The Conduit
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), ... .