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WALL•E (Wii, PlayStation 3, Xbox 360)

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Hmmm...
To do:
There are lots of different revisions and regional copies for the Wii version. What's their difference?


Title Screen

WALL•E

Also known as: WALL•E: The Video Game
Developer: Heavy Iron Studios[1]
Publisher: THQ[1]
Platforms: Wii, PlayStation 3, Xbox 360
Released in JP: December 11, 2008[1] (Wii/PS3)
Released in US: June 24, 2008[1]
Released in EU: July 4, 2008[1]
Released in AU: September 4, 2008[1]
Released in KR: August 7, 2008[1] (Wii)


DevTextIcon.png This game has hidden development-related text.


WALL•E the video game has been brought to you by Buy n Large™, your best friend and favorite superstore.

Development Related Text

All of these are only present in the Wii version of the game. Interestingly, they contain some remnants from the Xbox 360 and PS3 versions of Ratatouille, which was Heavy Iron Studios' previous game, and was never released on Wii (as the console got the version developed by Asobo Studio).

boot.ini

// Autogenerated by the GoodEditor
// Date: 4/7/2008 12:38:19 PM
// Author: brandon.booth

//RootMST = /WALE/Levels_Wii/Level_WA41/WA41.ho
//FirstDomain = /WALE/Levels_Wii/Level_WA41/WA41

// Region code is EN_US
Region = 1033

// WiiPC Memory Limitations (in MB)
// Use '0' to disable.
// MEM1Max must be reduced by the size of the elf
// MEM2Max must be reduced by 12MB for system memory and also DynaMem.
MEM1Max = 0
MEM2Max = 0
DynaMemMax = 0

[Options]
EnableWiiTTY = 1
EnableWiiHavokVDB = 0
EnableWiiScreenshots = 0
NoMovies = 0
NoCutscenes = 0
NoMusic = 0
NoSoundFX = 0
ShowMenuOnBoot = 0
NoDamage = 0

game.ini

## Programmers - game.ini is no longer shared.  If you change me, make sure you change the other consoles as well.
##               This file will be going away soon by being absorbed into the GoodEditor.

PATH=.
#BOOT = SOAK
BOOT = /WALE/Global_Scenes/WMNS
#BOOT = /WALE/Levels_Test/Level_Test_WT01/WT01
#BOOT = /WALE/Levels_Diorama/Level_Diorama_ED01/ED01
#BOOT = /WALE/Levels_Diorama/Level_Diorama_AD02/AD02
#BOOT = /WALE/Levels_Test/Level_Test_WT01/WT01
#BOOT = /WALE/Levels/Level_MD04/MD04
#BOOT = /WALE/Levels_Test/Level_Test_WT83/WT83
#BOOT = /WALE/Levels_Test/Level_Test_WT66/WT66
#BOOT = /WALE/Levels_Wii/Level_WE13/WE13

#BOOT = SOAK
SuperSoaker = 0
AudioMasher = 0
MenuMasher = 0

# All levels
SoakLevels = /WALE/Levels_Wii/Level_WE11/WE11 /WALE/Levels_Wii/Level_WE13/WE13 /WALE/Levels_Wii/Level_WE14/WE14 /WALE/Levels_Wii/Level_WE20/WE20 /WALE/Levels_Wii/Level_WE21/WE21 /WALE/Levels_Wii/Level_WE22/WE22 /WALE/Levels_Wii/Level_WE23/WE23 /WALE/Levels_Wii/Level_WE31/WE31 /WALE/Levels_Wii/Level_WE32/WE32 /WALE/Levels_Wii/Level_WE33/WE33 /WALE/Levels_Wii/Level_WE34/WE34 /WALE/Levels_Wii/Level_WA11/WA11 /WALE/Levels_Wii/Level_WA12/WA12 /WALE/Levels_Wii/Level_WA13/WA13 /WALE/Levels_Wii/Level_WA21/WA21 /WALE/Levels_Wii/Level_WA30/WA30 /WALE/Levels_Wii/Level_WA31/WA31 /WALE/Levels_Wii/Level_WA32/WA32 /WALE/Levels_Wii/Level_WA33/WA33 /WALE/Levels_Wii/Level_WA41/WA41 /WALE/Levels_Wii/Level_WA42/WA42 /WALE/Levels_Wii/Level_WA51/WA51 /WALE/Levels_Wii/Level_WA52/WA52 /WALE/Levels_Wii/Level_WE40/WE40 /WALE/Levels/Level_WMG1/WMG1 /WALE/Levels/Level_WMG2/WMG2 /WALE/Levels/Level_WMG3/WMG3 /WALE/Levels/Level_WMG4/WMG4 /WALE/Levels_Wii/Level_WMD3/WMD3 /WALE/Levels_Wii/Level_WMD4/WMD4 /WALE/Levels_Wii/Level_WMD7/WMD7 /WALE/Levels_Wii/Level_WMD9/WMD9 /WALE/Levels_Wii/Level_WME1/WME1 /WALE/Levels_Wii/Level_WMP4/WMP4 


