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Talk:Donkey Kong Country: Tropical Freeze (Wii U)

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DX11 PC build

There's a bunch of things that seem to be remnants of a PC build running on DX11 that was presumably used during development.

  • There's an archive, MaterialArchive.arc, which is full of compiled HLSL shaders.
  • A lot of material names reference dx11.
  • There's some files that seem to contain controls data for PC.

I'm not sure if/how this fits on the page, though. --Parax0 (talk) 20:32, 26 January 2015 (EST)

So what can we actually play with?

After extracting them from the .PAKs, what can we actually do with the .ANIMs, .CMDLs, .TXTRs, etc? I'm not trying to rush the peeps that are figuring them out if it sounds that way, I'm just curious. Plus I really wanna get my hands on the character/enemy models. :P Irastris (talk) 02:40, 22 September 2015 (EDT)

I made a maxscript that can import the models a while ago, but it's got some problems + doesn't import anything other than basic geometry (no textures, materials, UV coords, etc). I don't think the texture format's been properly cracked yet, so there'll probably be more interesting things once that's done. It's very likely the same image formats that other Wii U games use, but in a different container. Everything I came up with from my initial research into the formats some months ago is documented on the Retro Modding Wiki. Parax0 (talk) 21:35, 22 September 2015 (EDT)


This audio file contains only the left channel. In-game, it plays on both channels, as seen/heard here: http://www.youtube.com/watch?v=jlLz15e718M - I didn't found the actual one with both channels, but the "5.1" on the file may hint something about the audio having just the left volume. I don't know if that's used or not. Gabrielwoj (talk) 23:19, 19 September 2015 (EDT)