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StreetPass Mii Plaza

From The Cutting Room Floor
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StreetPass Mii Plaza

Developers: Nintendo SPD, Good-Feel, Grezzo, Prope, Spike Chunsoft
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: February 26, 2011
Released in US: March 27, 2011
Released in EU: March 25, 2011
Released in AU: March 31, 2011


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Hmmm...
To do:
Crack the new text data format to find more unused strings.

StreetPass Mii Plaza is the ever-evolving collection of games reliant on StreetPass "hits" to play. Doesn't have much use in sparsely populated areas, though!

Sub-Pages

NotesIcon.png
Version Differences
There's a lot to cover.
NotesIcon.png
English Translation Differences
There's a LOT of text differences.

StreetPass Mii Plaza

Unused Graphics

StreetPass-Mii-Plaza-Debug-Font.png

A simple debug font.

StreetPass-Mii-Plaza-Placeholder-3DS-Icon.png StreetPass-Mii-Plaza-Placeholder-DS-Icon.png

Two placeholder icons for 3DS games and DS games respectively.


StreetPass-Mii-Plaza-Fountain-Option-1.png StreetPass-Mii-Plaza-Fountain-Option-2.png StreetPass-Mii-Plaza-Fountain-Option-3.png StreetPass-Mii-Plaza-Fountain-Option-4.png

Four placeholder Plaza game icons for display with the fountain in the main area.


StreetPass-Mii-Plaza-3D-Test-Left.pngStreetPass-Mii-Plaza-3D-Test-Right.png

Left and right frames of a 3D test image remain within the game in graphics\layout\3dtest.lz77.

(Source: Original TCRF research)
Brazil
StreetPass-Mii-Plaza-Brazil color.png
Chile
StreetPass-Mii-Plaza-Chile color.png
Colombia
StreetPass-Mii-Plaza-Colombia color.png
Mexico
StreetPass-Mii-Plaza-Mexico color.png
Panama
StreetPass-Mii-Plaza-Panama color.png

In the file \graphics\tex\map.lz77 are unused maps for Brazil, Chile, Colombia, Mexico and Panama. This maps are probably for colorizing regions in red and green. They have no line map counterpart (found in \graphics\layout\map.lz77, these are the base maps with a thick outlining) and probably because of that the game shows no map.

China Hong Kong Taiwan South Korea
Base Map
StreetPass-Mii-Plaza-China color.png
StreetPass-Mii-Plaza-HongKong color.png
StreetPass-Mii-Plaza-Taiwan color.png
StreetPass-Mii-Plaza-Kor color.png
Line Map StreetPass-Mii-Plaza-China line.bclim.png StreetPass-Mii-Plaza-Hongkong line.bclim.00.png StreetPass-Mii-Plaza-Taiwan line.bclim.00.png StreetPass-Mii-Plaza-Kor line.bclim.png

These countries and regions have both base map and line map variants, but none of them are used. Nintendo originally promised the map feature for Hong Kong and Taiwan, but was canceled before release due to "reasons of console storage space".[1]

Rating Board Images

Hundreds of rating board images and descriptors from various regions are left in the game, including ones that don't describe any of the available content in the Plaza games.

Unused Text

global_param.txt

\param\global_param.txt

//-----------------------------------------------------------------------------
//パラメータ編集のサンプル
//-----------------------------------------------------------------------------
//
//ラベル名の後ろの「#」は詳細説明
//sample  #サンプルのグループ
//{
//	  //「[]」の中は デバッグメニューの変動量, min, maxの順
//	  f32 F32_SAMPLE_VALUE = 0.10f [0.001, 0.0f, 1000.0f]  #f32のサンプル
//
//	  //「[]」の中は min, maxの順
//	  s32 S32_SAMPLE_VALUE = 88 [-100, 100] 			  #s32のサンプル
//	  s32 S32_SAMPLE_VALUE2 = -0 [-100, 100]		      #s32のサンプル
//
//	  //bool値はtrueかfalse
//	  bool BOOL_SAMPLE_VALUE = true 					  #boolのサンプル
//
//	  //文字列パラメータ
//	  str STR_SAMPLE_VALUE = "SAMPLE STRING"			  #strのサンプル
//
//	//グループ化して階層構造を作成できる
//	sub_group #サブグループのサンプル
//	{
//		s32 SUB_GROUP_VALUE = 10
//	}
//}
//

Translation:

