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05-04-22 06:27:56 PM
Jul - Posts by dbg_01
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dbg_01

Shyguy
Level: 21


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Posted on 10-11-15 02:53:23 PM, in Weird Discoveries Link
PXZ2 Demo (3DS)

commit.log

{

"Success": true,
"Log": [
"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGB888\001.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\012\012_001.pk",
"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGB888\002.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\012\012_002.pk",
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"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGBA8888\534.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\015\015_534.pk",
"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGBA8888\535.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\015\015_535.pk",
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"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGBA8888\551.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\015\015_551.pk",
"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\BGI\RGBA8888\555.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\015\015_555.pk",
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"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\unpack\TTL\RGB888\201.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\072\072_201.pk",
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"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\pack\STG\RGBA4444\pack.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\063\063_001.ppk",
"\\sa-undine\pxz2\master_trial\ui\WORK_SPACE\release\pack\STG\RGBA8888\pack.tga => \\sa-undine\pxz2\master_trial\ui\WORK_SPACE\convert\065\065_001.ppk"
]
}

dbg_01

Shyguy
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Posted on 10-22-15 07:23:33 PM, in Weird Discoveries Link
Survivor Heroes (3ds) have some source code!
https://mega.nz/#!Yco1wSzL!8f2PA4o3nJxD7bT6HTe2zr6k7qTWu9H2fg7ZFpA4s8U
dbg_01

Shyguy
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Posted on 11-14-15 09:10:18 AM, in Prototypes! Link
Azel Panzer Dragoon RPG Prototype Sep 16,1997 (Debug enabled)
https://mega.nz/#!IExFiRQB!sqewjSHgV2lD6S3Tx49vI7XLLrW1E9t57RDfqQhosBE

dbg_01

Shyguy
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Posted on 11-14-15 03:35:58 PM, in Prototypes! Link
Yes, the link was taken from assemblergames
dbg_01

Shyguy
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Posted on 11-14-15 05:35:13 PM, in Panzer Dragoon Saga Prototype (9/16/97) Title Debug Menus Enabled Link
it seems that another version was released on assemblergames, it works on ssf but does not have EVENT059 access
dbg_01

Shyguy
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Posted on 11-14-15 08:44:44 PM, in Grandia Prelude (Debug) (last edited by dbg_01 at 11-14-15 09:18:11 PM) Link
I think there are a lot of unused maps and characters




Z+START - open different options
Z+D-Pad / Z+C - Navigation / Select
(Test mode) L+Start - Start with the selected parameters
X - Zoom +
Y - Zoom -
Z + Y - disable ground
X + Z - wireframe mode
B+ C - hyperspeed
dbg_01

Shyguy
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Posted on 11-14-15 10:01:52 PM, in Grandia Prelude (Debug) Link



dbg_01

Shyguy
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Posted on 11-23-15 01:23:03 PM, in Weird Discoveries Link
SMT4

AR app text:
Burroughs
Oh, one more thing...
There’s an App I really think you
should try out, Master.

It’s called ”AR.” Do you want me to
explain how it works?

”AR” has been added to the list of
unlockable Apps.
AR is a short for Augmented Reality.
When using AR, information on shops,
stairways, entrances, and exits will be
projected before you.

If you intend to use AR guidance,
don’t forget to pick up that app.
Until next time, Master.
dbg_01

Shyguy
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Posted on 12-01-15 01:49:04 PM, in Prototypes! Link
Majoras Mask 3D DEMO USA

http://www.multiup.org/download/00308273d88c77b4405211a7b5a9e886/The.Legend.of.Zelda.Majoras.Mask.3D.DEMO.USA.INTERNAL.3DS-BigBlueBox.rar
dbg_01

