Hacking The Gyrostarr Config File (CDGame.txt)

Dteyn

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I've been following the thread about hacking The Conduit's CDGame.txt pretty closely, as I find the topic quite interesting from a tinkering point of view.

I noticed this post by nano351:

nano351 said:
BTW guys The Conduit is not the first wii game that HVS made with quantum 3 engine. Three of their wiiware titles have included it:
Evasive Space
High Voltage Hot Rod Show
Gyrostarr

maybe someone should see if there's some type of config files in those as well.




So I thought I'd give it a shot! I unpacked the Gyrostarr wad, extracted 00000002.app, and the following files are inside:
Code:
99_00.gcm
99_00.gcs
99_01.gcs
99_09.gcm
99_09.gcs
99_99.gcs
CDGame.txt
home.csv
network.csv
OperationsGuide.tpl
OperationsGuideFR.tpl
OperationsGuideSP.tpl

Notice CDGame.txt? Because this game uses the same engine, it also has the same style of config file. Lets take a peek, shall we?

CODE// vim: ts=8 sw=8 sts=8 et ft=cpp

COLLISION 1ÂÂÂÂ 64ÂÂÂÂÂÂ64ÂÂÂÂÂÂ64ÂÂÂÂÂÂ// No-Climb
COLLISION 2ÂÂÂÂ 0ÂÂÂÂÂÂ 88ÂÂÂÂÂÂ0ÂÂÂÂÂÂ // Grass
COLLISION 3ÂÂÂÂ 255ÂÂÂÂ 207ÂÂÂÂ 55ÂÂÂÂÂÂ// Gravel
COLLISION 5ÂÂÂÂ 65ÂÂÂÂÂÂ42ÂÂÂÂÂÂ9ÂÂÂÂÂÂ // Wood (Rough) - half of Wood (Polished)
COLLISION 6ÂÂÂÂ 130ÂÂÂÂ 83ÂÂÂÂÂÂ18ÂÂÂÂÂÂ// Wood (Polished)
COLLISION 7ÂÂÂÂ 25ÂÂÂÂÂÂ97ÂÂÂÂÂÂ216ÂÂÂÂ // Stone
COLLISION 10ÂÂÂÂ0ÂÂÂÂÂÂ 0ÂÂÂÂÂÂ 179ÂÂÂÂ // Metal (Solid)
COLLISION 11ÂÂÂÂ0ÂÂÂÂÂÂ 0ÂÂÂÂÂÂ 89ÂÂÂÂÂÂ// Metal (Hollow) - half of Metal (Solid)
COLLISION 12ÂÂÂÂ0ÂÂÂÂÂÂ 255ÂÂÂÂ 255ÂÂÂÂ // Glass

NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂHARRIERÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Name of game
WADÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 99_99ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // First WAD to read
START_LEVELÂÂÂÂÂÂÂÂÂÂÂÂ 99_00ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // WAD to load for "New Game"
SKIP_MOVIESÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Whether to skip the front end into movies or not
LANGUAGEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂENGLISHÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Territory or language
STRATDBGPATHÂÂÂÂÂÂÂÂÂÂÂÂStratBin/ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // DebugKits="StratBin/" DevKits="../../Source/Ass/StratBin/"
PALÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PAL or NTSC
DEBUG_CHEATSÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Are debug cheats on/off
DEBUG_FLYÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Fly-through mode on/off
DEBUG_TEXTÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Global enable/disable of debug info
DEBUG_MEMORY_INFOÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ//
DEBUG_WAD_INFOÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Display which wads are loaded
DEBUG_SCREENPRINTSÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "screenprint" output
DEBUG_PROFILE_LABELSÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ//
DEBUG_STRAT_PRINTSÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "print" output
DEBUG_ASSERT_MESSAGESÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "assert" output
DEBUG_SOUNDÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ// Extra sound debug
LEVEL_SELECTÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Level select on/off
DEMO_LEVEL_SELECTÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Only show * levels in level select
SOUNDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Sound on/off
GEOMSTRATSÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Number of geometry strats
PARTICLESÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Number of particles (unused?)
PARTICLES0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Number of particles for system 0
PARTICLES1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Number of particles for system 1
DISPLAY_PARTICLE_COUNTÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Show the particle count
PERFORMANCE_METRICSÂÂÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons
SCREENPRINT_YPOSÂÂÂÂÂÂÂÂ-220ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ASL screenprint start y position
ASSERT_YPOSÂÂÂÂÂÂÂÂÂÂÂÂ -100ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ASL assert start y position
REGIONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ //ÂÂ 0 = USA, 1 = EUROPE, 2 = EUROPE2(ANZ), 3 = something.
KEYCODEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ BAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Region Code from Sony
PRODUCT_NUMBERÂÂÂÂÂÂÂÂÂÂSLUS01234ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Product Code from Sony
VIDEO_ALLOC_METHODÂÂÂÂÂÂSTRAT
PSPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFF
PSP_16BITÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP 16 bit rendering
PSP_DITHERÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP 16 bit dither option
DISABLE_PSPÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP mode
SAVE_NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ Harrier
OFFER_MULTIPLAYERÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Turn on multiplayer options
TEX_OFFSETÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1
SKU_TYPEÂÂÂÂÂÂÂÂ0
GAME_VERSIONÂÂÂÂÂÂÂÂprototype

HEAPSIZEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ30.0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Size of game heap in MB
ALLOW_PATCHED_WATERÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂ// Required for patched water on the Wii
USE_CLASSIC_CONTROLLERÂÂÂÂÂÂÂÂON

I haven't even played the game Gyrostarr yet, I'm just about to hop onto the Wii shop and buy it and give it a go. It will be neat to see what is possible (if anything) by tinkering with the CDGame.txt file. One thing that looks pretty neat is "OFFER_MULTIPLAYER" (Turn on multiplayer game). I wouldn't get any hopes up though, like we found out with The Conduit many of these options might not do anything.

This also opens up some interesting possibilities, for example what happens if you put the .gcm/.gcs files from the WiiWare games into The Conduit? What happens if you put files from The Conduit into one of the WiiWare games.... hmm lots of stuff to tinker with!

For anyone interested in tinkering, you need HowardC's U8Tool as well as wwpacker (or some other WAD unpacker). Unpack the WAD and then use U8Tool to extract 00000002.app. As usual, you should have BootMii or preloader installed in case the wad gets messed up and happens to brick your Wii.

I don't have the wads for Evasive Space or High Voltage Hot Rod Show, maybe I'll buy those ones too so I can extract the WAD and tinker around with them too. I'd be willing to bet dollars to donuts that they also have CDGame.txt files, as per nano351's suggestion.

Let the fun begin!
smile.gif



Edit: Here is what is inside each .app file inside the Gyrostarr WAD:

00000000.app - Title, banner, icon
00000001.app - Game executable (cannot be unpacked)
00000002.app - Game data / config file
00000003.app - HomeButton2, HomeButton3 files
00000004.app - HomeButtonSe - more Home Button stuff
00000005.app - HomeButton3 - even more Home Button stuff
00000006.app - Another executable (cannot be unpacked)

So really, the only interesting info is inside 00000002.app.
 

lazor

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I wonder if their future games will have it?

Probably not, but it'd be sweet if it did.
 

air2004

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conduit will work from the dvd drive .....wii sports resort is the only game I have ever had to use the usb loader in order for it to work ......I used wii scrubber on wsr which shrunk it ot 690mb then loaded it onto a thumb drive , and it worked , the thumb drive was wbfs formatted
 

otto888

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Dteyn said:
Code:
GAME_VERSIONÂÂÂÂÂÂÂÂprototype
This also opens up some interesting possibilities, for example what happens if you put the .gcm/.gcs files from the WiiWare games into The Conduit? What happens if you put files from The Conduit into one of the WiiWare games.... hmm lots of stuff to tinker with!
Notice the game version. The gyrostarr engine may be incomplete(just has what the game needs? Less? more?) unlike The Conduit(can anyone confirm that it doesn't say prototype too?). And the map files,the format may have changed between these 2 games,and may corrupt save/data or crash. Once i get The Conduit, I'll try copying some map files into the gyrostarr wad.
 

Dteyn

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Yeah, I have a feeling it'll just crash the game too, it's not like the game engines are similar. Still, it would be interesting nevertheless.
smile.gif


I just played Gyrostarr for the first time, it's not a bad game.. but not the greatest game either. I wonder if tweaking the CDGame.txt file will yield any interesting results? I'm about to try all the debug stuff, I'll post back with results.
 

