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Wii Sports Resort

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Title Screen

Wii Sports Resort

Developer: Nintendo
Publisher: Nintendo
Platform: Wii
Released in JP: June 25, 2009
Released in US: July 26, 2009
Released in EU: July 24, 2009
Released in AU: July 23, 2009
Released in KR: July 24, 2010


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.


Wii Sports Resort is the sequel to Wii Sports and contains many new activities, including SUPER ADVANCED MOTION CONTROLLER TECHNOLOGY which is so advanced that you are forced to watch an average 15 minutes of instructional videos between intervals on how to install it! We really wish we were kidding...

Hmmm...
To do:
Regional differences.

Build Date

EU US
2010/06/07
14:22
Wii Sports2
2009/06/05 
12:25
Wii Sports2

Present in timestamp.txt, complete with its internal name.

Unused Areas

Cycling Test Course

WIISR BicTest.png

Stage\BicScene\TestCourse.carc has a testing stage for the bicycle activity, featuring different ramps, distances and heights.


Unused Graphics

WiiSportsResort-MiiDummy.png

Various files in the game have a picture of this Mii in a file named os_common_miiFace_yellow.tpl. This can also be found in Wii Music.

WiiSportsResort-MiiDummy2.png

Various files in the game have a picture of this Mii in a file named oy_common_miiFaceDammy.tpl. There is no face on it, but instead says "仮" (Temporary) on it.

WiiSportsResort-BoxAvatarDummy01.png

Stage/SwfScene/Match.carc/G3D/WS2_swf_stadiumMii.brres has a texture named box_avatar_dummy01.png, which has 80 dummy Miis.

WiiSportsResort-FaceDummy1.png WiiSportsResort-FaceDummy2.png WiiSportsResort-FaceDummy3.png WiiSportsResort-FaceDummy4.png

Common/GlfScene/common.carc/G3D/glf_fukidasi.brres and Common/DglScene/common.carc/G3D/glf_fukidasi.brres have these 4 dummy images in FaceDummy1.bti, FaceDummy2.bti, FaceDummy3.bti, and FaceDummy4.bti.

WiiSportsResort-Dummy01.png

Common/FldScene/common.carc/G3D/WS2_fld_mii_balloon.brres has two dummy textures (which are identical) - dummy01.tpl and dummy02.tpl.

WSR-EffectTest.png

Stage/JskScene/Test.carc/G3D/test.brres has a texture named effect_test, which has 16 palettes on 1 image.

Unused Transitions

WiiSR-Transition1.gif WiiSR-Transition2.gif WiiSR-Transition3.gif WiiSR-Transition4.gif WiiSR-Transition5.gif WiiSR-Transition6.gif

Unused transitions for replays that use dummy textures. These were probably used in the Swordplay game.

Hidden Morse Code Messages

If you play on Island Flyover, you can hear some Morse code coming from the lighthouse called "The Candle". The three messages translate to:

Morse code takes forever.

It sure does.

Does anyone out there know Morse code?

Sorry. Use your radio.

Why does anyone use Morse code anymore?

Good question.

Scene/Game Mode Comments

In the game's main executable, there are messages which seem to identify which code name belongs to which mode. These messages are in no way referenced by the game's code, and are in Japanese.

The messages are:

Swf(ちゃんばら)
Jsk(ジェットスキー)
Arc(アーチェリー)
Fld(フリスビー)
Bsk(バスケ)
Bwl(ボウリング)
Can(カヌー)
Png(ピンポン)
Wkb(ウェイクボード)
Pln(ひこうき)
Glf(ゴルフ)
Dgl(ディスクゴルフ)
Bic(じてんしゃ)
Omk(おまけ)

Exception Handler

There is an exception handler hidden in the game's code. It is unknown how to, or if it can even be triggered in game. According to the game's memory/code, it seems to be identical to New Super Mario Bros. Wii's Exception Handler. However, without actually looking at it running in the game, we can't be sure.