Shyguy
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Posted on 12-10-15 05:21:58 PM, in Metal Gear Solid: Snake Eater 3D Unused Stuff (last edited by dbg_01 at 12-10-15 05:24:12 PM) Link
https://www.youtube.com/watch?v=sZQYaHyHhoU

look what i found

dbg_01

Shyguy
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Posted on 12-10-15 05:25:24 PM, in Metal Gear Solid: Snake Eater 3D Unused Stuff (last edited by dbg_01 at 12-10-15 05:25:44 PM) Link
eShop demo:

ui\cockpit\title_MGS_bottom.la2
ui\cockpit\title_MGS_top.la2
dbg_01

Shyguy
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Posted on 12-10-15 05:53:08 PM, in Metal Gear Solid: Snake Eater 3D Unused Stuff Link
another one
dbg_01

Shyguy
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Posted on 12-10-15 06:06:27 PM, in Metal Gear Solid: Snake Eater 3D Unused Stuff Link
hiteffect\parameters



#---------------------------------------

# UV座標
#---------------------------------------
<UV_SET>
# u0, v0, u1 ,v1
0, 0, 22, 11 # DMGタグ
0, 11, 22, 22 # STNタグ
0, 22, 22, 33 # ZZZタグ
24, 0, 80, 56 # 中抜き円(ぼかしなし)
1, 57, 71, 126 # 中抜き円(ぼかしあり)
# 0, 0, 128, 128 # 中抜き円(ぼかしなし)
# 0, 0, 128, 128 # 中抜き円(ぼかしあり)
76, 56, 128, 108 # 中抜き円(タグ欠け)
76, 56, 102, 82 # 中抜き円(タグ欠け)左上
102, 56, 128, 82 # 中抜き円(タグ欠け)右上
102, 82, 128, 108 # 中抜き円(タグ欠け)右下
76, 82, 102, 108 # 中抜き円(タグ欠け)左下
84, 36, 104, 56 # 塗りつぶし円
</UV_SET>

#---------------------------------------
# フェーズごとのフレーム数
#---------------------------------------
<PHASE_TIMES>
4, 3, 5 # DAMAGE
4, 5, -1 # GUARD
4, 2, 8 # BREAK
</PHASE_TIMES>

#---------------------------------------
# サイズ基準値
#---------------------------------------
<SIZE_SEED>
305.0f
</SIZE_SEED>

#---------------------------------------
# ガードエフェクトのブレ幅最大値
#---------------------------------------
<SHAKE_MAX>
50.0f
</SHAKE_MAX>

#---------------------------------------
# タグ以外のアルファ最大値
#---------------------------------------
<ALPHA_MAX>
255
</ALPHA_MAX>

#---------------------------------------
# 基本色
#---------------------------------------
<COLORS>
# R, G, B, A
223, 27, 33, 127 # 赤(リング類)
223, 27, 33, 255 # 赤(タグ類)
76, 142, 151, 127 # 青(リング類)
76, 142, 151, 255 # 青(タグ類)
255, 255, 255, 127 # 白(リング類)
255, 255, 255, 255 # 白(タグ類)
</COLORS>

#---------------------------------------
# 各パーツのアクション用オフセット
#---------------------------------------
<PARTS_OFFSETS>
# SIZE_SEEDが掛け合わされます
<OFFSET_DAMAGE>
0.60f, 0.00f, 0.0f, 1.0f # タグ出現位置
0.40f, 0.00f, 0.0f, 1.0f # タグ停止位置
0.20f, 0.00f, 0.0f, 1.0f # タグ削除位置
0.22f, 0.22f, 0.0f, 1.0f # リング左上
-0.22f, 0.22f, 0.0f, 1.0f # リング右上
-0.22f, -0.22f, 0.0f, 1.0f # リング右下
0.22f, -0.22f, 0.0f, 1.0f # リング左下
</OFFSET_DAMAGE>
<OFFSET_GUARD>
0.40f, 0.00f, 0.0f, 1.0f # タグ出現位置
0.60f, 0.00f, 0.0f, 1.0f # タグ出現位置
0.0f, 0.0f, 0.0f, 1.0f # 塗りつぶし円
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
</OFFSET_GUARD>
<OFFSET_BREAK>
0.0f, 0.0f, 0.0f, 1.0f # リング(ぼかしなし)
0.0f, 0.0f, 0.0f, 1.0f # リング(ぼかしあり)
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
0.0f, 0.0f, 0.0f, 1.0f # 特になし
</OFFSET_BREAK>
</PARTS_OFFSETS>

