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m (Recategorize)
 
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Line 5: Line 5:
  
 
The CDGame.txt is a config file:
 
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
  
COLLISION 1        64    64    64    // No-Climb
+
The PAL version of this file compared with the NTSC one above only differs on two lines:
 
+
PAL                    OFF   ->  PAL                    ON
COLLISION 2        0    88    0    // Grass
+
REGION                0     -REGION                 1
 
+
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:
 
Test results:
Line 161: 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 178: Line 110:
 
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 205: 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 211: Line 147:
  
  
== saveicons.tpl / savebanner.tpl ==
+
== .tpl files ==
  
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), ... .
+
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), ... .
  
  
== homeBTN_XXX.arc ==
+
'''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 ==
 
== Aims ==
Line 225: 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:


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