We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

ZombiU

From The Cutting Room Floor
Revision as of 22:46, 9 January 2021 by LolHacksRule (talk | contribs) (Add sample, sysconfigtool)
Jump to navigation Jump to search

Click to upload a new image...Dummy link

ZombiU

Developer: Ubisoft Montpellier
Publisher: Ubisoft
Platform: Wii U
Released in JP: December 8, 2012
Released in US: November 18, 2012
Released in EU: November 30, 2012


DevTextIcon.png This game has hidden development-related text.


The first game released for the Wii U, which takes place in the middle of a zombie invasion in London. The game was later ported to PC, PS4 and Xbox One on August 2015 under the name "Zombi".

Configuration File

Gen_Common.lin.bfz contains lots of different files, including a file named default.cfg that contains some interesting strings of text.

//Configuration File
CFG_Target = Default
CFG_AvailablePlatformForEdition = EDITOR;PC;PS3;X360;CAFE

MAT_DefaultSMat = 0x08026c4f

// Project
ProjectID = RABBIDS

AI_LibrariesList = rabbids
AI_UniverseData = 0x5ad000c9
AI_DLLPaths = "O:\DATAMANAGEMENT\Versions\AInative" "WiiU" "."

EXPO_ModelsDataList = 0x2DD014B4

//SCR_Universe = 0x60003b74
SCR_GlobalLibrary = 0x60003b66

SCR_SharedPP = 1
SCR_ExportPrepass = 1
SCR_AISeemsToLoopNodeNb = 1000000000000

//Fichier non référencés qui doivent être dans le bf linéarisé
// CL = 0x1DC03EFE
// WolToBin = 0x0A004A43
// ffd JAP = 0x6E002E2D;0x6E002E3D;
// ffp Russe = 0xF60045A9; 
// Video Ubi = 0xD4D00086;0x20004E85;
// Launch screen = 0xCCC00C01;0xCCC00C03;CCC00C00
BIG_BinHardCodedFiles = 0x1DC03EFE;0x0A004A43;0x6E002E2D;0x6E002E3D;0xD4D00086;0x20004E85;0xF60045A9;0xCCC00C01;0xCCC00C03;CCC00C00



GMAT_DefaultLibrary = 0x08025e1e

K3D_core_DeferredShading_Enabled = 1
K3D_TextureMemorySize = 524288
K3D_core_AnisotropopyLevel = 4
K3D_BeastLicenseKey = "V80G2LCKCTU3BFVJNI22YYBKJV377BF3JFJM2Y8D"

BIG_NotOrphanFileExtList = xml;wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = '00 EditorDatas';'Recycle Bin'
BIG_DefaultRawDataDir = D:/P4_RABBIDS
BIG_DefaultRawDataPort = 10.0.0.20:1796

SNP_SizeColmapZDM = 3600

SNP_SizeZDE = 1024

SNP_SizeMisc = 512

// Fire
FIR_LogVerbosityLevel=0

SND_SceneMix = 0x87006f28
SND_DefaultScp = 0x87006f27
SND_MicroConfig = 0x87006f29
SND_ProjectOptions = 1
SND_EmulationThreshold = -6500
SND_EmulationTime = 1
SND_SoundVariablesFile = 0x87006f2a
SND_Category = 0x87006f2c

SCR_Define = _DEBUGINFO_;_CHEATCODE_;_EDITOR_

SCR_UpdatePrefabVars=1

FBX_UpAxis = Y
FBX_RemoveWarningForNBones = 0
SND_MemorySize[Total][EDITOR] = 40000000
SND_MemorySize[Prefetch][EDITOR] = 8388608
SND_MaxStream[EDITOR] = 10
SND_MaxStream[PS3] = 10
SND_MemorySize[Total][PS3] = 40000000
SND_MaxStream[X360] = 10
SND_MemorySize[Total][X360] = 40000000
SND_MemorySize[Prefetch][PS3] = 8388608
SND_MemorySize[Prefetch][X360] = 8388608
SND_MemorySize[Total][PC] = 40000000
SND_MaxStream[PC] = 10
SND_OcclusionInitFreq = 402
SND_OcclusionInitUpdatePeriod = 4
SND_UrgentFadeOutFrames = 2

//Event Zones
ZDE_Config_00=<Default> 15 80 255
ZDE_Config_01=Activation 0 255 0
ZDE_Config_02=Camera 255 0 0
ZDE_Config_03=Cinematic 0 255 255
ZDE_Config_04=Light 255 255 0
ZDE_Config_05=Sound 255 128 255
ZDE_Config_06=DynamicLoading 220 220 220
ZDE_Config_07=PilotNavmesh 255 128 0
ZDE_Config_08=MiniMapAndNavmeshID 220 170 130
ZDE_Config_09=AIDirector 200 20 200

