The Conduit Config File(CDGame.txt)

Discussion in 'Wii - Hacking' started by teq, Jun 25, 2009.

Jun 25, 2009

The Conduit Config File(CDGame.txt) by teq at 3:41 AM (46,861 Views / 0 Likes) 390 replies

  1. teq
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    Member teq GBAtemp Maniac

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    So, I just finished 'buying' The Conduit(don't worry, I didn't leech and run - 25GB uploaded so far at 500KB/s), and immediately opened it in trucha. Most of the ISO is boring when it comes to modding, except for a couple text files -- namely one called CDGame.txt.

    In this file is the following, which I believe is customizable:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->COLLISION 1ÂÂÂÂÂÂÂÂ64ÂÂÂÂ64ÂÂÂÂ64ÂÂÂÂ// No-Climb
    COLLISION 2ÂÂÂÂÂÂÂÂ0ÂÂÂÂ88ÂÂÂÂ0ÂÂÂÂ// Grass
    COLLISION 3ÂÂÂÂÂÂÂÂ255ÂÂÂÂ207ÂÂÂÂ55 ÂÂÂÂ// Gravel
    COLLISION 5ÂÂÂÂÂÂÂÂ65ÂÂÂÂ42ÂÂÂÂ9ÂÂÂÂ// Wood (Rough) - half of Wood (Polished)
    COLLISION 6ÂÂÂÂÂÂÂÂ130ÂÂÂÂ83ÂÂÂÂ18 ÂÂÂÂ// Wood (Polished)
    COLLISION 7ÂÂÂÂÂÂÂÂ25ÂÂÂÂ97ÂÂÂÂ216ÂÂÂÂ// Stone
    COLLISION 10ÂÂÂÂ0ÂÂÂÂ0ÂÂÂÂ179ÂÂÂÂ// Metal (Solid)
    COLLISION 11ÂÂÂÂ0ÂÂÂÂ0ÂÂÂÂ89ÂÂÂÂ// Metal (Hollow) - half of Metal (Solid)
    COLLISION 12ÂÂÂÂ0ÂÂÂÂ255ÂÂÂÂ255ÂÂÂÂ// Glass
    ÂÂÂÂ
    TEX_OFFSETÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1
    NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂÂÂÂÂNAÂÂÂÂ ÂÂÂÂÂÂÂÂÂÂÂÂ// Name of game
    WADÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ99_99ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// First WAD to read
    LANGUAGEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂÂÂÂÂENGLISHÂÂÂÂÂÂÂÂ // Territory or language
    STRATDBGPATHÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂStratBin/ÂÂÂÂÂÂÂÂ// Where the .SVM files are
    PALÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFF
    DEBUG_TEXTÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Global enable/disable of debug info
    DEBUG_MEMORY_INFOÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ//
    DEBUG_WAD_INFOÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Display which wads are loaded
    DEBUG_SCALEFORMÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Display debug output for scaleform
    DEBUG_SCREENPRINTSÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "screenprint" output
    DEBUG_PROFILE_LABELSÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ//
    DEBUG_STRAT_PRINTSÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "print" output
    DEBUG_ASSERT_MESSAGESÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Display strat "assert" output
    DEBUG_SOUNDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Extra sound debug
    DEBUG_CHEATSÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂÂÂÂÂOFF ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Are debug cheats on/off
    DEBUG_FLYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ // Fly-through mode on/off
    LEVEL_SELECTÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Level select on/off
    DEMO_LEVEL_SELECTÂÂÂÂÂÂ ÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂ // Only show * levels in level select
    SOUNDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Sound on/off
    HEAPSIZEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ18.5ÂÂÂÂÂÂÂÂÂÂÂÂ// Size of game heap in MB
    GEOMSTRATSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Number of geometry strats
    PARTICLES0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1024ÂÂÂÂÂÂÂÂÂÂÂÂ// Number of particles
    PARTICLES1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ1024ÂÂÂÂÂÂÂÂÂÂÂÂ// Number of particles
    PERFORMANCE_METRICSÂÂÂÂÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// How much performance data to display, 0=none, 1=fps, 2=lots, 3=tons