#---------------------------------------
# 各パーツのアクション用スケール
#---------------------------------------
<PARTS_SCALES>
<SCALE_DAMAGE>
1.0f # 特になし
1.0f # 特になし
1.0f # 特になし
1.0f # 特になし
</SCALE_DAMAGE>
<SCALE_GUARD>
0.2f # 円初期
1.0f # 円停止
1.5f # 円終了
1.0f # 特になし
</SCALE_GUARD>
<SCALE_BREAK>
0.1f # リング(ぼかしなし)初期
0.8f # リング(ぼかしなし)点滅
0.8f # リング(ぼかしあり)初期
1.0f # リング(ぼかしあり/なし)終了
</SCALE_BREAK>
</PARTS_SCALES>


dbg_01

Shyguy
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Posted on 01-22-16 07:06:46 PM, in Extracting maps and 3D models from Silent Hill (PS1) Link
http://forum.xentax.com/viewtopic.php?f=32&t=10313
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Posted on 01-31-16 01:10:42 PM, in Weird Discoveries Link
探偵神宮寺三郎 復讐の輪舞 (3DS)


#########.txt

<各フォルダ説明>


\---+
|
+\script ... スクリプトデータ:スクリプトデータコンバート後のバイナリファイルを格納
|
+\gfres ... グラフィックリソース:アクセッサ毎にファイルを格納
| |
| +\common ... 共通データ格納
| |
| +\font ... フォントデータ格納
| |
| +\char ... キャラモデル:キャラID毎にファイルを格納:char000~
| |
| +\bg ... 背景:背景ID毎にファイルを格納:bg000~
| |
| +\layout ... レイアウト:レイアウトパーツID毎にファイルを格納:layt000~
|
\sound
| |
| \bgm ・・・ BGMのストリーミングデータを格納:bgm000~
| |
| \se ・・・ SEのデータを格納:se000~
|
\test ・・・ テスト用リソースフォルダ(タイミングを見て削除します。)


※ざっくりと設計しましたが使い易い様ブラッシュアップしていきますので何かあればご相談下さい。


dbg_01

Shyguy
Level: 21


Posts: 58/94
EXP: 47873
For next: 2070

Since: 10-14-14


Since last post: 3.9 years
Last activity: 2.4 years

Posted on 03-04-16 10:47:56 AM, in Weird Discoveries (last edited by dbg_01 at 03-07-16 10:08:16 AM) Link
Mutant Mudds EUR (DEMO)

compiled\config\hacks.ini

HACK_SkipMenu = false

;HACK_StartLevel = _Level_Select
HACK_StartLevel = Secret5-4
HACK_StartPoint = start

HACK_StartWithPowerups = false

HACK_NoThrottle = false

HACK_ShowFPS = false
HACK_AllowFastForward = false
HACK_RenderObs = false

HACK_Invincible = false

HACK_GrandmaAvailable = false

HACK_UnlockDoors = false

HACK_DrawCollisionVolumes = false



compiled\config\game.ini

;the master maximum magnitude for stereo effects

;the displacement will fit within -Stereo_Magnitude < displacement < Stereo_Magnitude
;for example, a value of 400 would be ridiculous and displace by a whole screen
;whereas a value of 0 would totally kill the stereo effect.
;I am trying to keep these stereo effects working at the pixel level, so make this an integer
Stereo_Magnitude = 20

;how many screen pixels to lead ahead of the player
Scroll_HorizontalLead = 30
Scroll_HorizontalNormal = 1
;how fast to scroll when we need to increase the player's lead
Scroll_HorizontalFast = 2

Scroll_VerticalLead = 20
Scroll_VerticalNormal = 2
Scroll_VerticalFast = 5

;fog parameters: this is just a solid block of color drawn on top. i think.
;xna color system got weird at some point and im not always sure what is going on
;(these are integers [0,255])
;higher alpha numbers means less see-thru
;Level 1 - BLUE
fog_r = 128
fog_g = 192
fog_b = 248
fog_a = 102

