

In Boxing, there's an unused feature that seems similar to the energy mechanic from the Punch-Out!! games.Įach boxer has an energy value that depletes as their punches miss or get blocked, and as their energy depletes, their gloves will lose their color. There is no evidence that each ball would have actually cycled through each of the ball types.
#WII SPORTS RESORT BOWLING HACK CODE#
NOTE: The intention of this code is to test each ball type easier. The code below makes every ball thrown cycle through each of the ball types supported. The following code forces all balls thrown to be of a specified ball type (with the X = the ball type ID, see above) (Note that "starting" and "ending" are in quotation marks because it's hard to unambiguously define the start and end points of the loop and the constructor.) As such, normally every ball is of type 0 (Tennis ball). The function has a loop ("starting" at 0x802fc618, and "ending" at 0x802fc718) which allocates and constructs (the inlined constructor "starting" at 0x802fc62c and "ending" at 0x802fc700) 128 boxing ball objects, and each ball is constructed with the Tennis ball type (we can't tell whether this is because of the constructor itself or because of the arguments passed to the constructor).

The function at 0x802fc584 sets up the Dodging Training game. The constructor of the Boxing ball object sets the type field of the object to 0 (Tennis ball), and although the object class supports other field types, because the initial state of the object forces the ball to be a Tennis ball, every ball is a Tennis ball.Īlternatively, the constructor may receive the type of the ball as an argument, but in practice the game only passes 0 (Tennis ball) as the argument value to the constructor. NOTE: The following virtual addresses are for the US v1.1 version of the game. Their effects are located in common.carc/Effect/ in that same directory (v1.0) The location for the models and textures of all the different ball types can be found at /Common/RPBoxScene/MainGame.carc/G3D/box_ball.brres. Also note that only the Tennis ball plays a sound effect when it hits the player. The hitbox for each ball type is correctly sized (so, for example, bowling balls have a big hitbox, unlike the ping pong ones). This ball type does not bounce in the floor. Every time a new ball is thrown, it changes to one of 10 colors and numbers (although the color of the tail is always white). 5 = Billiards (box_ball_bad): This ball type is recycled from one of the minigames in Wii Play.4 = Ping Pong (box_ball_pin): This ball type is recycled from one of the minigames in Wii Play.3 = Bowling (box_ball_bwg): Every time a new ball is thrown, it changes to one of 4 colors (although the color of the tail is always blue).some of which have unique properties! Below is a list with all the supported types, alongside its ID and codename: However, there is code and assets for more ball types the trainer can throw other than the Tennis ball. In one of the Boxing minigames, Dodging, the player has to avoid Tennis balls thrown by the trainer. The Gecko codes above enable the placeholder strap warning screen. The text simply means something along the lines of "Strap Warning Screen".

