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The Sims 3 (Wii)

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Title Screen

The Sims 3

Developer: The Sims Studio
Publisher: Electronic Arts
Platform: Wii
Released in US: November 15, 2010
Released in EU: November 12, 2010
Released in AU: November 11, 2010
Released in AS: November 15, 2010


DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.


ProtoIcon.png This game has a prototype article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
Lots to cover;
  • Leftovers from Sims 2 Castaway...yup they use the same engine.
    • PlayStation 2 controller buttons.
    • Models and graphics.
    • Sound effects and music.
  • Prototype build (July 13, 2010)

A port of The Sims 3, for the Wii.

This is basically a modified, rushed, buggy, and mostly unplayable version of the game with the game loading every 20 seconds, awful stock faces and a pointless multiplayer game. No DLC shenanigans here, folks.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Music Part

Though the game only plays an 8-second loop when viewing the town map, there's over a minute of audio that is never played. It even has an ending!

Development Text

Code_Version.txt

BUILD_TIMESTAMP=Thu Sep 30 02:04:04 2010
BUILD_TYPE=DL
BUILD_OUTPUT=Code
BUILD_USER=builduser
BUILD_HOST=SBXP-SIMS3-04
BUILD_NUMBER=49376
BUILD_CHANGELIST=49376
BUILD_VERSION=DL.Code.builduser.49376

Content_Version.txt

BUILD_TIMESTAMP=Wed Sep 29 22:39:51 2010
BUILD_TYPE=DL
BUILD_OUTPUT=Content
BUILD_USER=builduser
BUILD_HOST=SBXP-SIMS3-13
BUILD_NUMBER=49370
BUILD_CHANGELIST=49370
BUILD_VERSION=DL.Content.builduser.49370

Various information concerning the build of the game. These are from the US build.

GroupName

[Groups]
;GroupName=GroupType,Platform,BuildConfiguration,M easurementUnits,MaxDepth,BudgetAbsolute,BudgetPerc ent ; Where GroupName is the name of the group. If multiple groups with the same name are defined, the first "valid" one found ; in the list will be used. See Platform and BuildConfiguration below for more details. ; If the GroupName is "*", then it is the used for the total budget of that GroupType ; GroupType is one of "CPU", "SPU", "SystemMemory", "GraphicsMemory", or "AudioMemory" ; Platform is used to match the current EA_PLATFORM_NAME value. If the value does not match, the group is ignored. ; If this value is "*", then this restriction is ignored. This is mainly used so that different platforms can ; have different budgets. ; BuildConfiguration is used to match the value returned from e_engine::GetBuildConfiguration. If the value does not ; match, the group is ignored. If this value is "*", then this restriction is ignored. ; MeasurementUnits is a string like "ms" or "bytes" describing the unit of measurement for events in this group ; MaxDepth is the maximum scope depth that will be profiled ; 0 = do not filter any scope. ("Main" = depth 1, "Main/Foo" = depth 2, "Main/Foo/Bar" = depth 3, etc). ; BudgetAbsolute is the maximum amount (per update in some cases) of time/memory/whatever allowed to all ; scopes in this group combined. 0.0 = ignore budget limits. Note that budgets are not necessarily enforced ; by the engine, but going over the budgets may induce warnings or simply be noted in the output report. ; BudgetPercent is the maximum amount in terms of percent of the total for the update allowed to all scopes ; in this group combined. min = 0.0, max = 100.0. 0.0 = ignore budget limits

Some information regarding development scripts and groups of build configurations.