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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 2     0   88 0   // Grass
  COLLISION 3       255   207   55     // Gravel
+
  COLLISION 3     255 207 55 // Gravel
  COLLISION 5       65   42   9   // Wood (Rough) - half of Wood (Polished)
+
  COLLISION 5     65 42 9   // Wood (Rough) - half of Wood (Polished)
  COLLISION 6       130   83   18     // Wood (Polished)
+
  COLLISION 6     130 83 18 // Wood (Polished)
  COLLISION 7       25   97   216   // Stone
+
  COLLISION 7     25 97 216 // Stone
  COLLISION 10    0   0   179   // Metal (Solid)
+
  COLLISION 10    0   0   179 // Metal (Solid)
  COLLISION 11    0   0   89   // Metal (Hollow) - half of Metal (Solid)
+
  COLLISION 11    0   0   89 // Metal (Hollow) - half of Metal (Solid)
  COLLISION 12    0   255   255   // Glass
+
  COLLISION 12    0   255 255 // Glass
   
+
  TEX_OFFSET                   1
+
  TEX_OFFSET                 1
  NAME                           NA                 // Name of game
+
  NAME                       NA             // Name of game
  WAD                           99_99             // First WAD to read
+
  WAD                         99_99           // First WAD to read
  LANGUAGE                       ENGLISH        // Territory or language
+
  LANGUAGE                   ENGLISH        // Territory or language
  STRATDBGPATH                StratBin/       // Where the .SVM files are
+
  STRATDBGPATH                StratBin/       // Where the .SVM files are
  PAL                           OFF
+
  PAL                         OFF
  DEBUG_TEXT                     OFF               // Global enable/disable of debug info
+
  DEBUG_TEXT                 OFF             // Global enable/disable of debug info
  DEBUG_MEMORY_INFO           OFF               //
+
  DEBUG_MEMORY_INFO           OFF             //
  DEBUG_WAD_INFO               OFF               // Display which wads are loaded
+
  DEBUG_WAD_INFO             OFF             // Display which wads are loaded
  DEBUG_SCALEFORM               OFF               // Display debug output for scaleform
+
  DEBUG_SCALEFORM             OFF             // Display debug output for scaleform
  DEBUG_SCREENPRINTS           OFF               // Display strat "screenprint" output
+
  DEBUG_SCREENPRINTS         OFF             // Display strat "screenprint" output
  DEBUG_PROFILE_LABELS        OFF               //
+
  DEBUG_PROFILE_LABELS        OFF             //
  DEBUG_STRAT_PRINTS           OFF               // Display strat "print" output
+
  DEBUG_STRAT_PRINTS         OFF             // Display strat "print" output
  DEBUG_ASSERT_MESSAGES       OFF               // Display strat "assert" output
+
  DEBUG_ASSERT_MESSAGES       OFF             // Display strat "assert" output
  DEBUG_SOUND                   OFF               // Extra sound debug
+
  DEBUG_SOUND                 OFF             // Extra sound debug  
  DEBUG_CHEATS                   OFF                 // Are debug cheats on/off
+
  DEBUG_CHEATS               OFF             // Are debug cheats on/off
  DEBUG_FLY                     OFF            // Fly-through mode on/off
+
  DEBUG_FLY                   OFF            // Fly-through mode on/off
  LEVEL_SELECT                OFF             // Level select on/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                   0               // Number of geometry strats
+
  GEOMSTRATS                 0               // Number of geometry strats
  PARTICLES0                   1024            // Number of particles
+
  PARTICLES0                 1024            // Number of particles
  PARTICLES1                   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
+
  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
+
  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                   -100            // ASL assert start y position
+
  ASSERT_YPOS                 -100            // ASL assert start y position
  REGION                       0
+
  REGION                     0
 
  KEYCODE                    BA              // Region Code from Sony
 
  KEYCODE                    BA              // Region Code from Sony
  PRODUCT_NUMBER              NA               // Product Code from Sony
+
  PRODUCT_NUMBER              NA             // Product Code from Sony
  VIDEO_ALLOC_METHOD           MALLOC
+
  VIDEO_ALLOC_METHOD         MALLOC
  PSP                           ON
+
  PSP                         ON
  DISABLE_PSP                   OFF               // PSP mode
+
  DISABLE_PSP                 OFF             // PSP mode
 
  SAVE_NAME                  NA
 
  SAVE_NAME                  NA
  OFFER_MULTIPLAYER           ON               // Turn on multiplayer options//DMK
+
  OFFER_MULTIPLAYER           ON             // Turn on multiplayer options//DMK
  AUTO_HOST                   OFF               // ON=Automatically host a network game after booting.
+
  AUTO_HOST                   OFF             // ON=Automatically host a network game after booting.
  AUTO_CONNECT                OFF               // ON=Automatically join 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_NAME                   NA             // Name of network game to host/join automatically.
  AUTO_MONKEY                   OFF               // ON=automatically run the controller
+
  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_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
+
  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
+
  USE_CLASSIC_CONTROLLER     OFF             // Ignore input from classic controller
  ROLLING_LOG                   OFF               // ON=using rolling filenames, OFF=always use same log filename.
+
  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_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               200000          // Size of Audio heap (not content, just data structures!)
+
  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!)
+
  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
+
  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           1572864        // Scaleform heap size
+
  SCALEFORM_HEAP_SIZE         1572864        // Scaleform heap size
  ALLOW_PATCHED_WATER           ON
+
  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
+
  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)
+
  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.
+
  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
+
  USE_WII_NOSAVE_MESSAGE     ON             // Home Button Menu: ON=home_nosave.csv OFF(default)=home.csv
  NICK_NAME                   NA
+
  NICK_NAME                   NA
  DEBUG_MULTIPLAYER           OFF
+
  DEBUG_MULTIPLAYER           ON
 
  GAME_CHANNEL                35
 
  GAME_CHANNEL                35
  GAME_BUILD               4
+
  GAME_BUILD                 4
  DWC_RELEASE_AUTHENTICATION       ON
+
  DWC_RELEASE_AUTHENTICATION ON
  ENGINE_VERSION   Tue May 26 14:03:20 -0500 2009
+
  ENGINE_VERSION Tue May 26 14:03:20 -0500 2009
  GAME_VERSION   Fri May 29 23:12:48 -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:
 
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
  
== homeBTN_XXX.arc ==
+
== .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:


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