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05-04-22 12:43:28 AM
Jul - The Cutting Room Floor - Kirby's Epic Yarn Debug New poll - New thread - New reply
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koolaidman
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Posted on 11-07-10 12:44:16 AM (last edited by koolaidman at 11-06-10 09:45 PM) Link | Quote
I browsed the files on the DVD and unlike other first party titles, the stuff for the "param" (the debugger stuff) is actually still around. There's a huge .txt file called fluff_param.txt that's 183kb big and has stuff for stages and the system in general (fluff is the codename for the game). Here's a snippet of what's inside:


//=============================================================================

// フラッフ用パラメータファイル
//=============================================================================

debug # デバッグフラグ
{
bool NO_SAVE = false # セーブしない
bool PLAYER_UNDEAD = true #アンデッドフラグ
bool PAD_CHECK = true #パッドの切断チェック
bool SAFE_AREA_DISP = false #安全領域の表示
bool PLAYER_CAM_RECT = false #ゲームカメラのプレイヤー用マージン表示
bool BG_DISP = true #背景画像の表示
bool KD_TREE_DISP = false #kd-treeのデバッグ表示
bool DOF_ENABLE = true #DOFの切り替え
bool HUD_DISP = true #HUDの切り替え
s32 GAMMA_PARAM_DMY = 10 [1,30]#ガンマ値の設定(_DMYをとると有効)
f32 SCISSOR_BG_SPEED = 0.01f [0.01] #4v3用シザーアニメのスピード
}


env_debug # 開始時設定用環境デバッグフラグ(x付きのものはワークを直に書き換えません)
{
bool FLUSH_BEAD = false # ビーズをいっぱい持っている

bool xKEY_ITEM_UNLIMITED = false # ワッペンをはり放題
s32 KEY_ITEM_SETTING = -1 [-1,2] # ワッペンの設定(-1=設定無し, 0=Close, 1=AllOpen, 2=AllUsed)
s32 AREA_SETTING = -1 [-1,7] # エリアの設定(-1=設定無し, 0以降=エリア番号までオープン)
bool STAGE_ALL_OPEN = false # ステージがすべてオープンする

s32 PATTERN_SETTING = -1 [-1,3] # 布の設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 INTERIOR_SETTING = -1 [-1,3] # インテリアの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 CHARACTER_SETTING = -1 [-1,3] # キャラクターの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 SOUND_SETTING = -1 [-1,3] # サウンドの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 DEMO_SETTING = -1 [-1,3] # デモの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 MEDAL_SETTING = -1 [-1,5] # メダルの設定(-1=設定無し, 0=Close, 1=AllD, 2=AllC, 3=AllB, 4=AllA, 5=Random)

s32 EVENT_PROGRESS_LEVEL = -1 [-1,7] # イベント進行度の設定(-1=設定しない)
bool GAME_PROGRESS_ALL_OPEN = false # ゲーム進行フラグがすべてオープンになる
bool MISSION_ALL_OPEN = false # ミッションがすべてクリア状態になる
}



The file for the debug font is here as well. So the possibility of a working debug for this game is higher in this case. In theory, simply turning on the right setting in the configuration files, saving it on the image itself, and launching the game should provide results without little to no reverse engineering.

When I did videos on Grandia 2/Bomberman Generation's debuggers on Youtube, their debuggers were activated in the same fashion - configuration files left on the disc. Since saving the configuration files and creating a new ISO from the ground up often breaks the game image, I actually opened the original image in a hex editor and search for the part I want to edit, then save it (it's actually not as insane as you think, and it's actually pretty easy). So hopefully Nintendo's generous like those games and provided just enough to get everything working as if you had an actual developer build.

Any thoughts? Anyone want to bother trying it out?
Ninji

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Posted on 11-07-10 01:23:47 AM Link | Quote
Originally posted by koolaidman
Since saving the configuration files and creating a new ISO from the ground up often breaks the game image, I actually opened the original image in a hex editor and search for the part I want to edit, then save it (it's actually not as insane as you think, and it's actually pretty easy).

Not feasible: Wii ISOs are encrypted.


I've looked into this game -- most of the interesting values (those relating to debug/test stuff) are actually never read by the release version of the game. I can post a full list of those which are referenced tomorrow if you're interested -- but I can't guarantee that they will all work.


Also, Epic Yarn wasn't developed by Nintendo; it was developed by "Good-Feel, Inc" :p

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