts matchmaking in Regular Battle and Splatfest modes to align players with those of a similar skill level.

Rainmaker Adjustments

  • Adds "prohibited areas" to Walleye Warehouse, Saltspray Rig, Arowana Mall, and Flounder Heights in Rainmaker mode. When the Rainmaker is brought into a prohibited area, its explosion timer will begin to count down faster as a penalty.

Stage Adjustments

  • Arowana Mall: Adjusts the stage to prevent players from taking certain shortcuts in all modes.
  • Port Mackerel: Adjusts the stage to prevent players from taking certain shortcuts in all modes.
  • Flounder Heights: Adjusts the stage to prevent players from taking certain shortcuts in all modes.
  • Museum d'Alfonsino: Adjusts the stage to prevent players from taking certain shortcuts in Rainmaker mode.

Rainmaker Fixes

  • Fixes an issue that caused the Rainmaker timer to count down faster while airborne.
  • Fixes an issue that let blast waves from bomb sub weapons damage the Rainmaker shield even when it was behind an obstacle.
  • Fixes an issue that caused two Splash Walls placed next to each other by the same team to take damage when hit by an ink splat.
  • Fixes an issue that caused bombs thrown near a wall to not fly straight.

Other

  • General adjustments for a more pleasant gaming experience.
(Source: NintendoLife)

Version 2.5.0

This version was released on January 19th, 2016.

Stage Adjustments

  • Walleye Warehouse: Adjustments made to object placement in Rainmaker Mode.
  • Arowana Mall: Adjustments made to prevent users from taking certain shortcuts in all modes.
  • Piranha Pit: Adjustments made to prevent users from taking certain shortcuts in Tower Control Mode.
  • Museum D’Alfonsino: Fixed the issue in modes other than Tower Control in which the area around the central rotating platform was registering as being inked in unintended ways.
  • Mahi-Mahi Resort: Fixed the issue in Rainmaker Mode in which breaking the Rainmaker barrier while in the central area caused the special gauge to fill more than intended.

Other

Adjustments have been made to make for a more pleasant gaming experience.