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This needs some investigation.
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Fun trivia. Star Wars: The Clone Wars is one of those cases where they might have accidentally released a debug version of the game.
Unused Video#
mov_ep2trail_160x90.bik#
A heavily compressed placeholder video can be found in Data\Interface\movies. It contains footage from an old build of the game that has a different HUD.
Unused Text#
game_keys.cfg#
/Data/game/game_keys.cfg contains shortcuts used for Battlezone II: Combat Commander, which was also developed by Pandemic Studios. None of these functions can be activated, as the GameCube keyboard is ignored and many of the strings referenced in the configuration file are not present in the executable.
//////////////////////////////////////////////////////////////////////////////
//
// Copyright 1997-98 Activision Studios, Strategy Group
//
// Battlezone II - Setup for game mission
//
// Camera views
Bind("+shift F1", "view.set.cockpit");
Bind("+shift F2", "view.set.forward");
Bind("+shift F3", "view.set.chase");
Bind("+shift F4", "view.cockpit");
Bind("+shift F5", "view.interface");
Bind("+shift F9", "view.set.schematic");
Bind("+shift F10", "view.set.satellite");
Bind("+shift F12", "view.set.freeeye");
// Editor keys
Bind("+ctrl E", "mission.edit");
Bind("+ctrl M", "mission.model");
// Game keys
Bind("+alt P", "mission.pause");
Bind("Pause", "mission.pause");
Bind("Escape", "mission.exit");
Bind("+ctrl S", "game.save");
Bind("+ctrl O", "game.load");
Bind("+alt F", "game.framerate");
Bind("+alt G", "game.printscreen");
// Escape screen
//Bind("Escape", "mission.escape");
// Playback controls
Bind("+ctrl R", "playback.restart");
Bind("+ctrl P", "playback.stop");
Developer Comments#
Some of the configuration files have comments left by the developers.
Data\Config\input\input_pad_ps2.cfg#
// Note, NM - all these are offsets from 1, not 0 in terms of
// stickN_x, so add 1 to the translation table. Note it's the same
// with the stick numbers-- they start at 1 as well.
Data\Sounds\script.ssc#
//This is the file that defines the sound categories and sets the volume of those
//categories. It also controls sound ducking during cins, and defines all other
//sound script files which should be loaded.
//Defines doppler and rolloff for all sounds? Ask C. Baker exactly what these do.
Data\Sounds\scripts\effects.ssc#
//**INTERFACE**//
// dummy sund since it seems like the first sound in the bank is
// getting bashed somehow--put this here until we figure out why--cbb 07/25/02
//GENERIC BATTLE SOUNDS
//**PLACE HOLDER SOUNDS - TEMP TEMP TEMP TEMP TEMP**//
Data\Sounds\scripts\vo.ssc#
////////////// Geo 1 //////////////////
//all gone! - JD
//
/////////////////////////////// THE END /////////////////////////
//
config.ini#
Config.ini looks to be from a test build of the game, as most of the arguments will not do anything when assigned different values.
[default]
journalMode = 0
valueMode = 0
valueLevel = 2
handleException = 0
doMouse = 1
showMsg = 0
msgWidth = 300
showTrailers = 1
Leftover .BAT files#
A few .BAT files were left in the root folder for the game.
CWGC.bat#
SET PATH=%PATH%;c:\DolphinSDK1.0\X86\BIN;c:\NPDP\GDEV\BIN
SETODENV DvdRoot "%~d0%~p0"
ODEMRUN -ef "%~d0%~p0Clonewars.elf" -d=%~d0%~p0clonewars.ddf -a
Create_BIN_Files.bat#
REM -------------------------
REM moving any existing dpf files
REM -------------------------
move /Y d:\clonewars\gcbuild\clonewars.dpf d:\latest_dpf\
REM -------------------------
REM DELETE *.BIN
REM -------------------------
erase /F /S *.bin
erase /F /S ..\GCBuild\*.bin
REM -------------------------
REM MEMMAP
REM -------------------------
..\memmap\memmap.exe
move /Y memmap.bin ..\GCBuild
move /Y memmapD.bin ..\GCBuild
REM -------------------------
REM MEMDUMP
REM -------------------------
wscript CreateBins.vbs %0 "BinFiles.txt" "..\GCBuild\Clonewars.elf" "" "..\GCBuild\Clonewars.ddf"
fastload - CWGC.bat#
SET PATH=%PATH%;c:\DolphinSDK1.0\X86\BIN;c:\NPDP\GDEV\BIN
SETODENV DvdRoot "%~d0%~p0"
ODEMRUN -ef "%~d0%~p0Clonewars.elf" -d=%~d0%~p0clonewars.ddf -a /fastload
GetUnitMemory.bat#
wscript GetUnitMemory.vbs %0 "ODFFiles.txt" "..\GCBuild\ClonewarsD.elf" "C:\CloneWars\GCBuild\DATA\MissionData\UnitTest\unittest.odf" "..\GCBuild\Clonewars.ddf"
MakeArtistPS2Assets.bat#
ps2run -r
ps2asset /artistbuild /noresize /checkdates /dest ..\FinalPS2\addon
MakePS2Assets.bat#
ps2asset /noresize /checkdates /dest ..\FinalPS2
cd ..\FinalPS2
ps2run -r
attrib -r data.zwp*
attrib -r packlist.txt*
del data.zwp.old
ren data.zwp data.zwp.old
del packlist.txt.old
ren packlist.txt packlist.txt.old
del paths.txt
ls -R data |grep ":" |sed -e "s/data/\\\data/" | sed -e "s/://g" | sed -e "s/\//\\\/g" > paths.txt
zwagapacklist.exe
zwagapack c data.zwp @packlist.txt
Debug Files#
There are four files related to debugging in the root directory of the game disc. Clonewars.elf and Clonewars.dsf appear to be the game's executable with debugging symbols added to it, Clonewars.dlf is a listing of all of the files on the disc, and Clonewars.ddf simply just contains some information about the game itself.
Clonewars.ddf#
;
; C:\CloneWars\GCBuild\Clonewars.elf
;
[DiskID]
GameName=GSXE
Company=64
DiskInfo="Star Wars : The Clone Wars"
[Layout]
1="*.bik", 1
2="*.bin", 1