;Level 2 - PURPLE
;fog_r = 64
;fog_g = 64
;fog_b = 128
;fog_a = 128

;Level 3 - DARK PURPLE
;fog_r = 39
;fog_g = 24
;fog_b = 61
;fog_a = 180

;ehhh not really used yet:
Scroll_VerticalEmergencyLead = 30
Scroll_VerticalSuperFast = 4

;how fast to walk left and right? how fast to hover left and right?
WalkSpeed = 1.0

;how fast to rise when jumping?
JumpSpeed = 3.0

;maximum fall speed
FallSpeed = 2.0;

;consult sir isaac newton
Gravity = 0.10

;how quickly a truncated jump's rise turns into a fall. once the velocity is downward, normal gravity takes over
TurnaroundGravityPostJump = 1.00

;how quickly a naturally topped-off jump (from boost or jump) turns into a fall. once the velocity is downward, normal gravity takes over
TurnaroundGravityNatural = 0.40

;how long (and, ergo, high) to allow a jump before it gets killed.
;JumpTime = 14
JumpTime = 10

;how long (and, ergo, high) to allow a BOOST before it gets killed
BoostTime = 28

;how quickly to move during a boost. turnaround gravity and gravity will apply same as a normal jump once the boost ends.
BoostSpeed = 6.0

;integer: how many ticks it takes to get to the walk speed while youre slipping around on ice
IceWalkAccelerationTime = 90
IceWalkDecelerationTime = 60

;;;;Here are comments about the launch parameters
;;;;But now there are several groups of them
;the total time spent in a launch
;LaunchTime = 20
;i originally chose this a little higher (12) to make some of my test cases work
;but i think that may have been a bit too high of a jump. you will probably have an opinion
;if you want to we can make different launch times for each of the 4 transitions (1->2, 2->1, 2->3, and 3->2)
;this has a lot to do with how you position the launchpads and landing spots relatively with respect to Y position
;a bad launch time will cause you to end up inside collision on the new plane
;the part of the time that the launch looks like a jump (after this it turns to a fall)
;this is sort of subtle but it will affect how high the launch is
;LaunchJumpTime = 4

LaunchTime_1_Fore_2 = 20
LaunchJumpTime_1_Fore_2 = 4

LaunchTime_2_Back_1 = 20
LaunchJumpTime_2_Back_1 = 4

LaunchTime_2_Fore_3 = 20
LaunchJumpTime_2_Fore_3 = 4

LaunchTime_3_Back_2 = 20
LaunchJumpTime_3_Back_2 = 4

;whether you can launch from a running state (ordinarily only idle is allowed)
AllowRunningLaunch = true

;whether you can get control back after the launch is complete, but before you hit the ground
AllowLaunchEarlyControl = false


;how fast you go immediately after smashing your head from a boost.
;increasing this makes you feel like you are grinding your head against the ceiling. I sort of like it.
;but too much makes you feel sticky.
;it can be larger than boost speed if you want to really do some grinding
BoostHeadGrindFinalSpeed = BoostSpeed

;how many ticks to allow jumps after walking off a ledge
;no other games do this (as far as I know) but for some reason it seems necessary for us,
;and at least one frame may be necessary to account for undesireable code quirks in how the player is implemented
;to achieve parity with other games
JumpLeniency = 2

;how many ticks to register jump button press before executing a hover
;(this will cause you to jump again if you land on a floor immediately after pressing the button)
;(many games have a window before landing where you can press the jump button;
; missing a jump is very annoying; moreso in our game where you hover when you miss it)
HoverDelay = 2

;how long to be stunned after shooting while on the ground
GroundShotStunTime = 12
;when to switch to frame 2
GroundShotFrame1Time = 4
;when to switch off the ground shot anim frame
GroundShotFrame2Time = 8

;how fast bullets move
BulletSpeed = 4

;how many bullets can exist at once per bullet upgrade level
MaxBullets_level_0 = 1
MaxBullets_level_1 = 3

;how far do bullets go before disappearing?
BulletLifetime_level_0 = 120
BulletLifetime_level_1 = 200