    SKIP_MOVIESÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Whether to skip the front end into movies or not
    SCREENPRINT_YPOSÂÂÂÂÂÂÂÂÂÂÂÂ-220ÂÂÂÂÂÂÂÂÂÂÂÂ// ASL screenprint start y position
    ASSERT_YPOSÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ-100ÂÂÂÂÂÂÂÂÂÂÂÂ// ASL assert start y position
    REGIONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ0
    KEYCODEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂBAÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Region Code from Sony
    PRODUCT_NUMBERÂÂÂÂÂÂÂÂÂÂÂÂÂÂNAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Product Code from Sony
    VIDEO_ALLOC_METHODÂÂÂÂÂÂÂÂÂÂÂÂMALLOC
    PSPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂON
    DISABLE_PSPÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// PSP mode
    SAVE_NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂ ÂÂÂÂNA
    OFFER_MULTIPLAYERÂÂÂÂÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Turn on multiplayer options//DMK
    AUTO_HOSTÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ON=Automatically host a network game after booting.
    AUTO_CONNECTÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ON=Automatically join a network game after booting.
    AUTO_NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂNAÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Name of network game to host/join automatically.
    AUTO_MONKEYÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ON=automatically run the controller
    ASL_SERIALIZATION_LEVELÂÂÂÂÂÂÂÂ0ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// 0,1,2 Higher levels give more network debug info, but run slower.
    ASL_SERIALIZATION_DEVICEÂÂÂÂ1ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Where to write network out-of-sync logs: 0=MemStick, 1=Host
    USE_CLASSIC_CONTROLLERÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Ignore input from classic controller
    ROLLING_LOGÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ON=using rolling filenames, OFF=always use same log filename.
    LEVEL_WALKÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// ON=run a level walk, OFF=don't (normal case)
    HEAPSIZEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ32.0ÂÂÂÂÂÂÂÂÂÂÂÂ// Size of game heap in MB
    AUDIO_HEAP_SIZEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ200000ÂÂÂÂÂÂÂÂÂÂ// Size of Audio heap (not content, just data structures!)
    DISPLAY_LIST_SIZEÂÂÂÂÂÂÂÂÂÂÂÂ65536ÂÂÂÂÂÂÂÂÂÂ // Size of each dislay list (there's 2 display lists!)
    UNMANAGED_HEAP_SIZEÂÂÂÂÂÂÂÂÂÂÂÂ2877504ÂÂÂÂÂÂÂÂ // Allocations outsize of the Diesel/Scaleform/Quantum/Audio huaps
    DIESEL_HEAP_SIZEÂÂÂÂÂÂÂÂÂÂÂÂ786432ÂÂÂÂÂÂÂÂÂÂ// Diesel heap size
    SCALEFORM_HEAP_SIZEÂÂÂÂÂÂÂÂÂÂÂÂ1572864ÂÂÂÂÂÂÂÂ // Scaleform heap size
    ALLOW_PATCHED_WATERÂÂÂÂÂÂÂÂÂÂÂÂON
    LOAD_TO_START_LEVELÂÂÂÂÂÂÂÂÂÂÂÂOFFÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Set to ON if you want to skip the UI and jump right into the level specified in START_LEVEL
    START_LEVELÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ03_01ÂÂÂÂÂÂÂÂÂÂÂÂ// A start level that works from start game (this is used only if LOAD_TO_START_LEVEL is set to ON)
    SAVE_SYSTEM_ENABLEDÂÂÂÂÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Flag to enable/disable the save system on the application side.
    USE_WII_NOSAVE_MESSAGEÂÂÂÂÂÂÂÂONÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ// Home Button Menu: ON=home_nosave.csv OFF(default)=home.csv
    NICK_NAMEÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂNA
    DEBUG_MULTIPLAYERÂÂÂÂÂÂÂÂÂÂÂÂOFF
    GAME_CHANNELÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ35
    GAME_BUILDÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ4
    DWC_RELEASE_AUTHENTICATIONÂÂÂÂÂÂÂÂON
    ENGINE_VERSIONÂÂÂÂTue May 26 14:03:20 -0500 2009
    GAME_VERSIONÂÂÂÂFri May 29 23:12:48 -0500 2009

