Mutant Mudds (Nintendo 3DS)
Also known as: Mud Attack! Max Vs Dorodoro Seijin (JP)
This game has hidden development-related text.
Mutant Mudds is a game about mud, a water cannon (don't call it a squirt gun), and the apocalypse.
Hidden Config Files
At romfs\compiled\config, there are two files named game.ini and hacks.ini. These files contain commented debug/config strings as well as witty comments left by the devs.
;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 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 ;length of time that ghost enemy stays MIA after getting hit ;6 seconds * 60 frames ;note that the enemy will be MIA for a tiny bit longer as it phases back in (wont start attacking til the phase-in anim is done) GhostFrames = 120 GhostShots = 10
HACK_SkipMenu = true HACK_StartLevel = Level1-1 ;HACK_StartLevel = _Level_Select HACK_StartPoint = start HACK_SingleSize = false 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