;how far can bullets go offscreen before disappearing?
;(this is measured in screen pixels so youll never be able to shoot far off the screen)
;keep in mind that this is a bit odd due to the +/- 20 pixels of stereo effect
;if you choose 0 here, then bullets will disappear while still slightly on screen
;but you wont choose 0 here so it is OK
BulletOffscreenPixels = 32

;how long to let the player hover
HoverTime_level_0 = 40
HoverTime_level_1 = 100

;how long to wait before playing idle anim
IdleAnimTime = 360

;how long to freeze time when you get hurt
HurtFreezeTime = 20
;how long you are invincible when you get hurt
HurtInvincibilityTime = 80
;somehow related to the rate at which you blink when you get hurt
HurtInvincibilityBlinkRate = 4

;how many ticks the enemy hit effect is shown
EnemyHitEffectTimer = 20



dbg_01

Shyguy
Level: 21


Posts: 59/94
EXP: 47873
For next: 2070

Since: 10-14-14


Since last post: 3.9 years
Last activity: 2.4 years

Posted on 03-04-16 11:19:04 AM, in Weird Discoveries (last edited by dbg_01 at 03-07-16 10:08:11 AM) Link
(DEMO) Chibi-Robo! Let's Go, Photo! EUR

hio\param.template.txt

; パラメータ設定ファイル

; パラメータ名の前に(間を空けずに)*を付けると変更メニューで値を変更できます

entry ahk ; 一番最初に読むマップ名を指定します
*collision_disp 0 ; コリジョンのワイヤーフレームを表示するか
*immortal 0 ; 1にすると、ワッツ減らない
*message_skip 0 ; 1にすると、メッセージを強制的に最速にする
*snd_interior_size 100 ; 3Dサウンド: インテリアサイズ
*snd_max_volume_distance 50 ; 3Dサウンド: 最大音量範囲
*snd_unit_distance 10 ; 3Dサウンド: 音量減衰の単位距離
dashboard 0 ; 起動直後からデバッグ情報を表示するか
*depth_level 0 ; 立体視時の基準面までのオフセット
*script_debug 1 ; スクリプトのデバッグ機能を有効にする?

dbg_01

Shyguy
Level: 21


Posts: 60/94
EXP: 47873
For next: 2070

Since: 10-14-14


Since last post: 3.9 years
Last activity: 2.4 years

Posted on 03-04-16 12:09:33 PM, in Weird Discoveries (last edited by dbg_01 at 03-07-16 10:08:04 AM) Link
Citizens of Earth EUR (3DS)

config/GamepadKeyBindings.ini

; 3DS NOTE!!!! BUTTON_MINUS (aka Select) is not usable on the 3DS (only for debugging purposes)

Player:
BUTTON_LEFT = MovePlayer OnHeld MovePlayer
BUTTON_RIGHT = MovePlayer OnHeld MovePlayer
BUTTON_DOWN = MovePlayer OnHeld MovePlayer
BUTTON_UP = MovePlayer OnHeld MovePlayer
BUTTON_A = CheckSelection OnRelease ReleaseSelection
BUTTON_CTRL+BUTTON_PROFILER = ToggleProfiler
BUTTON_POWER = OnRelease ToggleMenu
BUTTON_X = OnRelease ToggleMenu
BUTTON_RIGHT_SHOULDER = AccessMap
BUTTON_Y = CommandFollowers
BUTTON_TOUCH = OnRelease ReleaseSelection
BUTTON_LEFT_SHOULDER + BUTTON_Y = DumpAllocators
BUTTON_LEFT_SHOULDER + BUTTON_X = UnlockCitizens
BUTTON_LEFT_SHOULDER + BUTTON_LEFT = DecreaseLevel
BUTTON_LEFT_SHOULDER + BUTTON_RIGHT = IncreaseLevel
BUTTON_LEFT_SHOULDER + BUTTON_A = UnlockWorldAbilities
BUTTON_LEFT_SHOULDER + BUTTON_B = ChangeCollision
BUTTON_RIGHT_SHOULDER + BUTTON_LEFT = DecreaseSkip
BUTTON_RIGHT_SHOULDER + BUTTON_RIGHT = IncreaseSkip
BUTTON_RIGHT_SHOULDER + BUTTON_DOWN = GiveItems
BUTTON_RIGHT_SHOULDER + BUTTON_UP = UnlockQuests