    -- APPENDED (some duplicates)--

    COLLISION
    BUILD
    SAVE_NAME
    ENGINE_VERSION
    GAME_VERSION
    LEVEL_SELECT
    ON
    DEMO_LEVEL_SELECT
    SOUND
    PAL
    DEBUG_CHEATS
    DEBUG_TEXT
    DEBUG_FLY
    DEMO_BUILD
    DEMO_MAGAZINE
    DEBUG_SOUND
    DEBUG_SCALEFORM
    DEBUG_LIST_STRATS_UPON_ERROR
    CHINA_WORDWRAP
    PSP_16BIT
    PSP_DITHER
    SKIP_MOVIES
    USE_GCN_CONTROLLER
    USE_CLASSIC_CONTROLLER
    DISABLE_WII_HOME_MENU
    DISABLE_WII_STRAP_MESSAGE
    USE_WII_NOSAVE_MESSAGE
    BANKED
    HEAPSIZE
    DMASIZE
    REGION
    PARTICLES0
    PARTICLES1
    KEYCODE
    PRODUCT_NUMBER
    SAVE_SYSTEM_ENABLED
    BANNER_COPY_DISABLE
    START_LEVEL
    LOAD_TO_START_LEVEL
    USE_KIKI_JOY_CONTROLLER
    OFFER_MULTIPLAYER
    AUTO_HOST
    AUTO_CONNECT
    AUTO_NAME
    AUTO_MONKEY
    ASL_SERIALIZATION_LEVEL
    ASL_SERIALIZATION_DEVICE
    DISPLAY_PARTICLE_COUNT
    PERFORMANCE_METRICS
    GPU_METRICS
    ROLLING_LOG
    SKU_TYPE
    ALLOW_PATCHED_WATER
    SLOW_MOTION_TOGGLE
    LEVEL_WALK
    GAMMA
    BRIGHTNESS
    CONTRAST
    VM_WARNING_OPCOUNT_LIMIT
    VM_PREEMPT_OPCOUNT_LIMIT
    FRAME_INDEX_CACHE_POOL_ENTRIES
    DISPLAY_FRAMES_PER_GAME_FRAME
    VIDEO_ALLOC_METHOD<!--c2--></div><!--ec2-->


    A few notable items are:

    DEBUG_MULTIPLAYER // Setting this to on unlocks another multiplayer menu. From this menu, you can play LAN games, host a game on any channel you like, and make custom games that anyone should be able to join.


    USE_GCN_CONTROLLER /*
    USE_CLASSIC_CONTROLLER As far as anyone can tell, these do nothing without some sort of additional variable turned on
    USE_KIKI_JOY_CONTROLLER */

    GAMMA /*
    BRIGHTNESS Works well for fine tuning your LCD display
    CONTRAST */

    PARTICLES0 // It appears that these can be lowered to improve frame rate,
    PARTICLES1 // but without any performance metrics, it's hard to really tell.

    REGION // It should dump you into your local region, allowing you to play with people nearby.

    START_LEVEL // These pertain to debugging levels,
    LOAD_TO_START_LEVEL // but can be used to skip.


    NICK_NAME // You can probably use this to change your online nickname,
    SAVE_NAME // but if not, you can use this.


    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

    Changing these all to the collision property of Glass should allow you to wallhack in multplayer (please don't do this in public games).


    All options pertaining to debug output and metrics appear to function, but won't display without an additional variable turned on(if someone could investigate that, it would be appreciated.
     


  2. dinofan01

    Member dinofan01 Misses the old days...

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    What are you talking about? They probably were just considering classic controller support and decided to block it cuz they knew the controls can stand on its own.
     
  3. axe97

    Member axe97 GBAtemp Regular

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    i think he meant the PSP part, not the classic controller
     
  4. The Frenchman

    Member The Frenchman GBAtemp Regular

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    I doubt it but if it does infact meen a psp version, this would be great!
     
