A game based on the Pixar movie of the same name.
Ratatouille Leftovers#
Present on the root of the disc is oneliner.ini. It mentions characters from Ratatouille like Skinner and Linguini, and is most likely a leftover from that game.
#########################################################################
# tunning values for the event one liner. all strings are non-case
# sensitive
#
# file format
# * tuning values for the one liner system
# * list of events by sections
#
# tuning values for one liner system
# "doNotRepeatIteration" - this allows the same one liner to play again
# only if the number of other one liners indicated by this
# value have already been played. the maximum is set to 5
# in code
#
# sections - order does not matter.
# [<name of the event>] - must match the FMOD event name. the game will
# only use the first 32 characters in the name. the rest
# will be ignored.
# "priority" - can be "high", "medium", or "low". default is "medium"
# "initDelayPlayTime - specifies on game start when is the ealiest
# that this event can be played. the code will read two
# floating point values separated by a comma and randomly
# pick a time in between them. default is 0 to 2 seconds.
# "delayRepeatInterval" - specifies when the same one liner can be
# repeated. this also take two values.
#
doNotRepeatIteration = 1
[idle]
priority = low
initDelayPlayTime = 3, 5
delayRepeatInterval = 15,30
[killed_enemy]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4
[soup_station_good_move]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4
[soup_station_bad_move]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 2, 4
[chaser_skinner_mk]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10
[chaser_skinner_kd]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10
[chaser_skinner_kn]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10
[chaser_mabel_mb]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10
[chaser_linguini_ct]
priority = medium
initDelayPlayTime = 1.5, 2.1
delayRepeatInterval = 6, 10
Unused Audio#
|
|
This page or section needs more audio. |
Within certain soundbanks, there are early unused voice lines likely recorded by someone at the development team. These include CV01s.fsb, CYA1s.fsb, and ZZ99s.fsb.
Debugging Features?#
Also on the root of the disc is Up09.ini, which contains strings referencing various debugging features (including a possible Debug Mode in the misc section) and some mentions of the PlayStation 2.
## This file will be going away soon by being absorbed into the GoodEditor.
PATH=.
#BOOT = /UP/Levels/Level_SKA0/SKA0
BOOT = /UP/Levels/Level_JU01/JU01
#BOOT = /UP/Levels/Level_JU02/JU02
#BOOT = /UP/Levels/Level_JUA3/JUA3
#BOOT = /UP/Levels/Level_RG01/RG01
#BOOT = /UP/Levels/Level_RG02/RG02
#BOOT = /UP/Levels/Level_JU04/JU04
#BOOT = /UP/Levels/Level_CVA3/CVA3
#BOOT = /UP/Levels/Level_PF01/PF01
#BOOT = /UP/Levels/Level_DG01/DG01
#BOOT = /UP/Levels/Level_SKA1/SKA1
#BOOT = /UP/Levels/Level_SKM1/SKM1
#BOOT = /UP/Levels_Cinematics/Level_XJU1/XJU1
#BOOT = /UP/Levels_Test/Level_Scott/SC02
#BOOT = /UP/Levels_Test/Level_Glass/ZZCG
#BOOT = /UP/Levels_Test/Level_Test_UT01/UT01
#BOOT = /UP/Levels_Test/Level_Scott/SC02
#BOOT = /UP/Levels_Test/Level_Luis/LS03
#BOOT = /UP/Levels_Test/Level_nika/nika
#BOOT = /UP/Levels_Test/Level_Mikiko/ZZMM
#BOOT = /UP/Levels_Test/Level_Wen/ST02
#BOOT = /UP/Levels_Test/Level_ZZVS/ZZVS
#BOOT = /UP/Levels_Test/Level_JUNO/JUNO
#BOOT = /Shared_Levels/TART
#Visual change option
RealVine = 1
#BOOT = SOAK
SuperSoaker = 0
AudioMasher = 0
MenuMasher = 0
SoakStatisticsMode = 0
# All levels
SoakLevels = /up/levels/level_ska0/ska0 /up/levels/level_ju01/ju01 /up/levels/level_ju02/ju02 /up/levels/level_jua3/jua3 /up/levels/level_rg01/rg01 /up/levels/level_rg02/rg02 /up/levels/level_ju04/ju04 /up/levels/level_cva1/cva1 /up/levels/level_pf01/pf01 /up/levels/level_dg01/dg01 /up/levels/level_ska1/ska1