Dteyn

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LEVEL_SELECT ON // Level select on/off

This works, it allows you to select levels 1-50 as well as the following hidden levels if you have debug_cheats_active enabled:
51 - Test final win sequence - Secret Test Level for debug_cheats_active (shows the ending graphics/etc and rolls the game credits)
52 - Test end of level sequence - Secret Test Level for debug_cheats_active (shows the standard end of level graphics/etc)
 

Dteyn

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Enabling DEBUG_CHEATS enables the in-game cheat menu, by pressing the - (minus) button it will display the following options and allow you to edit them. Pressing the + button will change between the different pages of options (and there are MANY):

Main

Strat Names (on/OFF)
Wad Info (on/OFF)
Memory Usage (on/OFF)
Memory Info (on/OFF)
Raycasts (on/OFF)
Screenprints (on/OFF)
Collision Spheres (on/OFF)
Increased Energy % track done (0.500)
Increased Energy % divisor (1.000)
Increased Energy % max diff (5.000)
Critical Energy % track done (0.000)
Critical Energy % divisor (1.000)
Speed Lines Irngth (sic) (220.000)
Global Shot Burst Tweaker (1.000)
Global Shot Speed Tweaker (2.000)
How Long a shot lives (6.000)
Enemy damaged flash time (0.070)
Enemy damaged flashes per sec (4.000)
Time to stay dead (1.500)
Time to stay dead 0 energy (4.000)
Time to flash after spawn (4.000)
Dev Tweaker value (0.000)
Speed Debug (on/OFF)
Enemy Spawner (ON/off)
Distance ahead for warpgate (200.000)
Maximum Bonus Track Speed (800.000)
Maximum Track Speed (600.000)


Okay, I'm not going to list the rest because there are literally HUNDREDS of options to change. It's amazing the level of customization that is available through this debug menu. Pressing - and + in the debug menu allows you to change through the following pages:

Main (all options listed above)
Camera (general camera settings - tons of stuff)
Camera Intro (settings for the intro camera I'm guessing)
Camera Outro (settings for the ending scene camera)
Controller (all kinds of settings for Wiimote options, tilt, nunchuk, etc)
Lights (ambient and directional lighting options)
Select Enemy Type (allows you to edit the stats/characteristics of any enemy in the game)
Player (lots of settings like shot burst cooldown time, number of shots per burst, shot speed, all kinds of very cool gameplay settings)
Grapple (seems to be settings related to how the car interacts with the track)
Spawner (control how fast/many enemies are spawned etc)
Power Ups 1 (modify what each power up does, how many appear, etc)
Power Upts 2 (even more power up settings)
Projectiles (settings for all of the projectiles in the game such as your shots and enemy shots)

Each page has between 10-30 options, it's amazing how many options this opens up!!

If these settings could be somehow hardwired, someone could almost make a souped up version of this game, with faster races, more bullets, harder enemies, etc. The amount of flexibility is incredible!
 

Dteyn

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I cleaned up the Gyrostarr CDGame.txt file a bit, this is still all the original stuff, with the comments slightly edited, but all the settings are original. I used TextPad's sort feature and block select feature to quickly sort it so it's much more readable. Something the developers should have done, it just makes their job easier.
smile.gif


