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Yoshi's Woolly World

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Title Screen

Yoshi's Woolly World

Also known as: Yoshi Wool World (JP)
Developer: Good-Feel
Publisher: Nintendo
Platform: Wii U
Released in JP: July 16, 2015
Released in US: October 16, 2015
Released in EU: June 26, 2015
Released in AU: June 25, 2015


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

Yoshi's Woolly World is the first Yoshi game to be on a home console since the Nintendo 64. This game has a yarn art style, similar to Kirby's Epic Yarn. The gameplay is very similar to the Yoshi's Island games, but without any whiny babies to carry and chase after. Thank goodness!

The game received a port for the Nintendo 3DS, aptly titled Poochy & Yoshi's Woolly World, which added even more amiibo and the ability to create custom Yarn Yoshi skins, among other extras.

Hmmm...
To do:
  • Look in the .gfa files for all of the unused content. There's also a lot of leftover trial and demo stuff to look into as well.
  • 54 levels with the string "test" in the name.
  • http://gonintendo.com/stories/250107-yoshi-s-woolly-world-unused-art-concepts-found-in-game
  • Also this.
  • The stage in Smash Bros. Wii U that is themed after this game, pre-dates this game's release by quite a while (and appears in pre-release footage for Smash)- see if any of the assets are early (and make sure to check all versions of Smash Bros. Wii U).

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Map Data

Test Map Data

mapdata has 42 archives for test maps. This seems to be used to test out various things such as engine rendering.

Epic Yarn Map Data

In mapdata\epic_yarn_kirby, data for all of the stages in Kirby's Epic Yarn except "stage034" are present. These might, however, just be the files that contain the coordinates of certain map objects à la Super Mario 3D World, or XML-styled formatting. The formatting of the files are different from that of Kirby's Epic Yarn, potentially indicating that the stages from that game were used to create the new map format for this one.

Test Levels

Hmmm...
To do:
  • More test levels can be accessed by editing worlddata.txt in /data/.
  • Does the text on the calendar in the right of TESTMAP009_SHADERTEST01 translate to anything? If so, what does it say?

TESTMAP004

TEST_MORI

A simple stage with a few objects placed around. The stage appears impossible to complete, due to missing objects being replaced with placeholders.

TEST_UV_REGULATION_X4

This stage appears to be a slightly different version of the stage that was shown in Nintendo Direct 23 January 2013. Objects are missing from the stage and are instead replaced with placeholders, most likely due to the object data being missing from the game. It's not possible to complete the stage, as you can't travel to the other side. The level may also lack a goal ring entirely.

MAP001_MARUTA_MASTER

One of the more detailed unused stages in the game. It appears that Yoshi would have been able to switch between the foreground and background at least once during this stage, but due to missing objects, it's impossible to do so, and as such not possible to complete the stage.

TESTMAP009_SHADERTEST01

(Source: crediar)

A small, very detailed area set on a quiet cabinet and a small table next to a window at night, with toys and other things atop these furnishings. There is an arch with plastic construction bricks at the start of the stage; at the top of this arch is an Invincibility Egg. Yoshi starts at the left of the stage, and can continue through the arch to travel on top of a ruler bridging the left and the right side, which has multiple objects on top of it. This area was most likely used for testing the game's art style, given its short size and general lack of anything. Alternatively, it might have been to test shaders, given the internal name; note that there is also a magnifying glass in the foreground that blurs Yoshi.

The soda bottles at the center of the stage read "Good Feel". Good-Feel is the name of the game development company for Yoshi's Woolly World. There are also two calendars with Japanese text on them in the background.

yi_stage101

(Source: Ziella)

A simplistic remake of level 1-1 from Super Mario World 2: Yoshi's Island. The level is missing a couple objects and an end goal. It's not possible to reach the end of the stage without the use of Mellow mode. Unlike other unused levels, this one has to be manually added to StageList.bson first.

TEST_LUIGI_U_1_1

(Source: Ziella)

An unused remake of level 1-1 from New Super Luigi U. This level only contains map data and doesn't appear to have a model assigned to it. Areas where certain objects like blocks and Star Coins could be found in the original level appear to have once had models assigned to them but are now replaced with the placeholder cube.