# List of cutscenes to dump to Bink movies.
DumpCutsceneList = TL95 1
DumpCutscene = 0
ForceCutscene = 0
NoCutscenes = 0
SkippableCutScenes = 0

ShowMenuOnBoot = 1

ScrFxLetterBoxSize = 50
ScrFxLetterBoxAlpha = 255

VideoSystemAutoDetect   = 0
VideoSystem = PAL

DefaultRegion = EN_UK
DemoType = 0
NoMovies = 0
EnableHelperAI = 1
EnableDebugControls = 0
EnableFriendlyFly = 0
AllowMasterCheats = 0
SkippableAssert = 1
SkipAsserts = 0
EnableRealTimeUpdate = 1
EnableHUD = 1
SkipAnimViewer = 1
NoDamage = 0
NoSoundFX = 0
NoMusic = 0
EnableOneLiner = 0
vertexPoolSizeInMB = 0
UseFileCache = 1

#Level Progression
LevelProgression = MNUS ER01 ER02 ER03 AX01 AX02 AX03 AX04 AX05 ER04
LevelProgressionWii = WMNS WE11 WE13 WE14 WE20 WE21 WE22 WE23 WE31 WE32 WE33 WE34 WA11 WA12 WA13 WA21 WA30 WA31 WA32 WA33 WA41 WA42 WA51 WA52 WE40

[Scene Dependencies]


[Debug Portals]
DebugPortalTo = /WALE/Levels_Test/Level_Test_WT01/WT01


[ScenePlayerMapping]
#################################################################################
# IF YOU CHANGE ANY MAPPINGS, MAKE SURE THE SceneDependency.XML GETS UPDATED!!! #
#################################################################################

# All scenes use this player file unless specified below
ScenePlayerMappingDefault = PLYW

# Test levels

# Minigame Levels
ScenePlayerMapping  = MD01 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD02 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD03 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD04 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD05 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD06 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD07 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD08 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MD09 PLYM PLYM PLYM PLYM

ScenePlayerMapping  = MP01 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MP02 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MP03 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = MP04 PLYM PLYM
ScenePlayerMapping  = MP05 PLYM PLYM PLYM PLYM

ScenePlayerMapping  = ME01 PLYV PLYV
ScenePlayerMapping  = ME02 PLYV PLYV

ScenePlayerMapping  = MG1A PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMG1 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMG2 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMG3 PLYW PLYW PLYW PLYW
ScenePlayerMapping  = WMG4 PLYW PLYW PLYW PLYW

ScenePlayerMapping  = WMD1 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WME1 PLYV PLYV
ScenePlayerMapping  = WMP1 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMP4 PLYM PLYM
ScenePlayerMapping  = WMD3 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMD4 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMD7 PLYM PLYM PLYM PLYM
ScenePlayerMapping  = WMD9 PLYM PLYM PLYM PLYM

# Eve Levels
ScenePlayerMapping  = AD02 PLYE

ScenePlayerMapping  = ER02 PLYE
ScenePlayerMapping  = WE20 PLYE
ScenePlayerMapping  = WE21 PLYE
ScenePlayerMapping  = WE22 PLYE
ScenePlayerMapping  = WE23 PLYE

ScenePlayerMapping  = ER04 PLYE
ScenePlayerMapping  = WE40 PLYE
ScenePlayerMapping  = WE41 PLYE
ScenePlayerMapping  = WE42 PLYE
ScenePlayerMapping  = WE43 PLYE