# List of cutscenes to dump to Bink movies.
DumpCutsceneList = TL95 1
DumpCutscene = 0
ForceCutscene = 0
NoCutscenes = 0
SkippableCutScenes = 0
OptionSubtitles = 1
# Cutscene frame dump settings
DumpCinematics = 0
DumpCinematicsFilePrefix = Cinematic_Dump_ANIM_
DumpCinematicsFrameRate = 30
ShowTimecodeDuringCinematics = 1
ShowMenuOnBoot = 1
ScrFxLetterBoxSize = 50
ScrFxLetterBoxAlpha = 255
VideoSystemAutoDetect = 0
VideoSystem = NTSC
DefaultRegion = EN_US
LanguageSetting = EN_US
LanguageSetting = FR_FR
DemoType = 0
NoMovies = 0
EnableHelperAI = 1
EnableDebugControls = 1
EnableFriendlyFly = 1
AllowMasterCheats = 1
SkippableAssert = 1
SkipAsserts = 0
EnableRealTimeUpdate = 1
EnableHUD = 1
SkipAnimViewer = 1
NoDamage = 0
NoSoundFX = 0
NoMusic = 0
NoPadCheck = 1
EnableOneLiner = 0
vertexPoolSizeInMB = 0
UseFileCache = 1
# Level Progression. Levels are assumed to be loaded in this order. The player will
# resume at the deepest level reached.
LevelProgression = /up/levels/level_ska0/ska0
LevelProgression = /up/levels/level_ju01/ju01
LevelProgression = /up/levels/level_ju02/ju02
LevelProgression = /up/levels/level_jua3/jua3
LevelProgression = /up/levels/level_rg01/rg01
LevelProgression = /up/levels/level_rg02/rg02
LevelProgression = /up/levels/level_ju04/ju04
LevelProgression = /up/levels/level_cva3/cva3
LevelProgression = /up/levels/level_pf01/pf01
LevelProgression = /up/levels/level_dg01/dg01
LevelProgression = /up/levels/level_ska1/ska1
[Scene Dependencies]
[Debug Portals]
DebugPortalTo = /UP/Levels/Level_RGA3/RGA3
DebugPortalTo = /UP/Levels/Level_RGA4/RGA4
DebugPortalTo = /UP/Levels/Level_SKA0/SKA0
DebugPortalTo = /UP/Levels/Level_SKA1/SKA1
DebugPortalTo = /UP/Levels/Level_SKM1/SKM1
DebugPortalTo = /UP/Levels/Level_CSS1/CSS1
DebugPortalTo = /UP/Levels/Level_CSS2/CSS2
DebugPortalTo = /UP/Levels/Level_CV01/CV01
DebugPortalTo = /UP/Levels/Level_CV02/CV02
DebugPortalTo = /UP/Levels/Level_CVA3/CVA3
DebugPortalTo = /UP/Levels/Level_CYA1/CYA1
DebugPortalTo = /UP/Levels/Level_DG01/DG01
DebugPortalTo = /UP/Levels/Level_JU01/JU01
DebugPortalTo = /UP/Levels/Level_JU02/JU02
DebugPortalTo = /UP/Levels/Level_JU04/JU04
DebugPortalTo = /UP/Levels/Level_JU05/JU05
DebugPortalTo = /UP/Levels/Level_JUA3/JUA3
DebugPortalTo = /UP/Levels/Level_MLS1/MLS1
DebugPortalTo = /UP/Levels/Level_PF01/PF01
DebugPortalTo = /UP/Levels/Level_PF02/PF02
DebugPortalTo = /UP/Levels/Level_RG01/RG01
DebugPortalTo = /UP/Levels/Level_RG02/RG02
DebugPortalTo = /UP/Levels_Test/Level_Test_UT01/UT01
DebugPortalTo = /UP/Levels/Level_SKM1/SKM1
DebugPortalTo = /UP/Levels_Test/Level_Keith/PG02
DebugPortalTo = /UP/Levels_Test/Level_Keith/PG04
DebugPortalTo = /UP/Levels_Test/Level_ZZ00/ZZ00
DebugPortalTo = /UP/Levels_Test/Level_ZZ01/ZZ01
[ScenePlayerMapping]
# All scenes use this player file unless specified below
ScenePlayerMappingDefault = PLYC PLYR
# Game levels
ScenePlayerMapping = RGA3 PLYG
ScenePlayerMapping = RGA4 PLYC PLYG
ScenePlayerMapping = SKA0 PLYB PLYB
ScenePlayerMapping = SKA1 PLYB PLYB
ScenePlayerMapping = CSS1 PLYB PLYB
ScenePlayerMapping = CSS2 PLYC PLYR
ScenePlayerMapping = CV01 PLYC PLYR PLYD
ScenePlayerMapping = CV02 PLYC PLYR
ScenePlayerMapping = CVA3 PLYC PLYR PLYD
ScenePlayerMapping = CYA1 PLYG PLYR PLYC
ScenePlayerMapping = DG01 PLYC PLYD PLYR PLYG
ScenePlayerMapping = JU01 PLYC PLYR
ScenePlayerMapping = JU02 PLYC PLYR PLYG
ScenePlayerMapping = JU04 PLYC PLYR PLYD
ScenePlayerMapping = JU05 PLYC PLYR
ScenePlayerMapping = JUA3 PLYC PLYR PLYG
ScenePlayerMapping = MLS1 PLYC PLYR
ScenePlayerMapping = PF01 PLYC PLYR PLYD
ScenePlayerMapping = PF02 PLYB PLYB
ScenePlayerMapping = RG01 PLYC PLYR PLYG
ScenePlayerMapping = RG02 PLYC PLYR PLYD PLYG
# Multiplayer biplane levels
ScenePlayerMapping = SKM1 PLYB PLYB PLYB PLYB
ScenePlayerMapping = SKM2 PLYB PLYB PLYB PLYB