//Pilot
NAV_layer_name		= Freaks;Shield;
NAV_agent_radius	                = 0.3;1.3;	
NAV_agent_height	                = 2.0;3.0;
NAV_agent_maxClimb	= 0.25;0.25;
NAV_agent_maxSlopeIn	= 46.0;25.0;

NAV_voxel_size		= 0.12;0.5;
NAV_voxel_height	                = 0.05;0.1;
NAV_voxel_areaBlurDist	= 0;0;
NAV_voxel_filterLedges	= 1;1;
NAV_voxel_squareErosion	= 0;0;
NAV_voxel_erodeLedges	= 1;1;

NAV_region_minSize 		= 0;0;
NAV_region_mergeSize 		= -1;-1;
NAV_region_useMonotonePartioner	= 0;0;
NAV_contourGen_withHoles 	                = 0;0;
NAV_contourGen_edgeMaxLength 	= 0.0;0.0;
NAV_contourGen_edgeMaxError 	= 1.3;1.3;

NAV_borderSimplify_ledges 	                = 1;1;
NAV_borderSimplify_maxSegLength	= 0.5;1;
NAV_borderSimplify_maxError	= 0.1;0.1;

NAV_tessellation_maxVertsPerPoly	= 12;12;

NAV_detail_useDetailmeshAsOutput 	= 1;1;
NAV_detail_interiorSampleDist	= 5.0;5.0;
NAV_detail_interiorSampleMaxError	= 8.0;8.0;
NAV_detail_borderSampleDist		= 6.0;6.0;
NAV_detail_borderSampleMaxError	= 2.0;2.0;

; set NAV_TileSize to 0.0 to deactivate navmesh tiling
NAV_TileSize                                            = 30.0

NAV_UseColmapModifiers                        = 1
NAV_UseMotionModifiers                         = 0
SND_XtraReroute[Out1][EDITOR][Channel0] = 0
SND_XtraReroute[Out1][EDITOR][Channel1] = 1
SND_PropagationConfigFile = 0x8b00ec7d
SND_FilterResonanceFactor = 100
SND_XtraReroute[Out-6][EDITOR][Channel0] = 0
SND_XtraReroute[Out-6][EDITOR][Channel1] = 1
SND_XtraReroute[Out-6][PC][Channel0] = 3
SND_XtraReroute[Out-6][PC][Channel1] = 4
SND_PolyphonyThreshold[CAFE] = 90
SND_PolyphonyThreshold[EDITOR] = 90
SND_PolyphonyThreshold[PC] = 90
SND_PolyphonyThreshold[X360] = 90
SND_PolyphonyThreshold[PS3] = 90
SND_MaxStream[CAFE] = 10
SND_FadeInCurve[Pauselevel0] = 0xb0d04268
SND_FadeInCurve[Pauselevel1] = 0xb0d04268
SND_FadeOutCurve[Pauselevel0] = 0xb0d04267
SND_FadeOutCurve[Pauselevel1] = 0xb0d04267

SND_AutoSwitchCurveKey = 0xb0d0449dÍÍÍÍ
SND_MemorySize[Prefetch][CAFE] = 8388608

ZombiU internal codename is RABBIDS (a leftover of its origins as "Attack of the Killer Rabbids from Outer Space") and, since day one, the game was being developed on the PlayStation 3, Xbox 360 (both unreleased) and Windows. A Windows, Xbox One and PlayStation 4 release would later be made, named Zombi.

Development leftovers

Devmenu script

Inside the devmenu folder there's a file called init.scp, which contains a list of commands to execute a devmenu.

# devmenu/init.scp
#   Default startup script for sysmenuD
# --------------------------------------


load mode_devmenu
load mode_modeload
load mode_sd_install
load cmd_title
load cmd_test
load cmd_save
load cmd_fsa
load cmd_settings
load mode_mt

mode devmenu

init_sys_conf

System Config Tool

Inside the system_config_tool folder there's a file called init.scp, which contains a list of commands to execute the said tool.

# sysconf/init.scp
#   Default startup script for sysmenuD
# --------------------------------------


load cmd_fsa

load mode_sysconf

mode sysconf

Unknown image

fsademo/dir/subdir has a file called sample.jpg.

ZombiUSampleTextureFile.jpg