Test Folder

In the root of the game, there is a test folder full of objects, shaders, and some Miiverse stamps. Shaders and Miiverse stamps are split into two different folders called shader and body_memo_sample.

Shader

There are three test shaders within this directory.

  • simple.gsh
  • simple_fragment.gsh
  • simple_vertex.gsh

body_memo_sample

This directory seems to have been used for testing out the Miiverse features, such as stamps. While the final game does have stamps, these are done in a very different style. The folder also has .tga and.gtx versions of the stamps, along with an SDK tool for converting .tga images to .gtx called tga2gtxTEstTool.bat (sic). There is also a very humorous drawing of a Swapnote envelope with a body saying "Hi".

Nikki from Swapnote tried drawing this once...
memo.tga

YWW-stamp 73.png
stamp_73.tga and stamp_73.gtx

YWW-stamp 80.png
stamp_80.tga and stamp_80.gtx

Character Test Data

In chara\test, there is leftover data for a test character. It may have been used for animation testing of some sort according to the archive size of TESTANIM00.gfa being around 2.4mb in size.

Coins

Hmmm...
To do:
The first red coin sound or one that sounds like it, appears to be used.

YWW-Coins.png

Located at /test/tr_coin_yellow and /test/tr_coin_red are models for the coins and the red coins like the ones found in Super Mario World 2: Yoshi's Island. Sequenced sounds exist for the objects in the bfsar.

120 - SD_REDCOIN01 to 129 - SD_REDCOIN10










194 - SD_COIN1

There are no other SD_COIN_x sounds.

(Original Discovery: MasterF0x)
(Sound Rips: Hiccup)

Early Pause Menu

Hmmm...
To do:
Get this menu working (if it even can still be loaded) so both pause menus can be compared.

Contained in env/in_game/pause_old.gfa is an older version of the in-level pause menu. This older variant contains a few early versions of existing graphics used in-game.

Bead Patch

Old Final
YWW-BeadPatch-OLD.png YWW-BeadPatch-FINAL.png

Flower Patch

Old Final
YWW-FlowerPatch-OLD.png YWW-FlowerPatch-FINAL.png

Stamp Patch

Old Final
YWW-StampPatch-OLD.png YWW-StampPatch-FINAL.png

Interestingly, according to Merino.msbt (the game's text archive), Stamp Patches were once called Mii Beads.

Wool Patch

Old Final
YWW-WoolPatch-OLD.png YWW-WoolPatch-FINAL.png

Unused Color Correction Parameter Scripts

TEST_KURAOKA_000.txt

Used for testing, it does not use a texture for filter.

TEST_KURAOKA_001.txt

Used for testing, it uses LutTest.gtx.

Unused Light Parameters Scripts

There is a hefty batch of 25 unused light parameter scripts for various test levels. Ranging from environment mapping, stages with UV scrolling, and other render methods such as photorealism.

Revision

Hmmm...
To do:
Check the earlier title versions of Japanese and American base titles and check the update data.

Present in debug/buildRevision.txt.

Japanese (v32) European/Australian American (v17)
REVISION: 118526R_JP
REVISION: 118526R_EU
REVISION: 118526R_US

Boot Config

Present in bootConfig.txt.sample.

Original
// 起動したいメニューを書いて置いとくと、自動で起動します。
// 行コメントのみ
//
// サンプル
//
// boot
// {
//	str MENU = "--PrototypeGame--"
// }
//
// コメントする場合は boot(グループ)ごと、MENU だけ消すと gfl::Param が ASSERT で止まります



boot
{
	str MENU = "--PrototypeGame--"
}
Translation
// If you write the string you want displayed in the menu here, it will automatically boot with it.
// One line only
//
// Sample
//
// boot
// {
//	str MENU = "--PrototypeGame--"
// }
//
// If you put a comment here it will also be on the boot screen.  If you want to stop displaying it, raise an ASSERT on gfl:Param



boot
{
	str MENU = "--PrototypeGame--"
}

Present in bootConfig.txt.viewer_sample.

Original
// 起動したいメニューを書いて置いとくと、自動で起動します。
// 行コメントのみ
//
// サンプル
//
// boot
// {
//	str MENU = "--PrototypeGame--"
// }
//
// コメントする場合は boot(グループ)ごと、MENU だけ消すと gfl::Param が ASSERT で止まります



boot
{
	str MENU = "simple viewer"

}

viewer
{
	str FILE = "/D/pj023_work/project/data/disc/content/test/human/human.bfres"
}
Translation
// If you write the string you want displayed in the menu here, it will automatically boot with it.
// One line only
//
// Sample
//
// boot
// {
//	str MENU = "--PrototypeGame--"
// }
//
// If you put a comment here it will also be on the boot screen.  If you want to stop displaying it, raise an ASSERT on gfl:Param



boot
{
	str MENU = "simple viewer"

}

viewer
{
	str FILE = "/D/pj023_work/project/data/disc/content/test/human/human.bfres"
}

Other Text Files

data_gfa_convert.bat in the game's root is a batch file probably used by Good-Feel to create a .gfa file, in this case, data.gfa.

Original
@REM data フォルダ以下のパラメータ txt を data.gfa にする

@title data_gfa_convert - %CD% - %TIME%

call %PJ023_ROOT%\project\tool\bin\YsSetEnv.bat

gfarch -d ./data ./data.gfa

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:END
@color 1F
@echo コンバートは正常終了しました。
@PAUSE
@exit

:ERROR
@echo ***** コンバート中に ERROR が発生しました!! ****
@color 4F
@pause
Translation
@REM data Put the parameter text in the folder below

@title data_gfa_convert - %CD% - %TIME%

call %PJ023_ROOT%\project\tool\bin\YsSetEnv.bat

gfarch -d ./data ./data.gfa

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:END
@color 1F
@echo Conversion completed successfully.
@PAUSE
@exit

:ERROR
@echo ***** ERROR during conversion!! ****
@color 4F
@pause

Present in env/convert_in_game_gfp.bat.

Original
@REM gfp バッチファイル

call %PJ023_ROOT%\project\tool\bin\YsSetEnv.bat

ruby.exe %PJ023_ROOT%\project\tool\bin\GfArchPack.rb in_game.gfp in_game/*.gfa

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:SUCCESS
@color 1F
@echo コンバートは正常終了しました。
@goto END

:ERROR
@echo ***** コンバート中に ERROR が発生しました!! ****
@color 4F
@pause

:END
Translation
@REM gfp Batch file

call %PJ023_ROOT%\project\tool\bin\YsSetEnv.bat

ruby.exe %PJ023_ROOT%\project\tool\bin\GfArchPack.rb in_game.gfp in_game/*.gfa

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:SUCCESS
@color 1F
@echo Conversion completed successfully.
@goto END

:ERROR
@echo ***** ERROR during conversion!! ****
@color 4F
@pause

:END

Present in test/body_memo_sample/tga2gtxTEstTool.bat.

Original
set EXE_NAME=%CAFE_ROOT%\system\bin\win64\TexConv2.exe
set TEX_NAME=%~n1
set OUT_PATH=%PJ023_ROOT%\project\data\disc\content\test\body_memo_sample

%EXE_NAME% -i %TEX_NAME%.tga -o %OUT_PATH%\%TEX_NAME%.gtx -f GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM -tileMode GX2_TILE_MODE_DEFAULT -printinfo -align

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:END
@color 1F
@echo コンバートは正常終了しました。
@PAUSE
@exit

:ERROR
@echo ***** コンバート中に ERROR が発生しました!! ****
@color 4F
@pause
Translation
set EXE_NAME=%CAFE_ROOT%\system\bin\win64\TexConv2.exe
set TEX_NAME=%~n1
set OUT_PATH=%PJ023_ROOT%\project\data\disc\content\test\body_memo_sample

%EXE_NAME% -i %TEX_NAME%.tga -o %OUT_PATH%\%TEX_NAME%.gtx -f GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM -tileMode GX2_TILE_MODE_DEFAULT -printinfo -align

@if %ERRORLEVEL% NEQ  0 GOTO ERROR

:END
@color 1F
@echo Conversion completed successfully.
@PAUSE
@exit

:ERROR
@echo ***** ERROR during conversion!! ****
@color 4F
@pause

sound/SoundDisableCallFrame.bson has text in it. The single kanji in this file (found on line 6) simply means "Wednesday".