Code:
ALLOW_PATCHED_WATERÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Required for patched water on the Wii
ASSERT_YPOSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ-100ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ASL assert start y position
COLLISION 1ÂÂÂÂ 64ÂÂÂÂÂÂ64ÂÂÂÂÂÂ64ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // No-Climb
COLLISION 10ÂÂÂÂ0ÂÂÂÂÂÂ 0ÂÂÂÂÂÂ 179ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Metal (Solid)
COLLISION 11ÂÂÂÂ0ÂÂÂÂÂÂ 0ÂÂÂÂÂÂ 89ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Metal (Hollow) - half of Metal (Solid)
COLLISION 12ÂÂÂÂ0ÂÂÂÂÂÂ 255ÂÂÂÂ 255ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Glass
COLLISION 2ÂÂÂÂ 0ÂÂÂÂÂÂ 88ÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Grass
COLLISION 3ÂÂÂÂ 255ÂÂÂÂ 207ÂÂÂÂ 55ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Gravel
COLLISION 5ÂÂÂÂ 65ÂÂÂÂÂÂ42ÂÂÂÂÂÂ9ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Wood (Rough) - half of Wood (Polished)
COLLISION 6ÂÂÂÂ 130ÂÂÂÂ 83ÂÂÂÂÂÂ18ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Wood (Polished)
COLLISION 7ÂÂÂÂ 25ÂÂÂÂÂÂ97ÂÂÂÂÂÂ216ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Stone
DEBUG_ASSERT_MESSAGESÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Display strat "assert" output
DEBUG_CHEATSÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Are debug cheats on/off
DEBUG_FLYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Fly-through mode on/off
DEBUG_MEMORY_INFOÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ //
DEBUG_PROFILE_LABELSÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ //
DEBUG_SCREENPRINTSÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Display strat "screenprint" output
DEBUG_SOUNDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Extra sound debug
DEBUG_STRAT_PRINTSÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Display strat "print" output
DEBUG_TEXTÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Global enable/disable of debug info
DEBUG_WAD_INFOÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Display which wads are loaded
DEMO_LEVEL_SELECTÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Only show * levels in level select
DISABLE_PSPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP mode
DISPLAY_PARTICLE_COUNTÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Show the particle count
GAME_VERSIONÂÂÂÂÂÂÂÂÂÂÂÂÂÂ prototype
GEOMSTRATSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Number of geometry strats
HEAPSIZEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 30.0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Size of game heap in MB
KEYCODEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂBAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Region Code from Sony
LANGUAGEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ENGLISHÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Territory or language
LEVEL_SELECTÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Level select on/off
NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ HARRIERÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Name of game
OFFER_MULTIPLAYERÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Turn on multiplayer options
PALÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PAL or NTSC
PARTICLESÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Number of particles (unused?)
PARTICLES0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Number of particles for system 0
PARTICLES1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 5000ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Number of particles for system 1
PERFORMANCE_METRICSÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons
PRODUCT_NUMBERÂÂÂÂÂÂÂÂÂÂÂÂ SLUS01234ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Product Code from Sony
PSPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFF
PSP_16BITÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP 16 bit rendering
PSP_DITHERÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ OFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // PSP 16 bit dither option
REGIONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // 0 = USA, 1 = EUROPE, 2 = EUROPE2(ANZ), 3 = something.
SAVE_NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂHarrier
SCREENPRINT_YPOSÂÂÂÂÂÂÂÂÂÂ -220ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ASL screenprint start y position
SKIP_MOVIESÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // Whether to skip the front end into movies or not
SKU_TYPEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 0
SOUNDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Sound on/off
START_LEVELÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ99_00ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // WAD to load for "New Game"
STRATDBGPATHÂÂÂÂÂÂÂÂÂÂÂÂÂÂ StratBin/ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // DebugKits="StratBin/" DevKits="../../Source/Ass/StratBin/"
TEX_OFFSETÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ 1
USE_CLASSIC_CONTROLLERÂÂÂÂ ON
VIDEO_ALLOC_METHODÂÂÂÂÂÂÂÂ STRATÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // MALLOC or STRAT (default = STRAT)
WADÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ99_99ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ // First WAD to read

I also found some additional variables not listed in Gyrostarr's CDGame.txt (found by viewing 00000001.app with a hex editor):

Code:
ASL_SERIALIZATION
ASL_SERIALIZATION_DEVICE
ASL_SERIALIZATION_LEVEL
AUTO_CONNECT
AUTO_HOST
AUTO_MONKEY
AUTO_NAME
BANKED
BRIGHTNESS
BUILD
CHINA_WORDWRAP
COLLISION
CONTRAST
DEBUG_SCALEFORM
DEMO_BUILD
DEMO_MAGAZINE
DISPLAY_FRAMES_PER_GAME_FRAME
DMASIZE
ENGINE_VERSION
FRAME_INDEX_CACHE_POOL_ENTRIES
GAMMA
GPU_METRICS
LEVEL_WALK
LOAD_TO_START_LEVEL
ROLLING_LOG
SHOW_PARTICLE_COUNTS
USE_GCN_CONTROLLER
VM_PREEMPT_OPCOUNT_LIMIT
VM_WARNING_OPCOUNT_LIMIT


The following note is also visible inside 00000001.app:

Code:
! ! ! C A U T I O N ! ! !
This TV format "DEBUG_PAL" is only for temporary solution until PAL DAC board is available.
Please do NOT use this mode in real games!!!
 

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