Difference between revisions of "The Conduit"
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The CDGame.txt is a config file: | The CDGame.txt is a config file: | ||
− | COLLISION 1 | + | COLLISION 1 64 64 64 // No-Climb |
− | COLLISION 2 | + | COLLISION 2 0 88 0 // Grass |
− | COLLISION 3 | + | COLLISION 3 255 207 55 // Gravel |
− | COLLISION 5 | + | COLLISION 5 65 42 9 // Wood (Rough) - half of Wood (Polished) |
− | COLLISION 6 | + | COLLISION 6 130 83 18 // Wood (Polished) |
− | COLLISION 7 | + | COLLISION 7 25 97 216 // Stone |
− | COLLISION 10 0 | + | COLLISION 10 0 0 179 // Metal (Solid) |
− | COLLISION 11 0 | + | COLLISION 11 0 0 89 // Metal (Hollow) - half of Metal (Solid) |
− | COLLISION 12 0 | + | COLLISION 12 0 255 255 // Glass |
− | + | ||
− | TEX_OFFSET | + | TEX_OFFSET 1 |
− | NAME | + | NAME NA // Name of game |
− | WAD | + | WAD 99_99 // First WAD to read |
− | LANGUAGE | + | LANGUAGE ENGLISH // Territory or language |
− | STRATDBGPATH StratBin/ | + | STRATDBGPATH StratBin/ // Where the .SVM files are |
− | PAL | + | PAL OFF |
− | DEBUG_TEXT | + | DEBUG_TEXT OFF // Global enable/disable of debug info |
− | DEBUG_MEMORY_INFO | + | DEBUG_MEMORY_INFO OFF // |
− | DEBUG_WAD_INFO | + | DEBUG_WAD_INFO OFF // Display which wads are loaded |
− | DEBUG_SCALEFORM | + | DEBUG_SCALEFORM OFF // Display debug output for scaleform |
− | DEBUG_SCREENPRINTS | + | DEBUG_SCREENPRINTS OFF // Display strat "screenprint" output |
− | DEBUG_PROFILE_LABELS OFF | + | DEBUG_PROFILE_LABELS OFF // |
− | DEBUG_STRAT_PRINTS | + | DEBUG_STRAT_PRINTS OFF // Display strat "print" output |
− | DEBUG_ASSERT_MESSAGES | + | DEBUG_ASSERT_MESSAGES OFF // Display strat "assert" output |
− | DEBUG_SOUND | + | DEBUG_SOUND OFF // Extra sound debug |
− | DEBUG_CHEATS | + | DEBUG_CHEATS OFF // Are debug cheats on/off |
− | DEBUG_FLY | + | DEBUG_FLY OFF // Fly-through mode on/off |
− | LEVEL_SELECT OFF | + | LEVEL_SELECT OFF // Level select on/off |
DEMO_LEVEL_SELECT OFF // Only show * levels in level select | DEMO_LEVEL_SELECT OFF // Only show * levels in level select | ||
SOUND ON // Sound on/off | SOUND ON // Sound on/off | ||
HEAPSIZE 18.5 // Size of game heap in MB | HEAPSIZE 18.5 // Size of game heap in MB | ||
− | GEOMSTRATS | + | GEOMSTRATS 0 // Number of geometry strats |
− | PARTICLES0 | + | PARTICLES0 1024 // Number of particles |
− | PARTICLES1 | + | PARTICLES1 1024 // Number of particles |
− | PERFORMANCE_METRICS | + | PERFORMANCE_METRICS 0 // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons |
− | SKIP_MOVIES | + | SKIP_MOVIES OFF // Whether to skip the front end into movies or not |
SCREENPRINT_YPOS -220 // ASL screenprint start y position | SCREENPRINT_YPOS -220 // ASL screenprint start y position | ||
− | ASSERT_YPOS | + | ASSERT_YPOS -100 // ASL assert start y position |
− | REGION | + | REGION 0 |
KEYCODE BA // Region Code from Sony | KEYCODE BA // Region Code from Sony | ||
− | PRODUCT_NUMBER NA | + | PRODUCT_NUMBER NA // Product Code from Sony |
− | VIDEO_ALLOC_METHOD | + | VIDEO_ALLOC_METHOD MALLOC |
− | PSP | + | PSP ON |
− | DISABLE_PSP | + | DISABLE_PSP OFF // PSP mode |
SAVE_NAME NA | SAVE_NAME NA | ||
− | OFFER_MULTIPLAYER | + | OFFER_MULTIPLAYER ON // Turn on multiplayer options//DMK |
− | AUTO_HOST | + | AUTO_HOST OFF // ON=Automatically host a network game after booting. |
− | AUTO_CONNECT OFF | + | AUTO_CONNECT OFF // ON=Automatically join a network game after booting. |
− | AUTO_NAME | + | AUTO_NAME NA // Name of network game to host/join automatically. |
− | AUTO_MONKEY | + | AUTO_MONKEY OFF // ON=automatically run the controller |
− | ASL_SERIALIZATION_LEVEL | + | ASL_SERIALIZATION_LEVEL 0 // 0,1,2 Higher levels give more network debug info, but run slower. |
− | ASL_SERIALIZATION_DEVICE 1 | + | ASL_SERIALIZATION_DEVICE 1 // Where to write network out-of-sync logs: 0=MemStick, 1=Host |
