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(New page: This page is about the .iso of The Conduit: == CDGame.txt == The CDGame.txt is a config file: COLLISION 1 64 64 64 // No-Climb COLLISION 2 0 88 0 // Gr...)
 
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== homeBTN_XXX.arc ==
 
== homeBTN_XXX.arc ==
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== Aims ==
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Unpack the .gcm and .gcs files (this is the base for nearly everything else like changing sound and graphics)
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Look for a working LAN mode

Revision as of 22:07, 8 July 2009

This page is about the .iso of The Conduit:


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 OFF

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


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?)

Fake session // If you start match, you get an error (lost connection) and you are in the main menu

Connect to LAN (dont use) //

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


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


.bik movies

This movies can be converted with RAD Video Tools.


saveicons.tpl / savebanner.tpl

This files contain just a few graphics for saving (??? not sure ???), 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), ... .


homeBTN_XXX.arc

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