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Garfield: A Tail of Two Kitties (Nintendo DS)
Garfield: A Tail of Two Kitties |
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Also known as: Garfield 2 (EU) This game has hidden development-related text. |
Your standard movie tie-in game that happens to be developed by the same company that developed Toki Tori.
Contents
levels_test.dat
As you might guessed from the name, it's a test level. There are 7 Maps that use this: collisionPropertyTest, collisionTest, eventObjectsTest, firstPlayable, platformTest, cameraRigTest, and cameraSwoopTest.
Error Messages
When the game gets an error, it will show this message:
When the gets a error when reading data on start, it will show this message:
Config XMLs
The xml files contains a bunch of dev comments.
debug.xml
Contains things for debugging purposes.
garfield.xml
<!-- Sound max - if mic levels are above this, garfield will make some noise ( 0-256 ) trigger_delay - number of ms after which a trigger sound sends its signal. -->
<!-- Move params - all in units/frame maxspeed - maximum speed ( speeds is clamp to this number. ) idle_limit - speed when idle animation kicks in tilt_speed - the speed with how fast garfield tilts, in degrees per frame. ( 0 - 180 ) turn_speed - the speed with how fast garfield turns, in degrees per frame. ( 0 - 180 ) lookahead_scale - bounce_min - the minimum bounce speed air_turn_multiplier - when pressing in the opposite direction of the movement; the air acceleration is multiplied with this value. NOTE: floating point is ok here, for now. Smallest value representable is 1/4096 - -->
<!-- Firstperson cam params head_yoff - Y distance from model center to eye height head_eye - when entering firstperson, camera eye wants to be this many units behind the current pos head_tgt - when entering firstperson, camera target wants to be this many units in front of the current pos look_eyedistance - distance between scenedefined firstperson cam eye pos and actual game camera eye pos. In "cat terms", distance from the center of the head and to the eyes. zoom_delay - milliseconds to wait before the zoom 'clicks' in on an object zoom_distance - the worldspace distance the eye is moved when a "See" node is activated eyes_scale - scale applied to eye ortho model eyes_open_speed - speed constant applied to eye opening eyes_close_speed - speed constant applied to eye closing zoomin_turnspeed - angular offset used to turn Garfield in the direction of the firstperson lookmode -->
<!-- Jumping params length_frames - number of frames jumping continues to add a force. check_delay - number of frames after leaving the ground jumping can still be triggered. jump_delay - number of frames the jump animation is played but garfield isn't moved up. (to have a to_jump animation.) switch_jumpanim - switch to fall anim when closest ground is N units away (to make this switch when fall starts, set very high. multi_jump - Turn multi jumping on or off ( 0 - 1 ) jump_max_tilt - Maximum rotation during a jump in degrees (0-90) prejump - If the jump button was (released and) pressed this number of frames before hitting the ground. Garfield will hit the ground if the jump button is still pressed when hitting the ground. -->
<!-- Controls can be A, B, X, Y, SELECT, START, L, R -->
<!-- Health params max - maximum amount of health garfield can have. hurt - Amount of health points hurt removes. invulnerable_time - Number of ms garfield is invulnerable after being hurt. -->
<!-- Water params kill_depth - if Garfield is lower then this value below water he is killed. -->
<!-- Give Garfield an extra boost at the end of a grab. wall. x_boost - the boost in the horizontal direction y_boost - the boost in the vertical direction x_move - move away from the corner in the horizontal direction. y_move - move away from the corner in the vertical direction. -->
<!-- Material movement configuration walk_angle - max angle at which Garfield can still walk with out starting to slide. ( INT 0-180 ) ( good choice would be 45 ) fall_angle - the angle at which Garfield can no longer hold on to a surface and starts to fall. ( INT 0 - 180 ) ( good choice would be 90 ) NOTE: fall_angle _must_ be <= walk_angle. -->
<!-- Collision parameters Handle with /extreme/ care!!! collradius radius of collision sphere (orig=0.10) tracelength length of "look" vector, tracing polygon face data (orig=0.15) NEVER modify this value in such a way that it is less than collradius anim_yoffset how much along the down vector the animation is placed (orig=0.095) container_radius the size of the sphere used to Find closeby collision nodes. NEVER modify this value in such a way that it is less than tracelength --> <!-- Experimental vals - Using these prevents Garfield to stick his head through geometry, as it enlarges the collision sphere, as well as moves the model further down inside it. --> <!-- <collision --> <!-- collradius="0.27" --> <!-- tracelength="0.32" --> <!-- container_radius="2" --> <!-- anim_yoffset="0.22"/> -->
gui.xml
<!-- look_pawicon_alpha (int) 0..15 alpha value of "look" icon pathicon_fadein (float) path icon fadein delta (1 = opaque) pathicon_fadeout (float) path icon fadeout delta (1 = opaque) pathicon_clamp_notidle (int) 0..15 max alpha value when not standing still in path selector -->
<!-- hurt_anim move sprite when hurt y_offset speed is the amount of pixels the sprite is moved each frame. y_offset max is the maximum offset the sprite gets in pixels -->