− | USE_CLASSIC_CONTROLLER | + | USE_CLASSIC_CONTROLLER OFF // Ignore input from classic controller |
− | ROLLING_LOG | + | ROLLING_LOG OFF // ON=using rolling filenames, OFF=always use same log filename. |
− | LEVEL_WALK | + | LEVEL_WALK OFF // ON=run a level walk, OFF=don't (normal case) |
HEAPSIZE 32.0 // Size of game heap in MB | HEAPSIZE 32.0 // Size of game heap in MB | ||
− | AUDIO_HEAP_SIZE | + | AUDIO_HEAP_SIZE 200000 // Size of Audio heap (not content, just data structures!) |
− | DISPLAY_LIST_SIZE | + | DISPLAY_LIST_SIZE 65536 // Size of each dislay list (there's 2 display lists!) |
− | UNMANAGED_HEAP_SIZE | + | UNMANAGED_HEAP_SIZE 2877504 // Allocations outsize of the Diesel/Scaleform/Quantum/Audio huaps |
DIESEL_HEAP_SIZE 786432 // Diesel heap size | DIESEL_HEAP_SIZE 786432 // Diesel heap size | ||
− | SCALEFORM_HEAP_SIZE | + | SCALEFORM_HEAP_SIZE 1572864 // Scaleform heap size |
− | ALLOW_PATCHED_WATER | + | ALLOW_PATCHED_WATER ON |
− | LOAD_TO_START_LEVEL | + | LOAD_TO_START_LEVEL OFF // Set to ON if you want to skip the UI and jump right into the level specified in START_LEVEL |
− | START_LEVEL | + | START_LEVEL 03_01 // A start level that works from start game (this is used only if LOAD_TO_START_LEVEL is set to ON) |
− | SAVE_SYSTEM_ENABLED | + | SAVE_SYSTEM_ENABLED ON // Flag to enable/disable the save system on the application side. |
− | USE_WII_NOSAVE_MESSAGE | + | USE_WII_NOSAVE_MESSAGE ON // Home Button Menu: ON=home_nosave.csv OFF(default)=home.csv |
− | NICK_NAME | + | NICK_NAME NA |
− | DEBUG_MULTIPLAYER | + | DEBUG_MULTIPLAYER ON |
GAME_CHANNEL 35 | GAME_CHANNEL 35 | ||
− | GAME_BUILD | + | GAME_BUILD 4 |
− | DWC_RELEASE_AUTHENTICATION | + | DWC_RELEASE_AUTHENTICATION ON |
− | ENGINE_VERSION | + | ENGINE_VERSION Tue May 26 14:03:20 -0500 2009 |
− | GAME_VERSION | + | GAME_VERSION Fri May 29 23:12:48 -0500 2009 |
The PAL version of this file compared with the NTSC one above only differs on two lines: | The PAL version of this file compared with the NTSC one above only differs on two lines: | ||
Line 91: | Line 91: | ||
enables an extra multiplayer mode with the following content: | enables an extra multiplayer mode with the following content: | ||
− | Connect to Anybody // Connects to WFC and then a game via internet on a test map (maybe level 70_00 NetzMultiplayerTest?) | + | Connect to Anybody // Connects to WFC and then a game via internet on a test map (maybe level 70_00 NetzMultiplayerTest?), but when I played with two Wiis (to check if there is a working LAN mode) I just had to connect via internet but when the connection was established, I disconnected (internet) and we could play a few minutes (as before but without internet) before there was a lost connection error, so the Wiis were either connected directly or via my WLAN router (but NOT via internet) |
+ | |||
+ | Maybe there is a way to simulate the Wi-Fi Connection just to establish the connection, if that is possible, we could have a working LAN mode. | ||
Fake session // If you start match, you get an error (lost connection) and you are in the main menu | Fake session // If you start match, you get an error (lost connection) and you are in the main menu | ||
− | Connect to LAN (dont use) // | + | Connect to LAN (dont use) // does not work |
Friends // | Friends // | ||
Line 107: | Line 109: | ||
Search on channel // you can choose a channel from 0 to 35 | Search on channel // you can choose a channel from 0 to 35 | ||
+ | |||
+ | So far I noticed no difference between DWC_RELEASE_AUTHENTICATION on or off (both tested and no difference). | ||
== levels.txt == | == levels.txt == | ||
Line 134: | Line 138: | ||
RIFF headers | RIFF headers | ||
+ | === decompression === | ||
+ | |||
+ | [[http://hcs64.com/files/weconduit00.zip weconduit 0.0]] decompresses two compressed segments. dump01.bin is a map of pieces in dump00.bin. | ||
