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Revision as of 22:45, 8 July 2009 by 77.20.75.99 (talk) (CDGame.txt)

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