GUIManager:
BUTTON_LEFT = MoveLeft OnRelease StopMoveLeft
BUTTON_RIGHT = MoveRight OnRelease StopMoveRight
BUTTON_DOWN = MoveDown OnRelease StopMoveDown
BUTTON_UP = MoveUp OnRelease StopMoveDown
BUTTON_A = CheckSelection OnRelease ReleaseSelection
BUTTON_B = CancelPressed OnRelease CancelReleased

dbg_01

Shyguy
Level: 21


Posts: 61/94
EXP: 47873
For next: 2070

Since: 10-14-14


Since last post: 3.9 years
Last activity: 2.4 years

Posted on 03-04-16 12:19:11 PM, in Weird Discoveries (last edited by dbg_01 at 03-07-16 10:07:57 AM) Link
Crush EUR (3DS)

Crush.cfg



--NoMusic=true -- Enables you to not have the music in romfiles for faster linking
--SkipFrontend=true -- Go stright into the game, you need SetTheme and SetLevel for this to work.
--SetTheme="City" -- "City" / "Seaside" / "Funfair" / "Infancy"
--SetLevel=20 -- Original level "code-name", e.g. the first level is actually "17"

-- Debug ------------------------------------
DebugMenu=false -- in-game debug menu
--EditorInPauseMenu=true -- Level editor available
--FrontendDebugMode=true -- enable various debug things
--FrontendDebugMenu=true -- add soaktest option to FE
--TesterMenu=true -- Go straight to Level select screen, all levels unlocked
--editor=true -- Start in level editor
--DebugObjectCollisionBoxes=true
--DebugObjectNames=true
--DebugInvisibleBoxes=true
--NoBlockIterators=true
--DisplayBoulderBlockBelowDebug=true
--AllowLookModeCrush=true
--SnappyOrbitCam=true
--Using3rdPersonCamera=true
--NoVerticalCameraLag=true
--UncrushedTrackerNeverTurns=true
--ToggleCharacters=true -- Disable render characters
--DebugOrigin=true
--DontRenderEditorWidgets=true
--UseDefaultArt=true -- ?
--QuickCollisionMeshViewMode=true -- ?
--ShowVRAM=true
--ProcessorMeters=true
--ProcessorPeakMeters=true
--DebugRenderMovingBlocks=true
--DisplayPointsOfInterest=true
--LevelTestMode=true
--LevelTestShuffle=true
--LevelTestRepeat=true
--DisplayMemoryVisualiser=true
--DisplayProfiler=true
--DisplayFPS=true
--EnableLog=true
--StreetPass_NoSaveRequired=true
--DisableBackupDataBadConnectionMessage=true -- The game will not run if backup memory not found.
--ScreenshotBuild=true -- Turns MSAA on for every level.

-- Game --------------------------------------
--MustGetAllPickups=true
--NeedRequiredPickupsOnly=true
--DisableTutorialToggle=true
--SlowMotion=true
--CutSceneRepeats=true
--PlayMovie=true
--ShowInstructions=true
--ShowTime=true
--StopPlayerOnWalkOnly=true
--Skip2Menu=true -- No splash screens
--InstantCrush=true -- Disable crush effect animation
--InstantNightmareKillButton=true -- Press A+B to kill all nightmares in a level
--HideOSD=true -- Hide the OSD
Select2Win=true -- Use select (on the debug pad) to automatically win the level

-- Audio -------------------------------------
--AudioDebugMenu=true


-- Screenshots ------------------------------------

--EnableScreenGrabs=true -- Enable screen-shot taking
--Enable3DGrabs=true -- Enable orbit screen-shot taking (animation)
--EnablePanoramicGrabs=true -- Enable panoramic screen-shot taking (animation)
--NumFrames=<number> -- Num frames in panorama / orbit screenshot
--ScreengrabHRes=true -- Enable larger-than-screen screenshots
--ScreengrabCaptureFrames=<number> -- not used
--ScreengrabCaptureDelay=<number> -- not used

