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:
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!
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.
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!
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.