//-----------------------------------------------------------------------------
//Parameter Editing Sample
//-----------------------------------------------------------------------------
//
//The "#" after the label name explains in detail
//sample  #Group of Samples
//{
//	  //"[]" is the amount of changes in the debug menu, min, max
//	  f32 F32_SAMPLE_VALUE = 0.10f [0.001, 0.0f, 1000.0f]  #f32Sample
//
//	  //"[]" Inside is min, max
//	  s32 S32_SAMPLE_VALUE = 88 [-100, 100] 			  #s32Sample
//	  s32 S32_SAMPLE_VALUE2 = -0 [-100, 100]		      #s32Sample
//
//	  //bool value is true or false
//	  bool BOOL_SAMPLE_VALUE = true 					  #boolSample
//
//	  //String Parameter
//	  str STR_SAMPLE_VALUE = "SAMPLE STRING"			  #strSample
//
//	//Create a hierarchical structure by grouping
//	sub_group #Sample Subgroup
//	{
//		s32 SUB_GROUP_VALUE = 10
//	}
//}
//

A sample section of parameter code that was commented out.

Puzzle Swap

Image Description
StreetPass-Mii-Plaza-mg image.png Normally the images of the puzzles are stored with black bars at the top and right like this
StreetPass-Mii-Plaza-sa image.png Except the first one. The Samus image is actually a complete image but because the images are cut the full image can never be seen

Unused Pink Puzzle Piece Formats

There are several layouts for the pink puzzle pieces that are not used.

Puzzle Piece Count ID
0 1 2
1
2
3
4
5
6
7
8
9

Number 3 and 6 seem not to contain any pink puzzle pieces but there are different formats to the actually used ones if no pink puzzle pieces are wanted which is 0.

540 Pieces Puzzle

There's also a Puzzle Piece Count ID of 3 which makes the puzzle have 540 pieces. If this is used, instead of showing the image of the puzzle it will show a big question mark on a blue background and when you select it. When selected, you will be taken to a special view where you can view the image. This was probably done because the puzzle pieces would be too small in the default view. The puzzle pieces of this format are all pink as well.

Almost empty puzzle Almost full puzzle Preview in the puzzle select screen
StreetPass-Mii-Plaza-540 pieces puzzle empty.png StreetPass-Mii-Plaza-540 pieces puzzle full.png StreetPass-Mii-Plaza-540 pieces puzzle preview.png

Flower Town

Unused Music

An early title screen song for Flower Town/StreetPass Garden named BGM_TITLE can be found in the main sound directory.

(Source: Original TCRF research)

Unused Graphics

StreetPass-Flower-Town-Temp-BG.png

A texture for the shopping area is hiding the text "仮 BG", or alternately "temporary background".


StreetPass-Flower-Town-Mii-Head.png

A default Mii head.

(Source: Original TCRF research)

Unused Text

version.txt

\region_common\module\mgFlo\version.txt

2.0

effect_param.txt

\region_common\module\mgFlo\sound\effect_param.txt

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!
//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"   	    //AUX_BUS_A or AUX_BUS_Bを指定 必須
//        s32 EARLY_REFLECTION_TIME = 25      [0,1000]
//        s32 FUSED_TIME = 1400               [0,2000]
//        s32 PRE_DELAY_TIME = 5              [0,10]
//        f32 COLORATION = 1.f               [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 1.f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 1.f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = true
//    }
//
//    FxDelay
//    {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

// 設定しないことでデフォルト値にする
//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]
//        s32 FUSED_TIME = 4000               [0,8000]
//        s32 PRE_DELAY_TIME = 100             [0,1000]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool USE_HPF_DAMPING = false

//  DspDelay
//  {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//      s32 DELAY_TIME = 170                [0,200]
//      f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//      f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//      bool ENABLE_SURROUND = true
//  }

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        f32 EARLYGAIN = 0.4f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//	//他の項目を消したり、コメントアウトすることで、SDK準拠の設定が使用されます。
//    }
//
//    FxDelay //大元からコメントアウトすることでそのエフェクト自体を使用しません
//    {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 0.4f            [0.1f, 0, 1.f]
//        f32 DAMPING = 0.5f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Translation:

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"   	    //AUX_BUS_A or AUX_BUS_Bを指定 必須
//        s32 EARLY_REFLECTION_TIME = 25      [0,1000]
//        s32 FUSED_TIME = 1400               [0,2000]
//        s32 PRE_DELAY_TIME = 5              [0,10]
//        f32 COLORATION = 1.f               [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 1.f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 1.f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = true
//    }
//
//    FxDelay
//    {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

