Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ; ** Please remove this file from the final product **
- ; Production flags are a means to globally change features in the game
- ; without the use of the debug menu. These flags should still work
- ; even with the production build.
- ; Controls activation of the features required for a Demo/Kiosk build
- gDemoVersion = true
- ; Set to true when uploading to SPD to disable debug output
- gIsSPDVersion = false
- ; Set to true when releasing for testing. This will enable
- ; * QA memory metrics
- ; * QA controller shortcuts
- gIsTesterVersion = false
- ; Controller sounds are typically routed through the Wii Remote speakers.
- ; Set to true to route controller sounds through the primary output too (TV or DRC).
- gRouteControllerSoundsThroughPrimaryOutputToo = false
- ; The volume for controller sounds that are routed through the primary output.
- ; A linear volume in [0,100]. Set to -1 to disable, in which case a default
- ; hard-coded value is used.
- gReroutedControllerSoundVolume = 20
- ; If set to true and there is a super guide for the level then the super guide will automatically play
- gAutoSuperGuide = false
- ; If set to true then a super guide will be recorded when the game is finished
- gTesterSuperGuide = false
- ; If set to true, then start the game up with the Production front end. If false, use the Development front end
- gUseProductionFrontEnd = false
- ; If set to true, mark all levels of the map complete when loading. If false, the normal rules for unlocking levels apply
- ; Note that if you run the game with this set to true, the savegame slot will remember that all nodes are unlocked.
- ; You will need to create a new savegame with gUnlockEntireMap=false to get a locked map.
- gUnlockEntireMap = false
- ; If set to non-zero, when in game will reset when in a playthrough when no controller input is detected for this many seconds
- gNoInputResetTimeInSeconds = 0
- ; If set to non-zero, when in game will reset when the level play time has been going on for this many seconds
- gInLevelResetTimeInSeconds = 0
- ; If set to non-zero, when in game will reset when total level play time has been going on for this many seconds
- gInGameResetTimeInSeconds = 600
- ; 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)
- gCinemaSkipIgnorePreviouslySeenFlag = true
- ; Set to true to disable the simple metrics bars and only warn on overages.
- gSimplePerformanceMetrics = false
- ; Set to false to prevent the inifinite loop finder from running. This is necessary to be able to take Spark captures
- gAllowInfiniteLoopFinder = false
- ; Force the application to exit using 'exit(0)' on receipt of PROCUI_STATUS_EXIT (CAFE Only behavior)
- gForceExitAlways = true
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement