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PMP EDITOR
 

Wii Modding Tools

Name DESCRIPTION  Download 
PMP EDITOR The PMP Editor can be used to edit
.pmp files found in Wii Series games.
BLITZKRIEG TOOLS The Blitzkrieg Tools are a set of programs that can be used to edit the Tanks! levels in Wii Play.
Tag editor The Tag Editor allows you to create and edit the .tag files found
in Wii Fit and Wii Fit Plus.
eXBIN EDITOR / Binary Expander This tool allows you to edit the .exbin files found in Wii Sports Resort.

 

TOOLS BY KILL043

 


PMP FILE FORMAT
Overview

PMP (Pack MaP) is a file format similar to KMP which appears in various games
in the Wii series (Wii Sports, Wii Sports Resort, Wii Fit Plus, etc.). It contains object
positions, routes, object parameters, and various other things.

File Format

Header

Offset Type Usage
File header of a PMP file
0x00 String File magic. Always PMPF in ASCII.
0x10 UInt16 Object count.
0x12 UInt16 Route count.
0x14 UInt16 Point count.
0x40 UInt32 Object data offset.
0x44 UInt32 Route data offset.
0x48 UInt32 Point data offset.
0x4C End of this file header.

Object Data

Offset Type Usage
Layout of PMP object
0x00 UInt16 Object group ID.
0x02 UInt16 Object ID.
0x04 UInt8 "Map Layer ID"
0x08 Single[3] Position vector.
0x14 Single[3] Scaling vector.
0x20 Single[3] Transformation matrix (first column).
0x2C Single[3] Transformation matrix (second column).
0x38 Single[3] Transformation matrix (third column).
0x44 Int32 "Map Path Index"
0x48 Varies Object-specific parameters.
(16 settings)
0x58 End of object data.

Route Data

Offset Type Usage
Layout of PMP route
0x00 UInt16 Point count.
0x02 UInt32 Unknown.
0x06 UInt16 Route group ID.
0x08 String Internal route name (if applicable).
0x1A UInt16 Route point index.
0x1C UInt32 Unknown.
0x20 End of route data.

Route Point Data

Offset Type Usage
Layout of PMP point
0x00 Single[3] Position vector.
0x0C Varies Additional parameters
(8 settings)
0x13 End of point data.

 

 

 

 

 

 

 


Wii Game Data Documentation


 

 

 

 

WII SPORTS

 

 

 

 






PMP VALUES

OGWS GOLF

Starting Point (OGWS)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0000 (Decimal: 0)
Description Starting position for player(s) in Golf
Setting 0 N/A
Setting 1

Internal Entity ID
"What minigame should this starting
point be used for?"

Values:
0-2 - Normal Holes (3-9 Hole Games)
3-5 - Training Holes

Setting 3 (Training Only)
Round ID
The round number this starting point
will be used in.
ex: 1-10 = Round 1-10
Setting 4 Unknown
Setting 5 Unknown
Setting 7 Unknown

 

 

 







 


WII SPORTS RESORT




ROUTES


SWORDPLAY SHOWDOWN (WII SPORTS RESORT)
Routes from: /Stage/SwfScene/Kumite.carc/Map/  --->  WS2_swf_island_K.pmp
^ Only one route for a stage is used. For the reverse stages, the game just flips the order of the route points.
0 = Beach
1 = Hilltop (Heartbreak Peak)
2 = Bridge
3 = Lighthouse
4 = Forest
5 = Ruins
6 = Waterfall
7 = Cliffs (By Duckling Pond)
8 = Castle
9 = Volcano


 


CYCLING - ROAD RACE (WII SPORTS RESORT)
Routes From: /Stage/BicScene/MapObj.carc
WS2_bic_map_obj_00.pmp = Around The Island
WS2_bic_map_obj_01.pmp = To The Beach
WS2_bic_map_obj_02.pmp = Across The Bridge
WS2_bic_map_obj_03.pmp = Over Talon Rock
WS2_bic_map_obj_04.pmp = Up The Volcano
WS2_bic_map_obj_05.pmp = Into Maka Wuhu
WS2_bic_map_obj_06.pmp = Unused (Grotto to Lighthouse)
WS2_bic_map_obj_howto.pmp = Tutorial
WS2_bic_map_obj_test.pmp = Unused (A Lap Around Town) (Uncompletable)

 

 

 

WAKEBOARDING (WII SPORTS RESORT)
Routes From: /Stage/JskScene/WkbWakeboard.carc/  --->  WS2_wkb_island.pmp
^ Yes, that's the right path. For whatever reason, Nintendo decided to put the wakeboarding files in the Power Cruising folder.

wakeboard_0 = Free Mode
wakeboard_1 = Beginner
wakeboard_2 = Intermediate

wakeboard_4 = Unused
wakeboard_5 = Unused
wakeboard_8 = Unused
wakeboard_9 = Expert

 



POWER CRUISING (WII SPORTS RESORT)
Routes From: /Stage/JskScene/JskRingAttack(X).carc/  --->  WS2_jsk_island_R(X).pmp
WS2_jsk_island_F0.pmp = Free Mode
WS2_jsk_island_R0.pmp = Beach
WS2_jsk_island_R1.pmp = Lagoon
WS2_jsk_island_R2.pmp = Lighthouse
WS2_jsk_island_R3.pmp = Marina
WS2_jsk_island_R4.pmp = Cavern
WS2_jsk_island_R5.pmp = Shoals

 

 






 

 

PMP VALUES

ARCHERY (WII SPORTS RESORT)

 

 

Target
Group ID 0x0008 (Decimal: 8)
Object ID 0x0000 (Decimal: 0)
Description Archery Target
Setting 0 N/A
Setting 1 Stage ID
(You don't need to worry about
this if you're editing with PMP
Mapper)
Setting 3 Target Movement Setting
0 = Target Doesn't Move
1 = Target Moves
2 = Target Moves Fast
 
 
 
Player Position
Group ID 0x0008 (Decimal: 8)
Object ID 0x0001 (Decimal: 1)
Description Starting position for player(s) in Archery
Setting 0 N/A
Setting 1 Stage ID
(You don't need to worry about
this if you're editing with PMP
Mapper)
Setting 3 Stage Markers
0 = Yard Markers appear
1 = No Yard Markers
 
 
Wooden Board
Group ID 0x0008 (Decimal: 8)
Object ID 0x0002 (Decimal: 2)
Description Wooden Board(s) in Archery
Setting 0 N/A
Setting 1 Stage ID
(You don't need to worry about
this if you're editing with PMP
Mapper)
Setting 3 Board Size
0 = No Wood
1 = 1m x 1m
2 = 1m x 1m (No bottom board)
03 = 1m x 2m
 
 
Secret Target
Group ID 0x0008 (Decimal: 8)
Object ID 0x0003 (Decimal: 3)
Description Archery Secret Target(s)
Setting 0 N/A
Setting 1 Stage ID
(You don't need to worry about
this if you're editing with PMP
Mapper)
Setting 3 Fruit/Object Type

0 = Melon

1 = Orange

2 = Watermelon

3 = Cake

4 = Bread

5 = Clock

 

ARCHERY STAGE IDS 

(credit: Fxreboys)

Stage ID Range Difficulty in Final Game Target Moving? Broken?
1 30 yds. Unused  
2 25 yds. Unused    
3 35 yds. Beginner (Final Stage)    
4 45 yds. Expert (Final Stage)  
5 15 yds. Unused    
7 5 yds. Unused    
8 40 yds. Unused    
9 20 yds. Intermediate (Stage 2)  
10 5 yds. Unused    
11 10 yds. Beginner (Stage 1)    
12 25 yds. Beginner (Stage 3)    
13 40 yds. Intermediate (Final Stage)  
14 10 yds. Unused    
15 12 yds. Unused  
16 10 yds. Unused    
17 20 yds. Expert (Stage 1)  
18 34 yds. Unused  
19 139 yds. Unused  
20 160 yds. Unused    
21 35 yds. Unused    
22 35 yds. Expert (Stage 2)  
23 24 yds. Unused  
24 15 yds. Beginner (Stage 2)    
25 50 yds. Unused  
26 10 yds. Unused    
27 19 yds. Unused  
28 25 yds. Unused  
29 26 yds. Unused  
30 20 yds. Unused  
31 15 yds. Intermediate (Stage 1)  
32 30 yds. Intermediate (Stage 3)  
33 20 yds. Unused  
34 21 yds. Unused  
35 40 yds. Expert (Stage 3)  
36 30 yds. Unused  
37 45 yds. Unused  
47 27 yds. Unused    
48 23 yds. Unused  
49 30 yds. Unused    











 


GOLF (Wii Sports Resort)

 

Player Position
Group ID 0x0002 (Decimal: 2)
Object ID 0x0000 (Decimal: 0)
Description  Start Position for the Player(s) 
Flag + Cup
Group ID 0x0002 (Decimal: 2)
Object ID 0x0001 (Decimal: 1)
Description Flag + Cup
This object is very finicky, there are prerequisites for it to function properly.
First of all, it will only ever work on green collision. Secondly, on the course model
(if you import a custom one), the original green shaders, materials, and
textures from the base game must be used, otherwise the cup will not render.
Lastly, in order for the cup to work properly, it must be placed in an area of
the green collision that is inside the polygon lines and isn't touching them.

The X or Y axis HAS to be positive for the pins for the hole to work.
Setting 0 N/A
Setting 1 Unknown
Setting 3 Unknown

 

Oak Tree
Group ID 0x0002 (Decimal: 2)
Object ID 0x0002 (Decimal: 2)
Description   Oak (Light Green) Tree 
Pine Tree
Group ID 0x0002 (Decimal: 2)
Object ID 0x0003 (Decimal: 3)
Description Pine Tree
Palm Tree
Group ID 0x0002 (Decimal: 2)
Object ID 0x0006 (Decimal: 6)
Description Palm Tree
Palm Tree (Water Reflection)
Group ID 0x0002 (Decimal: 2)
Object ID 0x0007 (Decimal: 7)
Description Palm Tree object placed under lake areas
to create a fake reflection effect.
Loaded from /Common/GlfScene/common.carc
/G3D/glf_tree3.brres/3DModels(NW4R)/WS2_glf_tree3_env.mdl0
Skybox
Group ID 0x0002 (Decimal: 2)
Object ID 0x0008 (Decimal: 8)
Description Skybox
Tee
Group ID 0x0002 (Decimal: 2)
Object ID 0x000A (Decimal: 10)
Description Tee object(s)
The Nineteenth Hole Hotel
Group ID 0x0002 (Decimal: 2)
Object ID 0x0016 (Decimal: 22)
Description    The Nineteenth Hole Hotel   
Crab Rock
Group ID 0x0002 (Decimal: 2)
Object ID 0x0017 (Decimal: 23)
Description    Crab Rock  
Crab Rock (Copy)
Group ID 0x0002 (Decimal: 2)
Object ID 0x0019 (Decimal: 25)
Description    Crab Rock (Duplicate?) 
Unknown
Group ID 0x0002 (Decimal: 2)
Object ID 0x001A (Decimal: 26)
Description Unknown.
This object is placed above the course in
the air. Possibly a sound trigger?

 

 

 

 

 


General Island Objects - Wii Sports Resort

Values for objects that can be added in the background of games such
as Archery, Swordplay Showdown, and Island Flyover.

Title Screen Object Placement (PMP) File = Stage/Shared/Map/Activity.carc/ WS2_seq1_island.pmp
Archery Object Placement (PMP) File = /Common/ArcScene/common.carc/Map/WS2_arc_island_tag.pmp
Showdown Object Placement (PMP) File = /Stage/SwfScene/Kumite.carc/Map/WS2_swf_island_K_tag.pmp

Pine Tree (ID 0)
Group ID 0x0001 (Decimal: 0)
Object ID 0x0000 (Decimal: 0)
Description Pine Tree
Oak Tree (ID 1)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0001 (Decimal: 1)
Description Oak Tree
Palm Tree (ID 2)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0002 (Decimal: 2)
Description Palm Tree
The Whale Shark (ID 3)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0003 (Decimal: 3)
Description The Blimp
Sailboat (ID 4)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0004 (Decimal: 4)
Description Sailboat. Does not move. Colors are randomized?
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 -
 Only visible during tutorial
Spectator Mii (ID 5 and 6)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0005 (Spectator Mii with No Hands)
0x0006 (Spectator Mii with Hands) 
Description Spectator Mii(s) with No Hands and
Spectator Mii(s) with Hands
Setting 1 Controls the Mii’s visibility at different skill levels
(Table Tennis and Swordplay Showdown)

Values:
Showdown
0 - Only visible during actual gameplay (always visible)
3 - Only visible during the tutorial
Table Tennis
1 - Visible only at 0 - 499 Skill Level
2 - Visible only at 500 - 999 Skill Level
3 - Visible only at 1000+ Skill Level (or 2-players)
Setting 3

Controls the Mii’s ability to watch the player
0 - Looks at player
2 - Does not look at player

* Spectator Miis will not follow the player at all in archery, even if set to

Seagull (ID 7)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0007 (Decimal: 7)
Description Flying Seagull
Setting 0 N/A
Setting 1

Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 - Only visible during tutorial

 

Unknown (ID 8)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0008 (Decimal: 8)
Description Unknown.
Placed in the air near the castle in Swordplay Showdown.

 

Cruiser Boat (ID 9)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0009 (Decimal: 9)
Description Cruiser Boat. Does not move.
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 -
 Only visible during tutorial

 

Umbrella (ID 10)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000A (Decimal: 10)
Description Beach Umbrella
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 -
 Only visible during tutorial

 

Yellow Flag (ID 11)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000B (Decimal: 11)
Description Yellow waving flag with "Wii" displayed on it.
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown

3 - Only visible during the tutorial

 

Green Flag (ID 12)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000C (Decimal: 12)
Description Green waving flag with "Wii" displayed on it.
Setting 0 N/A
Setting 1

Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown

3 - Only visible during the tutorial

 

Blue Nintendo Banner (ID 13)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000D (Decimal: 13)
Description Flying Blue Nintendo Banner

 

Tent (ID 14)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000E (Decimal: 14)
Description Beach tent. Colors are randomized?
"Catch It!" Flag (ID 15)
Group ID 0x0001 (Decimal: 1)
Object ID 0x000F (Decimal: 15)
Description Flying banner reading "Catch It!" used in Frisbee Dog.

 

Car (ID 16)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0010 (Decimal: 16)
Description Car. Does not move. Colors are randomized?
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3
 - Only visible during the tutorial


 

Unknown (ID 17)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0011 (Decimal: 17)
Description Unknown.

 

 

Red Flag (ID 18)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0012 (Decimal: 18)
Description Red waving flag with "Wii" displayed on it.
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown

3 - Only visible during tutorial
Blue Flag (ID 19)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0013 (Decimal: 19)
Description Blue waving flag with "Wii" displayed on it.
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 -
 Only visible during tutorial
Red Hot Air Balloon (ID 20)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0014 (Decimal: 20)
Description Red Hot Air Balloon

 

Crab (ID 21)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0015 (Decimal: 21)
Description Hermit Crab found around the beach.
Setting 0 N/A
Setting 1 Unknown.

 

Yellow Hot Air Balloon (ID 22)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0016 (Decimal: 22)
Description Yellow Hot Air Balloon
Green Hot Air Balloon (ID 23)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0017 (Decimal: 23)
Description Green Hot Air Balloon

 

Nintendo Banner (ID 24)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0018 (Decimal: 24)
Description Flying Nintendo Banner

 

Checkerboard Banner (ID 25)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0019 (Decimal: 25)
Description Flying Checkerboard Banner

 

Windmill (ID 26)
Group ID 0x0001 (Decimal: 1)
Object ID 0x001A (Decimal: 26)
Description Windmill
Setting 0 N/A
Setting 1 Unknown.

 

Canoe (ID 27 and 28)
Group ID 0x0001 (Decimal: 1)
Object ID 0x001B (Decimal: 27) = Blue Canoe
0x001C (Decimal: 28) = Red Canoe
Description Empty Canoe(s)
The Miis can't be
Scaled (if setting 5 is used).
Setting 0 N/A
Setting 1 Object visibility setting
Values:
0 - Only visible during actual gameplay (always visible)
1 - Unknown
2 - Unknown
3 - Only visible during tutorial
Setting 5

Is a Mii sitting in the Canoe?
0 = No
1 = Yes

 

Flag Pole (ID 29)
Group ID 0x0001 (Decimal: 1)
Object ID 0x001D (Decimal: 29)
Description Flag Pole

 

Wishing Fountain (ID 30)
Group ID 0x0001 (Decimal: 1)
Object ID 0x001E (Decimal: 30)
Description Water from the Wishing Fountain.

 

Waterfall Splash Effect (ID 31)
Group ID 0x0001 (Decimal: 1)
Object ID 0x001F (Decimal: 31)
Description Misty Waterfall Splash Effect.

 

Brown Hawk (ID 32)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0020 (Decimal: 32)
Description Brown Hawk
Setting 0 N/A
Setting 1 Unknown.
Always set to 1 in the base game.

 

Golf Flag (ID 33)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0021 (Decimal: 33)
Description Golf Flag (Decoration)
Golf Tees (ID 34)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0022 (Decimal: 34)
Description Golf Tees (Decoration)
Checkerboard Banner (Copy) (ID 35)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0023 (Decimal: 35)
Description Another Checkerboard Banner



 

Firework Launch Zone (ID 36)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0024 (Decimal: 36)
Description Firework Launch Zone for Island Flyover.
The location of the object point is where the
fireworks will explode.

 

Moving Car (ID 37)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0025 (Decimal: 37)
Description        Moving car.
Only appears in Swordplay, Canoeing, Island Flyover
and Basketball. Routes are controlled by
object animations in StageArc.carc. Colors are random?
Unknown (ID 38)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0026 (Decimal: 38)
Description Unknown.
Bonfire (ID 39)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0027 (Decimal: 39)
Description Bonfire from Sugarsand Beach
Setting 0 N/A
Setting 1 Unknown.
Unknown (ID 40)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0028 (Decimal: 40)
Description Unknown.
Torch (ID 41)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0029 (Decimal: 41)
Description Torch
Setting 0 N/A
Setting 1 Unknown.

 

Unknown (ID 42)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002A (Decimal: 42)
Description Unknown.
Seaguard Gate (ID 43)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002B (Decimal: 43)
Description Seaguard Gate.
Used in Power Cruising Free Mode.
Unknown (ID 44)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002C (Decimal: 44)
Description Unknown.
Unknown (ID 45)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002D (Decimal: 45)
Description Unknown.
Unknown (ID 46)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002E (Decimal: 46)
Description Unknown.
Unknown (ID 47)
Group ID 0x0001 (Decimal: 1)
Object ID 0x002F (Decimal: 47)
Description Unknown.
Frisbee Dog Area (ID 48)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0030 (Decimal: 48)
Description Frisbee Dog Area
Archery Target (ID 49)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0031 (Decimal: 49)
Description Archery Target (Decoration)
Power Cruising Goal (ID 50)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0032 (Decimal: 50)
Description Power Cruising Goal
Wakeboarding Goal (ID 51)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0033 (Decimal: 51)
Description Wakeboarding Goal
Table Tennis Table (ID 52)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0034 (Decimal: 52)
Description Table Tennis Table (Decoration)
Wii Sports Resort Sign (ID 53)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0035 (Decimal: 53)
Description Finish Line with a sign reading "Wii Sports Resort"
from Flyover and Cycling.

 

The Sea Caddy (ID 54)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0036 (Decimal: 54)
Description The Sea Caddy.
It's the moving boat near The Queen Peach

 

 


Frisbee Dog (Wii Sports Resort)

 

Frisbee Dog Spawn Point (ID 3)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0003 (Decimal: 3)
Description Frisbee Dog player spawn point.

 

 


Island Flyover (Wii Sports Resort)
Daytime Flyover = /Stage/PlnScene/PlnEnv0.carc/WS2_pln_island_tag0.pmp
Evening Flyover = /Stage/PlnScene/PlnEnv1.carc/WS2_pln_island_tag1.pmp
Night Flyover = /
Stage/PlnScene/PlnEnv2.carc/WS2_pln_island_tag2.pmp

Sea Serpent Cavern Sound Trigger? (ID 18)
Group ID 0x0005 (Decimal: 5)
Object ID 0x0012 (Decimal: 18)
Description Trigger for the sound that plays in the
Sea Serpent Cavern at night?

 

 

 

OBJECTS FOR /Stage/PlnScene/PlnSub.carc/WS2_pln_island_F0.pmp ONLY BELOW

Group 1 = Flyover/Dogfight Respawn Points

Flyover/Dogfight Respawn Point (ID 28)
Group ID 0x0001 (Decimal: 1)
Object ID 0x0028 (Decimal: 40)
Description Flyover/Dogfight Respawn Point?


Group 3 = Other Objects

Island Flyover Starting Point (ID 2)
Group ID 0x0003 (Decimal: 3)
Object ID 0x0002 (Decimal: 2)
Description Island Flyover Starting Point
Setting 0 N/A
Setting 1 Time of Day
0 - Day
1 - Evening
2  Night

 

Unknown Object (ID 4)
Group ID 0x0003 (Decimal: 3)
Object ID 0x0004 (Decimal: 4)
Description Unknown
Setting 0 N/A
Setting 3 Unknown.
Setting 5 Unknown.

 

Big Balloon (ID 5)
Group ID 0x0003 (Decimal: 3)
Object ID 0x0005 (Decimal: 5)
Description Big Balloon. Pops when you fly
through it.

Note: Add as many as you want. But at least one
of these objects must have Parameter 0 of "Unknown
Property #2" set to 2 or the game will crash.
The rest must be set to 1.
Setting 0 N/A
Setting 1 Balloon Color
0 - Pink
1 - Light Blue
2 - Yellow
3 - Green
4 - Orange

 









 







SIMPLE OBJECT TABLE
GENERAL OBJECTS

Group ID Object ID Object Settings

General Objects (WSR) - Simple Table

1 0 Palm Tree  
1 1 Oak Tree
1 2 Palm Tree
1 3 The Whale Shark
1 4 Sailboat Same as below, but setting 3
isn't used. It also controls only
the object itself. Not the Miis.
1 5 Mii (No Hands) Setting 1 - Controls the Mii’s
visibility 
at different skill levels
Showdown:
0 - Only visible during actual gameplay
3 - Only visible during the tutorial
Table Tennis:
1 - Visible only at 0 - 499 Skill Level
2 - Visible only at 500 - 999 Skill Level
3 - Visible only at 1000+ Skill Level

(or 2-players)

Setting 3 - Mii / Player Setting
0 - Looks at player
2 - Does not look at player
* Spectator Miis will not follow
the player at all in archery, even
if set to
1 6 Mii (With Hands)
1 7 Seagull Same as above, but setting 3
isn't used. It also controls only
​the object itself. Not the Miis.
1 8 Unknown.  
1 9 Cruiser Setting 1 - Object visibility
setting


0 - Only visible during actual
gameplay (also on the title screen)

3 - Only visible during the tutorial
1 10 (0xA) Beach Umbrella
1 11 (0xB) Yellow Flag
1 12 (0xC) Green Flag
1 13 (0xD) Blue Nintendo Banner
1 14 (0xE) Beach Tent
1 15 (0xF) "Catch It!" Flag
1 16 (0x10) Car
1 17 (0x11)   
        Unknown.       
1 18 (0x12) Red Flag
1 19 (0x13) Blue Flag
1 20 (0x14) Red Hot Air Balloon
1 21 (0x15) Crab
1 22 (0x16) Yellow Hot Air Balloon
1 23 (0x17) Green Hot Air Balloon
1 24 (0x17) Nintendo Banner
1 25 (0x18) Checkerboard Banner
1 26 (0x1A) Windmill
1 27 (0x1B) Blue Canoe Setting 1 - Object visibility setting
(see above)
Setting 3 - Is a Mii sitting in the
Canoe?

0 - No
1 - Yes
* Miis are not affected by the scale of
this object
1 28 (0x1C) Red Canoe
1 29 (0x1D) Flag Pole Setting 1 - Object visibility setting
(see above)
1 30 (0x1E) Wishing Fountain
1 31 (0x1F) Waterfall Splash Effect
1 32 (0x20) Brown Hawk
1 33 (0x21) Golf Flag (Decoration)
1 34 (0x22) Golf Tees (Decoration)
1 35 (0x23) Checkerboard Banner
(Copy)
1 36 (0x24) Firework Launch Zone
1 37 (0x25) Moving Car
1 38 (0x26)
        Unknown.       
 
1 39 (0x27) Bonfire
1 40 (0x28)
        Unknown.       
 
1 41 (0x29) Torch
1 42 (0x2A) Unknown.  
1 43 (0x2B) Seaguard Gate Setting 1 - Object visibility setting
(see above)

 
1 44 (0x2C)
        Unknown.       
 
1 45 (0x2D)
        Unknown.       
 
1 46 (0x2E)
        Unknown.       

 
1 47 (0x2F)
        Unknown.       
 
1 48 (0x30) Frisbee Dog Area
1 49 (0x31)  Archery Target
(Decoration)
1 50 (0x32) Power Cruising Goal
1 51 (0x33) Wakeboarding Goal
1 52 (0x34) Table Tennis Table
(Decoration)
1 53 (0x35) Wii Sports Resort Sign  
1 54 (0x36) The Sea Caddy
N/A N/A  

 

 

Research credits: Fxreboys, JimmyKazakhstan, KILL043, kiwi515, Boshi, BigKitty1011, DerDer3