// 設定しないことでデフォルト値にする
//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]
//        s32 FUSED_TIME = 4000               [0,8000]
//        s32 PRE_DELAY_TIME = 100             [0,1000]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool USE_HPF_DAMPING = false

//  DspDelay
//  {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//      s32 DELAY_TIME = 170                [0,200]
//      f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//      f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//      bool ENABLE_SURROUND = true
//  }

//    FxReverb
//    {
//        str BUS = "AUX_BUS_A"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        f32 EARLYGAIN = 0.4f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//	//他の項目を消したり、コメントアウトすることで、SDK準拠の設定が使用されます。
//    }
//
//    FxDelay //大元からコメントアウトすることでそのエフェクト自体を使用しません
//    {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 0.4f            [0.1f, 0, 1.f]
//        f32 DAMPING = 0.5f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Most of this effect parameter file is commented out.

Warrior's Way

Unused Graphics

StreetPass-Warriors-Way-Temp.png

A simple placeholder graphic that says "temporary".


Early Final
StreetPass-Warriors-Way-Wentworth-Early.png
StreetPass-Warriors-Way-Wentworth-Final.png

An early icon design for Wentworth.

(Source: Original TCRF research)

Unused Text

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!

footSound.txt

\region_common\module\mgBtl\param\footSound.txt

//		s32[] FRAME_SET = { 12, 27, 57, 69, 92, 107 } [0, 180]	//旧モーション
		s32[] FRAME_SET = { 12, 27, 40, 54 } [0, 180]

	//map_start_in01		//国盗り 登場時の移動
	//{
	//	s32[] FRAME_SET = { 5, 10 } [0, 45]
	//}

	//jump_guts
	//{
	//	s32[] FRAME_SET = { 29 } [0, 30]
	//}
	
	//op_c14_m
	//{
	//	s32[] FRAME_SET = { 14, 32 } [0, 50]
	//}
	
	//setup90	//城門 敵城主の決めポーズ着地
	//{
	//	s32[] FRAME_SET = { 50 } [0, 120]
	//}

	//op_c18_m		//プロローグ 城主変身直後のジャンプ
	//{
	//	s32[] FRAME_SET = { 17, 31, 47, 60 } [0, 80]
	//}

Translation:

//		s32[] FRAME_SET = { 12, 27, 57, 69, 92, 107 } [0, 180]	//旧モーション
		s32[] FRAME_SET = { 12, 27, 40, 54 } [0, 180]

	//map_start_in01		//国盗り 登場時の移動
	//{
	//	s32[] FRAME_SET = { 5, 10 } [0, 45]
	//}

	//jump_guts
	//{
	//	s32[] FRAME_SET = { 29 } [0, 30]
	//}
	
	//op_c14_m
	//{
	//	s32[] FRAME_SET = { 14, 32 } [0, 50]
	//}
	
	//setup90	//城門 敵城主の決めポーズ着地
	//{
	//	s32[] FRAME_SET = { 50 } [0, 120]
	//}

	//op_c18_m		//プロローグ 城主変身直後のジャンプ
	//{
	//	s32[] FRAME_SET = { 17, 31, 47, 60 } [0, 80]
	//}

Various chunks of script that has been commented out.

opening.txt

\region_common\module\mgBtl\param\opening.txt

//------------------------------------------------------------------------------
// スクリプト説明
//
// 	"WAIT:待機したいフレーム",				指定したフレームまで進める(待つ以外の行動はしない)
//	"MSG:メッセージラベル",					閉じないメッセージを表示する
//	"MSCLOSE:メッセージラベル", 				閉じるメッセージを表示する					
//	"MSWAIT:待機したいフレーム",  				指定したフレームで、今までに登録されたメッセージが終わるまで待つ
//	"FACE:表情タグ:CHARA00",				表情を変更する
//	"STOP:ストップしたいフレーム",				プログラマ用
//	"SEPLAY:再生フレーム:再生曲ラベル",			SEを指定したフレームで再生しはじめる
//	"BGMPLAY:再生フレーム:再生BGMラベル",			BGMを指定したフレームで再生しはじめる
//	"BGMSTOP:ストップフレーム:フェードアウトフレーム"	BGMを指定したフレームで、指定したフレーム数でフェードアウトさせる
//	"OM:CHARA00",						??? (自Miiのセリフの直前でFACE OM MSGの順とかで設定してみるとかね…)
//


// 記入例
//				"MSCLOSE:Btl_prologue_cmn_000:0=MYNAME",	//[/System:Color]さまー! こちらですぞー!"