ScenePlayerMapping  = AX03 PLYE
ScenePlayerMapping  = WT02 PLYE
ScenePlayerMapping  = WT20 PLYE
ScenePlayerMapping  = WT21 PLYE
ScenePlayerMapping  = WT44 PLYE
ScenePlayerMapping  = WA30 PLYE
ScenePlayerMapping  = WA31 PLYE
ScenePlayerMapping  = WA32 PLYE
ScenePlayerMapping  = WA33 PLYE
ScenePlayerMapping  = WA34 PLYE
ScenePlayerMapping  = MNUS PLYE
ScenePlayerMapping  = WMNS PLYE

[ColonyItems]
# Scene, Toll requirement, Total

[SceneBonus]
# the right-hand-side is LEVLENAME,EXPERIENCE_BONUS,PARR_BONUS

[Misc]
minVSyncCnt = 1
SceneBaseName = UI TXT SCENE
SceneBaseDescription = UI TXT DESCRIPTION
SceneBaseImage = UI IMAGE SCENE
G.AnalogMin = 32
G.AnalogMax = 110
G.HitPoints = 100
G.DamageInvincibility   = 0.5
G.Gravity           = -19.6
DebugMode =
ForceMono = 0
UnlockAll = 1
ScreenDumpPath = C:\Rats\ScreenShots\
PlaybackMode = 0
#### PS2 Profiler ####
# Profiling options:
# '1'
# '2'
# - function level profiling
# '3'
# - assembly level profiling for specified routines
# - For each of the following ProfFunc* use the full name of the
#   function/method to profile. (eg, hot spots identified by profile level 2)
# - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
# - ALSO: Debug controller 'Start' resets profile tracking
#Profile            = 2
#ProfFuncTriangle   = IntersectBranch
#ProfFuncSquare     = IntersectLeaf
#ProfFuncUp         =
#ProfFuncDown       =
#ProfFuncLeft       =
<gallery>
Example.jpg|Caption1
Example.jpg|Caption2
</gallery>
#ProfFuncRight      =

// 0 = no MSAA, 2 = 2x MSAA, 4 = 4x MSAA
MSAAType = 2

oneliner.ini

#########################################################################
# tunning values for the event one liner.  all strings are non-case
#  sensitive
#
# file format
#  * tuning values for the one liner system
#  * list of events by sections
#
# tuning values for one liner system
#  "doNotRepeatIteration" - this allows the same one liner to play again
#		only if the number of other one liners indicated by this
#		value have already been played.  the maximum is set to 5
#		in code
#
# sections - order does not matter.
#  [<name of the event>] - must match the FMOD event name.  the game will
#		only use the first 32 characters in the name.  the rest
#		will be ignored.
#    "priority" - can be "high", "medium", or "low".  default is "medium"
#    "initDelayPlayTime - specifies on game start when is the ealiest
#		that this event can be played.  the code will read two
#		floating point values separated by a comma and randomly
#		pick a time in between them.  default is 0 to 2 seconds.
#    "delayRepeatInterval" - specifies when the same one liner can be
#		repeated.  this also take two values.
#

doNotRepeatIteration = 1

[idle]
priority = low
initDelayPlayTime = 3, 5
delayRepeatInterval = 15,30

[killed_enemy]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4

[soup_station_good_move]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4

[soup_station_bad_move]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4

[chaser_skinner_mk]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10

[chaser_skinner_kd]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10

[chaser_skinner_kn]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10

[chaser_mabel_mb]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10

[chaser_linguini_ct]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10

Platform Differences

While all three versions are identical in terms of level design, gameplay and content, there are still various differences between each version.

  • The Xbox 360 and PlayStation 3 versions both render at 1280x720, whereas on the Wii it renders at 640x480.
  • Due to the Wii's lower-powered hardware, models use less polygons, materials have been simplified (normal maps are removed in this version, for example) and texture quality is lower. Level-of-detail distances are also shorter in this version.
  • The BnL logos on the loading screens have various different animations on the Xbox 360 and PS3 versions. The Wii version lacks this, instead simply having a static screen of the logo.
  • The Xbox 360 version is the only version of the game to run at 60fps. It's locked to 30fps on PS3 and Wii, with the latter having frequent frame rate drops.
  • The Xbox 360 and PS3 versions have the main menu icons animated when an option is selected. These are replaced with static images in the Wii version.
  • Some sound effects are lower-pitched in the PS3 version.

Internal Project Name

Various files refer to the game as "WALE".

References