== .bik movies == | == .bik movies == | ||
Line 157: | Line 164: | ||
1 icon showing a crossed out homebutton | 1 icon showing a crossed out homebutton | ||
− | == | + | == .arc files == |
+ | They start with "55 AA 38 2D" (in hex editor) and can be unpacked with U8 tools (e.g. here: http://www.shedevr.org.ru/zelda64rus/tools/U8_tools(eng).zip). | ||
+ | These archives contain files with the following file formats: | ||
+ | |||
+ | .brlan | ||
+ | |||
+ | .brlyt | ||
+ | |||
+ | .brfnt | ||
+ | |||
+ | .tpl // can be converted with TPL Editor 2.0 http://gbatemp.net/index.php?showtopic=100556 | ||
+ | |||
+ | .midi // sound | ||
+ | |||
+ | .pcm | ||
+ | |||
+ | .wt | ||
+ | |||
+ | .bwav | ||
== Aims == | == Aims == | ||
Line 166: | Line 191: | ||
Look for a working LAN mode | Look for a working LAN mode | ||
+ | |||
+ | [[Category:Wii Games]] |
Latest revision as of 13:26, 26 April 2010
This page is about the .iso of The Conduit:
Contents
CDGame.txt
The CDGame.txt is a config file:
COLLISION 1 64 64 64 // No-Climb COLLISION 2 0 88 0 // Grass COLLISION 3 255 207 55 // Gravel COLLISION 5 65 42 9 // Wood (Rough) - half of Wood (Polished) COLLISION 6 130 83 18 // Wood (Polished) COLLISION 7 25 97 216 // Stone COLLISION 10 0 0 179 // Metal (Solid) COLLISION 11 0 0 89 // Metal (Hollow) - half of Metal (Solid) COLLISION 12 0 255 255 // Glass TEX_OFFSET 1 NAME NA // Name of game WAD 99_99 // First WAD to read LANGUAGE ENGLISH // Territory or language STRATDBGPATH StratBin/ // Where the .SVM files are PAL OFF DEBUG_TEXT OFF // Global enable/disable of debug info DEBUG_MEMORY_INFO OFF // DEBUG_WAD_INFO OFF // Display which wads are loaded DEBUG_SCALEFORM OFF // Display debug output for scaleform DEBUG_SCREENPRINTS OFF // Display strat "screenprint" output DEBUG_PROFILE_LABELS OFF // DEBUG_STRAT_PRINTS OFF // Display strat "print" output DEBUG_ASSERT_MESSAGES OFF // Display strat "assert" output DEBUG_SOUND OFF // Extra sound debug DEBUG_CHEATS OFF // Are debug cheats on/off DEBUG_FLY OFF // Fly-through mode on/off LEVEL_SELECT OFF // Level select on/off DEMO_LEVEL_SELECT OFF // Only show * levels in level select SOUND ON // Sound on/off HEAPSIZE 18.5 // Size of game heap in MB GEOMSTRATS 0 // Number of geometry strats PARTICLES0 1024 // Number of particles PARTICLES1 1024 // Number of particles PERFORMANCE_METRICS 0 // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons SKIP_MOVIES OFF // Whether to skip the front end into movies or not SCREENPRINT_YPOS -220 // ASL screenprint start y position ASSERT_YPOS -100 // ASL assert start y position REGION 0 KEYCODE BA // Region Code from Sony PRODUCT_NUMBER NA // Product Code from Sony VIDEO_ALLOC_METHOD MALLOC PSP ON DISABLE_PSP OFF // PSP mode SAVE_NAME NA OFFER_MULTIPLAYER ON // Turn on multiplayer options//DMK AUTO_HOST OFF // ON=Automatically host a network game after booting. AUTO_CONNECT OFF // ON=Automatically join a network game after booting. AUTO_NAME NA // Name of network game to host/join automatically. AUTO_MONKEY OFF // ON=automatically run the controller ASL_SERIALIZATION_LEVEL 0 // 0,1,2 Higher levels give more network debug info, but run slower. ASL_SERIALIZATION_DEVICE 1 // Where to write network out-of-sync logs: 0=MemStick, 1=Host USE_CLASSIC_CONTROLLER OFF // Ignore input from classic controller ROLLING_LOG OFF // ON=using rolling filenames, OFF=always use same log filename. LEVEL_WALK OFF // ON=run a level walk, OFF=don't (normal case) HEAPSIZE 32.0 // Size of game heap in MB AUDIO_HEAP_SIZE 200000 // Size of Audio heap (not content, just data structures!) DISPLAY_LIST_SIZE 65536 // Size of each dislay list (there's 2 display lists!) UNMANAGED_HEAP_SIZE 2877504 // Allocations outsize of the Diesel/Scaleform/Quantum/Audio huaps DIESEL_HEAP_SIZE 786432 // Diesel