//					"FACE:NORMAL:CHARA00",		//通常
//					"FACE:SMILE:CHARA00",		//笑顔
//					"FACE:SMILE_OM:CHARA00",	//笑顔 口開く
//					"FACE:SURPRISE:CHARA00",	//驚き
//					"FACE:OPENMONTH:CHARA00",	//口パク? 機能してない?
//					"FACE:SORROW:CHARA00",		//悲しい
//					"FACE:ANGER:CHARA00",		//怒り

//					"FACE:NORMAL:CHARA01",		//通常
//					"FACE:SMILE:CHARA01",		//笑顔
//					"FACE:SORROW:CHARA01",		//悲しい
//					"FACE:ANGER:CHARA01",		//怒り

//					"OM:CHARA00",		//口パク処理

Translation:

//------------------------------------------------------------------------------
// スクリプト説明
//
// 	"WAIT:待機したいフレーム",				指定したフレームまで進める(待つ以外の行動はしない)
//	"MSG:メッセージラベル",					閉じないメッセージを表示する
//	"MSCLOSE:メッセージラベル", 				閉じるメッセージを表示する					
//	"MSWAIT:待機したいフレーム",  				指定したフレームで、今までに登録されたメッセージが終わるまで待つ
//	"FACE:表情タグ:CHARA00",				表情を変更する
//	"STOP:ストップしたいフレーム",				プログラマ用
//	"SEPLAY:再生フレーム:再生曲ラベル",			SEを指定したフレームで再生しはじめる
//	"BGMPLAY:再生フレーム:再生BGMラベル",			BGMを指定したフレームで再生しはじめる
//	"BGMSTOP:ストップフレーム:フェードアウトフレーム"	BGMを指定したフレームで、指定したフレーム数でフェードアウトさせる
//	"OM:CHARA00",						??? (自Miiのセリフの直前でFACE OM MSGの順とかで設定してみるとかね…)
//


// 記入例
//				"MSCLOSE:Btl_prologue_cmn_000:0=MYNAME",	//[/System:Color]さまー! こちらですぞー!"

//					"FACE:NORMAL:CHARA00",		//通常
//					"FACE:SMILE:CHARA00",		//笑顔
//					"FACE:SMILE_OM:CHARA00",	//笑顔 口開く
//					"FACE:SURPRISE:CHARA00",	//驚き
//					"FACE:OPENMONTH:CHARA00",	//口パク? 機能してない?
//					"FACE:SORROW:CHARA00",		//悲しい
//					"FACE:ANGER:CHARA00",		//怒り

//					"FACE:NORMAL:CHARA01",		//通常
//					"FACE:SMILE:CHARA01",		//笑顔
//					"FACE:SORROW:CHARA01",		//悲しい
//					"FACE:ANGER:CHARA01",		//怒り

//					"OM:CHARA00",		//口パク処理

A section of notes before the opening script begins.

Monster Mansion

Unused Graphics

StreetPass-Ultimate-Angler-Mii-Expressions.png

An extremely tiny set of facial expressions for Miis. These also appear in Ultimate Angler.

(Source: Original TCRF research)

Unused Text

debug_mii.txt

\region_common\module\mgPzd\param\debug_mii.txt

mgPzdDebugMii
{
	Mii
	{
		f32 mii1_col = 0.0f
		
	}
	
	ColorRate
	{
		f32 red_rate = 28.5f
		f32 orange_rate = 7.5f
		f32 yellow_rate = 5.5f
		f32 yellowgreen_rate = 5.0f
		f32 green_rate = 2.0f
		f32 blue_rate = 15.0f
		f32 skyblue_rate = 5.5f
		f32 pink_rate = 9.0f
		f32 purple_rate = 6.0f
		f32 brown_rate = 3.0f
		f32 white_rate = 5.5f
		f32 black_rate = 7.5f
	}
	
}


weapon.txt

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!

\region_common\module\mgPzd\param\weapon.txt

Test		//試作用武器(これを元に各武器パラメータを追加していきます。)
	{
		str Name = "しさくガン"		//この名前はデバッグ用
		s32 FirstLowLim = 1		//初期レベル範囲(下限)
		s32 FirstUpLim = 3		//初期レベル範囲(上限)
		s32 MaxLowLim = 5		//最大レベル範囲(下限)
		s32 MaxUpLim = 8		//最大レベル範囲(上限)
		
		s32 AtkBase = 8
		f32 AtkGrowth = 1.2f
		s32 DefBase = 4
		f32 DefGrowth = 1.0f
		
		s32 Battery = 3		//バッテリ数
		s32 CoolDown = 1	//battle_paramのCoolDown項目を参照
		s32 Charge = 1		//battle_paramのCharge項目を参照
		s32 ChargeMax = 3
		s32 Attribute = 0	//0..無属性 1..火 2..雷 3..氷 4..風
		s32 Skill = 0		//スキル番号 0はなし
		
	}

Translation:

Test		//試作用武器(これを元に各武器パラメータを追加していきます。)
	{
		str Name = "しさくガン"		//この名前はデバッグ用
		s32 FirstLowLim = 1		//初期レベル範囲(下限)
		s32 FirstUpLim = 3		//初期レベル範囲(上限)
		s32 MaxLowLim = 5		//最大レベル範囲(下限)
		s32 MaxUpLim = 8		//最大レベル範囲(上限)
		
		s32 AtkBase = 8
		f32 AtkGrowth = 1.2f
		s32 DefBase = 4
		f32 DefGrowth = 1.0f
		
		s32 Battery = 3		//バッテリ数
		s32 CoolDown = 1	//battle_paramのCoolDown項目を参照
		s32 Charge = 1		//battle_paramのCharge項目を参照
		s32 ChargeMax = 3
		s32 Attribute = 0	//0..無属性 1..火 2..雷 3..氷 4..風
		s32 Skill = 0		//スキル番号 0はなし
		
	}

Test parameter settings that were used to build settings for all other weapons.


effect_param.txt

\region_common\module\mgPzd\sound\effect_param.txt

//    DspReverb

//        s32 EARLY_REFLECTION_TIME = 60      [0,1000]

//        s32 PRE_DELAY_TIME = 100            [0,100]
//        f32 COLORATION = 0.5f               [0.1f, 0, 1.f]
//        f32 DAMPING = 0.4f                  [0.1f, 0, 1.f]
//        s32 FILTERSIZE_COMB0 = 3040         [0,4000]
//        s32 FILTERSIZE_COMB1 = 3680         [0,4000]
//        s32 FILTERSIZE_ALLPASS = 2080       [0,3000]
//        f32 EARLYGAIN = 0.6f                [0.1f, 0, 1.f]
//        f32 FUSEDGAIN = 0.4f                [0.1f, 0, 1.f]
//        bool IS_ENABLE_SURROUND = false

//    FxDelay
//    {
//    	str BUS = "AUX_BUS_B"   	    //AUX_BUS_A or AUX_BUS_Bを指定
//        s32 DELAY_TIME = 170                [0,200]
//        f32 FEEDBACK_GAIN = 1.f            [0.1f, 0, 1.f]
//        f32 DAMPING = 1.f                  [0.1f, 0, 1.f]
//        bool ENABLE_SURROUND = true
//    }

Most of the effect parameter file here is also commented out. AUX_BUS_A or AUX_BUS_Bを指定 means "Specify AUX_BUS_A or AUX_BUS_B."

Ultimate Angler

Unused Graphics

StreetPass-Ultimate-Angler-Mii-Expressions.png StreetPass-Ultimate-Angler-Mii-Default.png

An extremely tiny set of facial expressions for the player Mii character. This is applied to a cube on the player model by default. It's replaced with a proper Mii head in-game. These also appear in Monster Manor.


Placeholder
StreetPass-Ultimate-Angler-Placeholder-BG.png
Final
StreetPass-Ultimate-Angler-Final-BG.png

A placeholder preview image for a fishing location. All final preview images have transparency on the sides, rather than a dark overlay.

(Source: Original TCRF research)

Unused Text

\region_common\module\mgFsh\param\aim_check_param.txt

//ConvertTime 2014/11/18 21:51:28


\region_common\module\mgFsh\param\fish_param.txt

//ConvertTime 2014/12/12 17:57:56


\region_common\module\mgFsh\param\skill_param.txt

//ConvertTime 2014/11/01 13:03:30

Timestamps left at the top of each parameter file.