--BGClearColourGrey=true -- Change clear colour
--BGClearColourWhite=true -- Change clear colour



dbg_01

Shyguy
Level: 21


Posts: 62/94
EXP: 47873
For next: 2070

Since: 10-14-14


Since last post: 3.9 years
Last activity: 2.4 years

Posted on 03-04-16 12:34:40 PM, in Weird Discoveries (last edited by dbg_01 at 03-07-16 10:07:46 AM) Link
AiRace Xeno EUR (3DS)

File with dev's talks (short ver):
CommonResources.cfg

// Idea jest taka:

// Tutaj laduja na pewno te zasoby, ktore i tak sa uzywane przez cala gre. Nie bedziemy wtedy ich wielokrotnie ladowalu/unloadowali przy wchodzeniu na level np.
// Ale trafiaja tutaj takze zasoby tworzone przez singletony i stany gry. Wydaje sie to nadmiarowe i problematyczne (jak sie ten plik zdezaktualizuje),
// ale pomaga na robienie ladnego progress bara.


textures "texture/menu/Menu_atlas_01.jpg",
"texture/menu/Menu_atlas_02.dimg",
"texture/menu/Menu_atlas_03.dimg", /// @todo DP: a moze tego nie ladowac, aby oszczedzic RAM? to jest options menu, bedzie zadko uzywane
"texture/menu/Menu_atlas_04.dimg",

"texture/level/Glow.qetex", // O dziwo uzywane tez na Giger, np w giger_c.
"texture/level/giger_envcube.qetex",
"texture/level/giger_modules.qetex",
"texture/level/giger_modules-spec.qetex",
"texture/level/giger_obstacles.qetex",
"texture/level/giger_obstacles-spec.qetex", // Up to this point the textures should still fit in VRAMA & VRAMB.

"texture/level/giger_alpha.qetex",
"texture/level/giger_alpha-spec.qetex",

"sound/game/Meta_Fail.cfg", // taki sam jak nizej whoosh.wav
"sound/game/Meta_Normal.cfg", // taki sam jak wyzej whoosh.wav


"sound/game/nitroStart.cfg", /// @todo DP: czy to nei bezie osobne per samolot?
"sound/game/nitroLoop.cfg",
"sound/game/nitroEnd.cfg",
"sound/game/giger_obstacles/obstacle_gear.cfg",
"sound/game/giger_obstacles/obstacle_camera.cfg",
"sound/game/giger_obstacles/obstacle_endless.cfg" // To chyba nie laduje zadnego dodatkowego dzwieku, wspoldzieli z jakims innym.

//"music/output/projekt menu.cfg" // Ladujemy muzyke z menu do Dev RAM, aby przyspieszyc wychodzenie do menu.


meshes

textures "texture/menu/Menu_atlas_01.jpg",
"texture/menu/Menu_atlas_02.dimg",
"texture/menu/Menu_atlas_03.dimg", /// @todo DP: a moze tego nie ladowac, aby oszczedzic RAM? to jest options menu, bedzie zadko uzywane
"texture/menu/Menu_atlas_04.dimg",
"font/carat10_0.qetex", // Wlasciwie to texturki fonta sa tu zbedne, i tak sie zaladuja razem z fontem nizej...
"font/carat13_0.qetex",
"font/carat13Ranking_0.qetex",

"texture/level/SzaryAlpha.qetex", // As of 2013.10.30 we have plenty of RAM free, we can preload DevRAM textures to speed up level loading.
"texture/level/SzaryAlpha-spec.qetex",
"texture/level/Rakieta256.qetex",
"models/objects/ob_s_Zwezenie_Main.lobj",

"GlobalConfig.cfg" // Yep, na 3DS lepiej miec go zaladowanego caly czas, po co tracic czas co level?


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Jul - Posts by dbg_01


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

24 database queries, 52 query cache hits.
Query execution time: 0.080611 seconds
Script execution time: 0.036171 seconds
Total render time: 0.116782 seconds