heap size SCALEFORM_HEAP_SIZE 1572864 // Scaleform heap size ALLOW_PATCHED_WATER ON LOAD_TO_START_LEVEL OFF // Set to ON if you want to skip the UI and jump right into the level specified in START_LEVEL START_LEVEL 03_01 // A start level that works from start game (this is used only if LOAD_TO_START_LEVEL is set to ON) SAVE_SYSTEM_ENABLED ON // Flag to enable/disable the save system on the application side. USE_WII_NOSAVE_MESSAGE ON // Home Button Menu: ON=home_nosave.csv OFF(default)=home.csv NICK_NAME NA DEBUG_MULTIPLAYER ON GAME_CHANNEL 35 GAME_BUILD 4 DWC_RELEASE_AUTHENTICATION ON ENGINE_VERSION Tue May 26 14:03:20 -0500 2009 GAME_VERSION Fri May 29 23:12:48 -0500 2009
The PAL version of this file compared with the NTSC one above only differs on two lines:
PAL OFF -> PAL ON REGION 0 -> REGION 1
Test results:
DEBUG_CHEAT
enables a cheat menu, which can be opened by pressing + and -
DEBUG_MULTIPLAYER
enables an extra multiplayer mode with the following content:
Connect to Anybody // Connects to WFC and then a game via internet on a test map (maybe level 70_00 NetzMultiplayerTest?), but when I played with two Wiis (to check if there is a working LAN mode) I just had to connect via internet but when the connection was established, I disconnected (internet) and we could play a few minutes (as before but without internet) before there was a lost connection error, so the Wiis were either connected directly or via my WLAN router (but NOT via internet)
Maybe there is a way to simulate the Wi-Fi Connection just to establish the connection, if that is possible, we could have a working LAN mode.
Fake session // If you start match, you get an error (lost connection) and you are in the main menu
Connect to LAN (dont use) // does not work
Friends //
Test Profanty //
Connect Stress Test //
Num Players // you can choose player number from 2 to 16
Search on channel // you can choose a channel from 0 to 35
So far I noticed no difference between DWC_RELEASE_AUTHENTICATION on or off (both tested and no difference).
levels.txt
Every line of this file is built like the following example:
03_10 edfedermeyer Level3_10 Tue May 26 15:03:49 -1560281088 -1560281088
There is a .gcm/.gcs file named as the first number, e.g. 03_10.gcs,
Ed Federmeyer is the lead programmer,
Level3_10 is the description of the level which is in the .gcs, too.
The rest is unknown (maybe the last changed date, but -1560281088 ???).
.gcm/.gcs files
The .gcm and .gcs files contain much data (please add what exactly), but nobody was able to unpack them so far.
They begin (opened with text editor) with BGIB ... "level name" or <strat wad> ... edfedermeyer ... stuff like "-wii -quiet -disableerrors -nodefaultmaplights -noautomaticshadowreceivers -maxmodelsize 10.0 -maxedgelength 25.0" ...
Other things found:
RIFF headers
decompression
[weconduit 0.0] decompresses two compressed segments. dump01.bin is a map of pieces in dump00.bin.
.bik movies
This movies can be converted with RAD Video Tools.
.tpl files
This files contain just a few graphics, they can be converted with tplcnv.exe (a tool for GameCube textures) into .dds format, which can be read and edited by Gimp (with dds plugin), ... .
saveicons.tpl:
4 icons (maybe for saving)
savebanner.tpl:
1 banner (maybe for saving)
homeBtnicon.tpl:
1 icon showing a crossed out homebutton
.arc files
They start with "55 AA 38 2D" (in hex editor) and can be unpacked with U8 tools (e.g. here: http://www.shedevr.org.ru/zelda64rus/tools/U8_tools(eng).zip).
These archives contain files with the following file formats:
.brlan
.brlyt
.brfnt
.tpl // can be converted with TPL Editor 2.0 http://gbatemp.net/index.php?showtopic=100556
.midi // sound
.pcm
.wt
.bwav
Aims
Unpack the .gcm and .gcs files (this is the base for nearly everything else like changing sound and graphics)
Look for a working LAN mode