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Up (Wii, PlayStation 3, Xbox 360)

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Title Screen

Up

Also known as: Carl Jii-San no Soratobu Ie (JP), Oben (DE)
Developer: Heavy Iron Studios
Publishers: THQ (US/EU/AU), E Frontier (JP)
Platforms: Wii, PlayStation 3, Xbox 360
Released in JP: December 3, 2009 (Wii)
Released in US: May 26, 2009
Released in EU: October 2, 2009
Released in AU: August 27, 2009


DevTextIcon.png This game has hidden development-related text.
DebugIcon.png This game has debugging material.


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

Early Voice Lines

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