Captain Toad: Treasure Tracker (Nintendo Switch, Nintendo 3DS)/DebugData directory
This is a sub-page of Captain Toad: Treasure Tracker (Nintendo Switch, Nintendo 3DS).
Somehow, a bunch of debugging files and source shader files were left in the public releases of the Nintendo Switch and 3DS version and its demos.
To do: Dump the source files.
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Contents
- 1 Nintendo 3DS
- 2 Nintendo Switch
- 2.1 Base
- 2.2 Demo
- 2.2.1 Shader SDK source
- 2.2.2 BGMDataBaseForDebug.szs
- 2.2.3 DebugFont.szs
- 2.2.4 DebugMenuList.szs
- 2.2.5 DebugMenuListTest.szs
- 2.2.6 DebugPersonalStageList.szs
- 2.2.7 DebugStageList.szs
- 2.2.8 IlluminantPreset.szs
- 2.2.9 LightPreset.szs
- 2.2.10 NintendoNTLGDB002.szs
- 2.2.11 PatrolList.szs
- 2.2.12 PlayerDebug.szs
- 2.2.13 env.aglenv
- 2.2.14 sphere_earth.bfres
Nintendo 3DS
Demo
DebugMenuList.szs
Has a BYML relating a singular option in a debug menu.
DebugPersonalStageList.szs
Has 6 StageList BYMLs, DEV is likely from development, EAD is likely from Nintendo EAD and 1-UP is likely from 1-UP Studios.
DebugStageList.szs
Has a BYML relating to debug stages and folders.
FocusTestStageList.szs
Has a BYML relating to debug stages and folders, only present on 3DS.
PatrolList.szs
Has 17 BYML files, relating to scenes and stages, also a DebugMenuList.byml file, different from the first one and its test variant, DEV is likely from development, TKY is likely from Tokyo and EAD is likely from Nintendo EAD, identical to Switch base.
TestStageList.szs
Has a BYML relating to debug stages and folders, only present in 3DS.
Base
DebugStageList.szs
Has a BYML relating to debug stages and folders, much more content compared to 3DS demo.
Nintendo Switch
All content from the demo version was copied over in the base, however the base has two extra files. You can find them here.
Base
Download Files in DebugData
File: CaptainToad_NX_Base_DebugDataContent.zip (9.39 MB) (info)
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agl_resource_pc.sarc
Has many uncompiled and compiled AGL shaders for PC.
AglResourceDebug.szs
Has many uncompiled and compiled AGL shaders for debugging in the compressed SARC file inside the SZS.
Demo
Shader SDK source
The source projects for many shader files are present here. Compilation directories of countless reused shaders starting with al refer to a directory called ActionLibraryShader, suggesting that ActionLibrary is the name of the general game engine.
BGMDataBaseForDebug.szs
Has a file called BGMStageInfoList.byml, relating to the BGM that plays in whatever level, this is present and has the exact same data in SystemData's file too!
DebugFont.szs
Has the exact same debug font files from Splatoon 2 and other games, for sead::TextWriter
.
DebugMenuList.szs
Has a BYML relating to folders and options in a debug menu.
DebugMenuListTest.szs
Has a BYML relating folders and options in a debug menu, similarly to DebugMenuList.szs but names of the folders are mostly translated to Japanese, notably, the unnamed group in line 1085-1124 of the non-test BYML (converted to XML) is removed.
DebugPersonalStageList.szs
Has 6 StageList BYMLs, DEV is likely from development, EAD is likely from Nintendo EAD and 1-UP is likely from 1-UP Studios.
DebugStageList.szs
Has a BYML relating to debug stages and folders.
IlluminantPreset.szs
Has many unused AGL Illuminating presets.
LightPreset.szs
Has many unused AGL lighting presets.
NintendoNTLGDB002.szs
Has a BYML relating to a font file for the Wii U. Interestingly the file is compiled in the first version of the format.
PatrolList.szs
Has 17 BYML files, relating to scenes and stages, also a DebugMenuList.byml file, different from the first one and its test variant, DEV is likely from development and EAD is likely from Nintendo EAD.
PlayerDebug.szs
Has 8 BYML files, relating to player input data. All files are compiled in the first version of the format.
env.aglenv
An uncompiled (XML) AGL script for the environment. Created on March 19 of 2012.
<?xml version="1.0" encoding="utf-8"?> <root> <header type="aglenv" version="0" date="time stamp : 2012/05/19 01:21:19"/> <data> <param_list name="param_root"> <param_list name="AmbientLight"> <param_array name="AmbientLight0"> <param name="enable" type="bool" value="true"/> <param name="name" type="string32" value="AmbientLight0"/> <param name="group" type="string32" value="default"/> <param name="Color" type="color" value="0.000000 0.000000 0.000000 1.000000"/> </param_array> </param_list> <param_list name="HemisphereLight"> <param_array name="HemisphereLight0"> <param name="enable" type="bool" value="true"/> <param name="name" type="string32" value="HemisphereLight0"/> <param name="group" type="string32" value="default"/> <param name="SkyColor" type="color" value="0.758000 0.723000 0.795000 1.000000"/> <param name="GroundColor" type="color" value="0.237000 0.226000 0.252000 1.000000"/> <param name="Direction" type="vec3" value="0.000000 1.000000 0.000000"/> </param_array> </param_list> <param_list name="DirectionalLight"> <param_array name="DirectionalLight0"> <param name="enable" type="bool" value="true"/> <param name="name" type="string32" value="DirectionalLight0"/> <param name="group" type="string32" value="default"/> <param name="DiffuseColor" type="color" value="0.579000 0.539000 0.541000 1.000000"/> <param name="Direction" type="vec3" value="-0.724000 0.402000 -0.480000"/> </param_array> </param_list> <param_list name="Fog"> <param_array name="Fog0"> <param name="enable" type="bool" value="true"/> <param name="name" type="string32" value="Fog0"/> <param name="group" type="string32" value="default"/> <param name="Start" type="f32" value="2534.399902"/> <param name="End" type="f32" value="30507.007813"/> <param name="Color" type="color" value="0.716000 0.594000 0.519000 1.000000"/> <param name="Direction" type="vec3" value="0.000000 0.000000 -1.000000"/> </param_array> </param_list> </param_list> </data> </root>
sphere_earth.bfres
Appears to be a test for Lunch.