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 64 64 64 // No-Climb | |
− | COLLISION 1 64 64 64 // No-Climb | + | COLLISION 2 0 88 0 // Grass |
− | + | COLLISION 3 255 207 55 // Gravel | |
− | COLLISION 2 0 88 0 // Grass | + | COLLISION 5 65 42 9 // Wood (Rough) - half of Wood (Polished) |
− | + | COLLISION 6 130 83 18 // Wood (Polished) | |
− | COLLISION 3 255 207 55 // Gravel | + | COLLISION 7 25 97 216 // Stone |
− | + | COLLISION 10 0 0 179 // Metal (Solid) | |
− | COLLISION 5 65 42 9 // Wood (Rough) - half of Wood (Polished) | + | COLLISION 11 0 0 89 // Metal (Hollow) - half of Metal (Solid) |
− | + | COLLISION 12 0 255 255 // Glass | |
− | COLLISION 6 130 83 18 // Wood (Polished) | + | |
− | + | TEX_OFFSET 1 | |
− | COLLISION 7 25 97 216 // Stone | + | NAME NA // Name of game |
− | + | WAD 99_99 // First WAD to read | |
− | COLLISION 10 0 0 179 // Metal (Solid) | + | LANGUAGE ENGLISH // Territory or language |
− | + | STRATDBGPATH StratBin/ // Where the .SVM files are | |
− | COLLISION 11 0 0 89 // Metal (Hollow) - half of Metal (Solid) | + | PAL OFF |
− | + | DEBUG_TEXT OFF // Global enable/disable of debug info | |
− | COLLISION 12 0 255 255 // Glass | + | 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 | |
− | TEX_OFFSET 1 | + | DEBUG_PROFILE_LABELS OFF // |
− | + | DEBUG_STRAT_PRINTS OFF // Display strat "print" output | |
− | NAME NA // Name of game | + | DEBUG_ASSERT_MESSAGES OFF // Display strat "assert" output |
− | + | DEBUG_SOUND OFF // Extra sound debug | |
− | WAD 99_99 // First WAD to read | + | DEBUG_CHEATS OFF // Are debug cheats on/off |
− | + | DEBUG_FLY OFF // Fly-through mode on/off | |
− | LANGUAGE ENGLISH // Territory or language | + | LEVEL_SELECT OFF // Level select on/off |
− | + | DEMO_LEVEL_SELECT OFF // Only show * levels in level select | |
− | STRATDBGPATH StratBin/ // Where the .SVM files are | + | SOUND ON // Sound on/off |
− | + | HEAPSIZE 18.5 // Size of game heap in MB | |
− | PAL OFF | + | GEOMSTRATS 0 // Number of geometry strats |
− | + | PARTICLES0 1024 // Number of particles | |
− | DEBUG_TEXT OFF // Global enable/disable of debug info | + | PARTICLES1 1024 // Number of particles |
− | + | PERFORMANCE_METRICS 0 // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons | |
− | DEBUG_MEMORY_INFO OFF // | + | SKIP_MOVIES OFF // Whether to skip the front end into movies or not |
− | + | SCREENPRINT_YPOS -220 // ASL screenprint start y position | |
− | DEBUG_WAD_INFO OFF // Display which wads are loaded | + | ASSERT_YPOS -100 // ASL assert start y position |
− | + | REGION 0 | |
− | DEBUG_SCALEFORM OFF // Display debug output for scaleform | + | KEYCODE BA // Region Code from Sony |
− | + | PRODUCT_NUMBER NA // Product Code from Sony | |
− | DEBUG_SCREENPRINTS OFF // Display strat "screenprint" output | + | VIDEO_ALLOC_METHOD MALLOC |
− | + | PSP ON | |
− | DEBUG_PROFILE_LABELS OFF // | + | DISABLE_PSP OFF // PSP mode |
− | + | SAVE_NAME NA | |
− | DEBUG_STRAT_PRINTS OFF // Display strat "print" output | + | OFFER_MULTIPLAYER ON // Turn on multiplayer options//DMK |
− | + | AUTO_HOST OFF // ON=Automatically host a network game after booting. | |
− | DEBUG_ASSERT_MESSAGES OFF // Display strat "assert" output | + | AUTO_CONNECT OFF // ON=Automatically join a network game after booting. |
− | + | AUTO_NAME NA // Name of network game to host/join automatically. | |
− | DEBUG_SOUND OFF // Extra sound debug | + | 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. | |
− | DEBUG_CHEATS OFF // Are debug cheats on/off | + | 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 | |
− | DEBUG_FLY OFF // Fly-through mode on/off | + | 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) | |
− | LEVEL_SELECT OFF // Level select on/off | + | HEAPSIZE 32.0 // Size of game heap in MB |
− | + | AUDIO_HEAP_SIZE 200000 // Size of Audio heap (not content, just data structures!) | |
− | DEMO_LEVEL_SELECT OFF // Only show * levels in level select | + | 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 | |
− | SOUND ON // Sound on/off | + | DIESEL_HEAP_SIZE 786432 // Diesel heap size |
− | + | SCALEFORM_HEAP_SIZE 1572864 // Scaleform heap size | |
− | HEAPSIZE 18.5 // Size of game heap in MB | + | 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 | |
− | GEOMSTRATS 0 // Number of geometry strats | + | 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. | |
− | PARTICLES0 1024 // Number of particles | + | USE_WII_NOSAVE_MESSAGE ON // Home Button Menu: ON=home_nosave.csv OFF(default)=home.csv |
− | + | NICK_NAME NA | |
− | PARTICLES1 1024 // Number of particles | + | DEBUG_MULTIPLAYER OFF |
− | + | GAME_CHANNEL 35 | |
− | PERFORMANCE_METRICS 0 // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons | + | GAME_BUILD 4 |
− | + | DWC_RELEASE_AUTHENTICATION ON | |
− | SKIP_MOVIES OFF // Whether to skip the front end into movies or not | + | ENGINE_VERSION Tue May 26 14:03:20 -0500 2009 |
− | + | GAME_VERSION Fri May 29 23:12:48 -0500 2009 | |
− | 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 | + | |
Line 177: | Line 104: | ||
Search on channel // you can choose a channel from 0 to 35 | Search on channel // you can choose a channel from 0 to 35 | ||
− | |||
== levels.txt == | == levels.txt == |
Revision as of 22:45, 8 July 2009
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 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