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Jun 8th, 2018
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  1. ; ** Please remove this file from the final product **
  2. ; Production flags are a means to globally change features in the game
  3. ; without the use of the debug menu.  These flags should still work
  4. ; even with the production build.
  5.  
  6. ; Controls activation of the features required for a Demo/Kiosk build
  7. gDemoVersion = true
  8.  
  9. ; Set to true when uploading to SPD to disable debug output
  10. gIsSPDVersion = false
  11.  
  12. ; Set to true when releasing for testing.  This will enable
  13. ; * QA memory metrics
  14. ; * QA controller shortcuts
  15. gIsTesterVersion = false
  16.  
  17. ; Controller sounds are typically routed through the Wii Remote speakers.
  18. ; Set to true to route controller sounds through the primary output too (TV or DRC).
  19. gRouteControllerSoundsThroughPrimaryOutputToo = false
  20.  
  21. ; The volume for controller sounds that are routed through the primary output.
  22. ; A linear volume in [0,100]. Set to -1 to disable, in which case a default
  23. ; hard-coded value is used.
  24. gReroutedControllerSoundVolume = 20
  25.  
  26. ; If set to true and there is a super guide for the level then the super guide will automatically play
  27. gAutoSuperGuide = false
  28.  
  29. ; If set to true then a super guide will be recorded when the game is finished
  30. gTesterSuperGuide = false
  31.  
  32. ; If set to true, then start the game up with the Production front end. If false, use the Development front end
  33. gUseProductionFrontEnd = false
  34.  
  35. ; If set to true, mark all levels of the map complete when loading. If false, the normal rules for unlocking levels apply
  36. ; Note that if you run the game with this set to true, the savegame slot will remember that all nodes are unlocked.
  37. ; You will need to create a new savegame with gUnlockEntireMap=false to get a locked map.
  38. gUnlockEntireMap = false
  39.  
  40. ; If set to non-zero, when in game will reset when in a playthrough when no controller input is detected for this many seconds
  41. gNoInputResetTimeInSeconds = 0
  42.  
  43. ; If set to non-zero, when in game will reset when the level play time has been going on for this many seconds
  44. gInLevelResetTimeInSeconds = 0
  45.  
  46. ; If set to non-zero, when in game will reset when total level play time has been going on for this many seconds
  47. gInGameResetTimeInSeconds = 600
  48.  
  49. ; If set to true, a production build will pretend that all cinematics have been seen. Allowing them to be skipped (unless specifically set to not allow skipping)
  50. gCinemaSkipIgnorePreviouslySeenFlag = true
  51.  
  52. ; Set to true to disable the simple metrics bars and only warn on overages.
  53. gSimplePerformanceMetrics = false
  54.  
  55. ; Set to false to prevent the inifinite loop finder from running. This is necessary to be able to take Spark captures
  56. gAllowInfiniteLoopFinder = false
  57.  
  58. ; Force the application to exit using 'exit(0)' on receipt of PROCUI_STATUS_EXIT (CAFE Only behavior)
  59. gForceExitAlways = true
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