  5. TRushInfo

    Banned TRushInfo Banned

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    i think he is talking about the PSP part, so do most of the people here
     
  6. raptor5001

    Newcomer raptor5001 Member

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    Reread the post you replied to, dino; I think you misunderstood.
     
  7. dinofan01

    Member dinofan01 Misses the old days...

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    Woops. I see the Sony now. Very weird.
     
  8. teq
    OP

    Member teq GBAtemp Maniac

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    As those below you and above me have said, I was talking about the PSP options. I mean, there's a commented option that even mentions SONY.


    If they do release it on PSP, I hope they link online play with the Wii... it would be great to host a server on the Wii and be able to join it remotely... not that I ever intend to give Sony a dime for a PSP.
     
  9. ThaKillerKlown

    Member ThaKillerKlown GBAtemp Regular

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    It would be vary cool if using the Classics controller was an option!
     
  10. blitzxp

    Newcomer blitzxp Member

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  11. nIxx

    Member nIxx GBAtemp Maniac

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    oh man al this speculations.
    The Engine is simply for more as one System even if there is a PSP Option it doesn´t mean that the game comes out for PSP
     
  12. teq
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    Member teq GBAtemp Maniac

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    I've found that framerate can be very choppy in a full multiplayer game.

    If you change

    PARTICLES0 1024 // Number of particles
    PARTICLES1 1024 // Number of particles

    to

    PARTICLES0 512 // Number of particles
    PARTICLES1 512 // Number of particles



    It becomes a lot smoother with no apparent effect on graphical quality. However, I haven't tried enabling the FPS counter, so take this with a grain of salt.

    I'm investigating into the possibility of more variables and I'll post my findings.



    Don't you think it's at least odd that they would leave those in?
     
  13. HisshouBuraiKen

    Member HisshouBuraiKen GBAtemp Regular

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    Not really, if they're global engine options then it makes sense. They're just practicing good documentation.
     
  14. teq
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    Member teq GBAtemp Maniac

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    There have to be more global options than that.

    It was most likely an accident.


    On another note, the game runs fine in Dolphin.
     
  15. HisshouBuraiKen

    Member HisshouBuraiKen GBAtemp Regular

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    Does it look really badass in 720p?
     
  16. teq
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    Member teq GBAtemp Maniac

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    Not really. It's about on par with Halo.
     
  17. 9th_Sage

    Member 9th_Sage GBAtemp Maniac

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    I was having fun with this earlier (turning the game into it's E3 demo version and such). Sad part is that it changed my profile to say the mission that was loaded for that demo, so I deleted the save, and then I couldn't copy it back completely. I have used StartPatch to patch out the no copy flags, but I guess this doesn't apply to copying FROM SD?

    Also, has anyone gotten the LOAD_TO_START_LEVEL option to work? I can get it to come on, but when I plug in numbers from the levels.txt also conveniently located on the disc, it just loads nothing (a non-existant level). It should be noted also that a lot of the debug stuff doesn't seem to work (like the FPS counter), unless perhaps something else must be done to activate the actual display. I haven't tried the debug cheats or debug fly.
     
  18. teq
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    Member teq GBAtemp Maniac

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    works and proceed from there.
     
  19. Triumph

    Newcomer Triumph Member

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    I work in the wireless field, have now since 802.11b was started up, I just wanted to pass along that most likely PSP is Power Save Polling Mode for the wireless.
    PSP Mode, is where the radio shuts off after every successful transaction, then turns back on when it hears something that is beaconing for it from the Access Point.

    I would bet that PSP is that instead of the Sony PSP, since PSP Mode for wireless IS on every wireless device, a la the Wireless24 in the Wii.
     
  20. teq
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    Member teq GBAtemp Maniac

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    That would be true, if it didn't, in fact, mention Sony in the comment section.

    Also, working in wireless, you should know that PSP Mode tends to not work with UDP, which is how FPSes usually transmit their data.
     

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