<!-- sound_anim move sprite when in sound trigger y_offset speed is the amount of pixels the sprite is moved each frame. y_offset max is the maximum offset the sprite gets in pixels -->
<!-- Where to place icons on subscreen -->
<!-- Configure the pickup eat event movement_time how many milliseconds to move pickup icon up and down. NOTE: should be power of two to match sinus period movement_speed amount of bitshifts left applied to time delta before passing to sinus func movement_delta the amount of pixels the icon is allowed to move during an "eat" event -->
<!-- for backwards compatibility for our backward designer(build) -->
<!-- Available animations Enter / resume anims: RotateIn (direction: Left/Right/Bottom/Top, speed) SlideIn (direction: Left/Right/Bottom/Top/LeftBottom/RightBottom, speed, jiggle) ZoomIn (speed) Exit / pause anims: Fall (direction: Left/Right/Bottom/Top, speed) RotateOut (direction: Left/Right/Bottom/Top, speed) SlideOut (direction: Left/Right/Bottom/Top/LeftBottom/RightBottom, speed, jiggle) ZoomOut (speed) Pressed / Clicked anims: Small (speed, size) SizeFlash (speed, size) Idle Anims: Wobble (speed, size) -->
<!-- image to use as background -->
<!-- image to display on top screen-->
<!-- located in res/audio/menu/ --> <!-- fade speed 0-32 --> <!-- 0-256 -->
sceneparams.xml
<!-- Path configuration hardcode enable camera locked to player spline moveto_snap When the distance between current and wanted eye is less than this threshold value, current pos := wanted pos. moveto_speed delta step for camera. When the distance of the vector between the cameras current position and its wanted position is larger than 'moveto_snap', the current position will move towards the wanted position along the vector ((wanted-current)*moveto_speed). moveto_firstperson_speed same as moveto_speed, but applied only in firstperson mode moveto_firstperson_speedclamp the maximum moveto step size when in firstperson mode adjust this to avoid dramatic changes in camera move NOTE!!!!! Not used! tangentdelta value passed to the engine path constraint controller, used for smoothing the paths -->
<!-- Default color bg NOTE: these are RGB555-->
<!-- 0 = off 1 = on (OOBB) 2 = on (AABB) -->
<!-- position of button in pixels from left border --> <!-- position of button in pixels from top border --> <!-- width of button in pixels --> <!-- height of button in pixels --> <!-- texture as specified in bcc file -->
<!-- as specified in localization xls --> <!-- Center, Left, Right -->
scenes.xml
<!-- work in progress! Do not edit -->
This message is the final game, so the game technically unfinished
<!-- Debug and test levels --> <!-- Collision property test level --> <scenedef name="collisionPropertyTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- Collision test --> <scenedef name="collisionTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- Event objects test --> <scenedef name="eventObjectsTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- First playable --> <scenedef name="firstPlayable"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- platformTest --> <scenedef name="platformTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- test new camera rig --> <scenedef name="cameraRigTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef> <!-- test new camera rig --> <scenedef name="cameraSwoopTest"> <datfile>levels_test.dat</datfile> <ingame>false</ingame> <sound> <background_music>watertower.xm</background_music> <sfxset>testlevel</sfxset> <songset>watertower</songset> <sfx_volume>256</sfx_volume> <!-- 0-256 --> <music_volume>128</music_volume> <!-- 0-256 --> </sound> <subscreen> <goalsprite>GoalIcon2</goalsprite> <bgmap>Topscreen_BG</bgmap> <fgmap>Topscreen_Garfield</fgmap> </subscreen> <clipping> <event_objects>20</event_objects> </clipping> </scenedef>
Test Maps
splash.xml
<!-- Remove comments for E3 build -->
The Garfield series
| |
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NES | A Week of Garfield (Prototype) |
Game Boy | Garfield Labyrinth |
Genesis | Caught in the Act |
Game Gear | Caught in the Act |
Windows | Caught in the Act • Mad About Cats • Garfield • Garfield 2 • Lasagna World Tour • Threat of the Space Lasagna • Garfield Kart: Furious Racing • Lasagna Party |
Adobe Flash | Sheep Shot • Scary Scavenger Hunt • Hairball Hack • Krazy Kennel Breakout! |
Game Boy Advance | Garfield and His Nine Lives • The Search for Pooky |
Nintendo DS | Garfield's Nightmare • Garfield Gets Real • Garfield's Fun Fest • A Tail of Two Kitties |
Nintendo 3DS | Garfield Kart (Prototypes) |
PlayStation 2 | Garfield • Garfield 2 • Lasagna World Tour |
Wii | Threat of the Space Lasagna |
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Nintendo Switch | Lasagna Party |
See Also | |
Nickelodeon |
- Pages missing developer references
- Games developed by Two Tribes
- Pages missing publisher references
- Games published by The Game Factory
- Nintendo DS games
- Pages missing date references
- Games released in 2006
- Games released in October
- Games released on October 17
- Games released in August
- Games released on August 25
- Games with hidden development-related text
- Games with debugging functions
- Garfield series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Two Tribes
Games > Games by platform > Nintendo DS games
Games > Games by publisher > Games published by The Game Factory
Games > Games by release date > Games released in 2006
Games > Games by release date > Games released in August
Games > Games by release date > Games released in August > Games released on August 25
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 17
Games > Games by series > Garfield series