comment
create by YsExcelToJson / ver.1.0.0
file
D:/work/pj023/sound/SoundDisableCallFrame.xlsx
date
2015/03/11 (水) 16:32.20
labelArray
$LABEL
$FRAME
dataArray
SD_BEADS2
SD_BEADS1
SD_GET1
SD_HEART1
SD_CLOCK1_P1
SD_CLOCK1_P2
SD_PON3_P1
SD_PON3_P2
SD_WOODBLOCK4
SD_DON1
SD_BOYON10
SD_BOYON9
SD_BOYON6
SD_BOYON3
SD_PON9
SD_PON4
SD_JUGEM_PON1
SD_ICE4
SD_ICE5
SD_DOSUN7
SD_SWITCH3
SD_BOSS_DON2
SD_CYCLE3
SD_FOOT_ICE3
SD_DON6
SD_WANWAN1
SD_BOYON11
SD_BASA7
SD_DON9
SD_BUBBLE1
SD_AMIMONO1
SD_CHOROPU_RUN1
SD_BOSS_DAME2
SD_SCROLL1
SD_BEADS2_SPLASH
SD_JUMP1_P1
SD_XYLOPHONE8
SDV_FUNBARU1_P1
SDV_HA1_P1
SDV_HA4_P1
SDV_HA6_P1
SDV_HA5_P1
SDV_KURURIN1_P1
SDV_NERAU1_P1
SDV_LOOK1_P1
SDV_HANAUTA_P1
SDV_PATAPATA1_P1
SDV_PATAPATA2_P1
SDV_PERON1_P1
SDV_PON1_P1
SDV_DAME1_P1
SDV_BREATHOUT1_P1
SDV_YAHOO1_P1
SDV_YAHOO3_P1
SD_CLOUD3
SD_SMOKE1
SD_PAKKUN5

Regional Differences

Hmmm...
To do:
Any more?

Despite the fact that the American version was released four months after all other versions and unlike more recent Nintendo games at the time which had two completely different English translations, the American and European/Australian versions have only minor textual differences.

Text

British American
FINE! Burt, hitch up your trousers and
GO BUST UP THAT YOSHI!
FINE! Burt, hitch up your pants and
GO BUST UP THAT YOSHI!

This change was necessary because "pants" refers to outerwear in American English and underwear in British English. Even though the American meaning is used in Australia, the British English version of the line is still used; however, "trousers" is technically still not incorrect.

Yoshi Design Names

A handful of Yoshi Design names differ between the American and British versions:

British Japanese American!
Candyfloss Yoshi レインボーヨッシー (Rainbow Yoshi) Cotton Candy Yoshi
Duck Hunt Duo Yoshi ダックハント (Duck Hunt) Duck Hunt Yoshi
Night-Time Yoshi ナイトヨッシー (Night Yoshi) Nighttime Yoshi
Mii Swordfighter Yoshi Mii 剣術タイプ (Mii Swordplay) Mii Sword Fighter Yoshi
Sonic the Hedgehog Yoshi ソニック (Sonic) Sonic Yoshi
Wii U Yoshi Wii U ヨッシー (Wii U Yoshi) Wii U Deluxe Yoshi
(Source: Mariowiki)

Scrapbook

The scrapbook option has different names across localizations.

British English Japanese American English
Scrapbook Theatre Memory Theater (おもいでシアター) Scrapbook Theater

In addition to all the enemies except Kamek having separate names for the Japanese version, one entry was altered even in English.

British English Japanese American English
Giant Nep-Enut Big Unbaba (blue) (ビッグウンババ(あお)) Nep-Enut

In the British localization, the blue equivalent of Gargantua Blargg is referred to as Giant Nep-Enut as in Yoshi's New Island, closer to the Japanese names of these enemies, whereas the American version just calls it a Nep-Enut as in Super Mario World 2: Yoshi's Island.

Internal Project Name

The game's project name is Merino, according to the game's text archive. Merino is a breed of sheep that is commonly used for their wool.