ScenePlayerMapping = SKM3 PLYB PLYB PLYB PLYB
ScenePlayerMapping = SKM4 PLYB PLYB PLYB PLYB
ScenePlayerMapping = STM2 PLYB PLYB
ScenePlayerMapping = STM3 PLYB PLYB
# Smallest player for Main Menu
ScenePlayerMapping = MNUS PLYG
# Cinematic Levels
ScenePlayerMapping = XJU1 PLYC PLYR
ScenePlayerMapping = XJU3 PLYC PLYR PLYG
ScenePlayerMapping = XRG1 PLYC PLYR
ScenePlayerMapping = XRG2 PLYC PLYR PLYD PLYG
ScenePlayerMapping = XSK1 PLYC PLYR
ScenePlayerMapping = XDG1 PLYC PLYR
# Test levels
ScenePlayerMapping = ZZBB PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZJC PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZCG PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZCH PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZKW PLYC PLYR
ScenePlayerMapping = UT01 PLYC PLYR PLYD PLYG
ScenePlayerMapping = TB02 PLYC PLYR PLYD PLYG
ScenePlayerMapping = CHRI PLYC PLYR
ScenePlayerMapping = NIKA PLYC PLYR
ScenePlayerMapping = PG03 PLYC PLYR PLYD PLYG
ScenePlayerMapping = SC02 PLYC PLYR PLYD PLYG
ScenePlayerMapping = LS02 PLYC PLYR PLYD PLYG
ScenePlayerMapping = TEMP PLYC PLYR PLYD PLYG
ScenePlayerMapping = CALE PLYC PLYR PLYD PLYG
ScenePlayerMapping = BELA PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZMM PLYC
ScenePlayerMapping = WADE PLYC PLYR PLYD PLYG
ScenePlayerMapping = ANIM PLYC PLYR PLYD PLYG
ScenePlayerMapping = TEMP PLYC PLYR PLYD PLYG
ScenePlayerMapping = SCOT PLYG
ScenePlayerMapping = KARE PLYG
ScenePlayerMapping = ZZRC PLYG
ScenePlayerMapping = TF01 PLYC PLYR PLYD PLYG
ScenePlayerMapping = ZZCC PLYC PLYR PLYG
ScenePlayerMapping = JUNO PLYC PLYR PLYD PLYG
# Test Art Level defaults to Gary
ScenePlayerMapping = TART PLYG
[ColonyItems]
# Scene, Toll requirement, Total
[SceneBonus]
# the right-hand-side is LEVLENAME,EXPERIENCE_BONUS,PARR_BONUS
[Misc]
minVSyncCnt = 1
SceneBaseName = UI TXT SCENE
SceneBaseDescription = UI TXT DESCRIPTION
SceneBaseImage = UI IMAGE SCENE
G.AnalogMin = 32
G.AnalogMax = 110
G.HitPoints = 100
G.DamageInvincibility = 0.5
G.Gravity = -19.6
DebugMode =
ForceMono = 0
UnlockAll = 1
ScreenDumpPath = C:\Rats\ScreenShots\
PlaybackMode = 0
#### PS2 Profiler ####
# Profiling options:
# '1'
# '2'
# - function level profiling
# '3'
# - assembly level profiling for specified routines
# - For each of the following ProfFunc* use the full name of the
# function/method to profile. (eg, hot spots identified by profile level 2)
# - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
# - ALSO: Debug controller 'Start' resets profile tracking
#Profile = 2
#ProfFuncTriangle = IntersectBranch
#ProfFuncSquare = IntersectLeaf
#ProfFuncUp =
#ProfFuncDown =
#ProfFuncLeft =
#ProfFuncRight =
// 0 = no MSAA, 2 = 2x MSAA, 4 = 4x MSAA
MSAAType = 2
# Maximum Vertices that a scene can have. Above these thresholds,
# in-game visual asserts are triggered.
VertexThresholdForL1Alert = 150000
VertexThresholdForL2Alert = 500000
# Set to 1 for removing all debug data from the screen
RemoveAllDebugData = 0
Platform Differences#
- The game renders at 1280x720 on the Xbox 360 and PS3 versions, while the Wii version instead has it render at 640x480.
- While models are largely identical between versions, the Wii version utilizes a more stylized/colorful art direction with its textures, making the game look like the film's 2D promotional art. The PlayStation 3 and Xbox 360 versions use a more realistic art direction with its textures, akin to the film itself.
|
Wii |
Xbox 360 |
|---|---|
|
|
- The game runs at 60fps on the Wii and Xbox 360 versions, while it's locked to 30fps on the PS3 version.
- Depth-of-field is disabled in the Wii version.
|
The Up series | |
|---|---|
|
Wii, PlayStation 3, Xbox 360 |
|
|
PlayStation 2, PlayStation Portable, Windows |
|
|
Nintendo DS |
|
|
V.Smile |
|