Cyrem Posted February 20, 2012 Share Posted February 20, 2012 (edited) So here it goes. I was doing all my daily reading of HEX and things, bit of testing here... bit of testing there. I was looking at the file listing of DR and I noticed a file named "DEVELOPER.CFG". I thought. Back I went looking at the GTC to try and make out what the file contained. I made out that it was an INI file and that the first key was probably "[CORE INIT]". I also saw the word "DEBUG". So I made a CFG file in the same path as the original is in the GTC in hopes it may override it. I put in the info hoping that it might result in at least an error with some useful info. So started the game, nothing changed which wasn't really a suprise. So I quit the game and went back to the CFG I wrote. Then a miracle happened.... The game overwrote my invalid ini entries with the full set of default entries. So now I have the full uncompressed Developer.cfg file. I tried changing some entries, but the game keeps writing them back to the default values. Then I tried something else. It had a "DevelopersName" variable. I put in "Henry" just for kicks.... started the game... nothing happened then I quit. The game again wrote to the file... but instead it wrote a CFG setup for a "Steve" which had all different values in it. Now, "Steve" is one of the programmers for the game. Sample: (Yes I tried turning the debug ones on) [cCore, INIT, SINT32] (0 .. 5) TrackVariation = 1 [cCore, INIT, STRING] (24) DeveloperName = "Default" [cCore, INIT, STRING] (100) MapName = "" [cCore, INIT, STRING] (100) Language = "British" [cCore, INIT, STRING] (100) StartupScript = "empty" [cCore, DEBUG, SINT32] (0 .. 1) AllowAllDebug = 1 [cCore, DEBUG, SINT32] (0 .. 1) cSanitaryTextDebug = 0 [cCore, DEBUG, SINT32] (0 .. 1) cConsoleDebugCom = 0 [cCore, DEBUG, SINT32] (0 .. 1) cControllerDebug = 0 [cCore, DEBUG, SINT32] (0 .. 1) cConfigDebug = 0 [cCore, DEBUG, SINT32] (0 .. 1) cVMDebug = 0 [cCore, DEBUG, SINT32] (0 .. 1) KarmaDebug = 0 [cCore, RENDER, SINT32] (0 .. 1) rRenderGemSpline = 0 [cCore, RENDER, SINT32] (0 .. 1) VisRender = 1 [cCore, CONTROLCAR, STRING] (24) ControlCar = "car 0" [cCore, DEFGROUP, SINT32] (0 .. 64) DefaultGroup = 18 Here are the 2 complete CFG's: https://www.rockraidersunited.com/files/dl-r430/ What does this mean? - I have now confirmed where the decompressed file size is located (this applies to LR2 also) - Now knowing the compressed and decompressed state of a file, this should make finding out what the compression is much easier. This effects LEGO Racers also provided they use the exact same compression. - We got a sample of a developers configuration setup. And yes, I checked LR2 to see if it also had a CFG, but it doesn't. Edited December 27, 2021 by Slimy Slug eagleeyedan, Fluffy Cupcake and JrMasterModelBuilder 3 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted February 20, 2012 Share Posted February 20, 2012 That's pretty cool, and usefull. Link to comment Share on other sites More sharing options...
le717 Posted February 20, 2012 Share Posted February 20, 2012 Oh Yes! Getting even closer to breaking the GTCs! :D Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted June 14, 2012 Share Posted June 14, 2012 Whoa! How did I not find this before! This will be very useful for cracking the compression! I'll have to play with this! Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted June 14, 2012 Share Posted June 14, 2012 :( I can't seem to recreate the Steve CFG writting. Can you tell me the exact steps you did? In the hex, I found this bunch of strings grouped together: DEFAULT ANDREW ROBB NOD DAVID JAY OLI JULIAN STEVE JUSTIN SIMON ROBJ TONY OKSE PHIL JIMMY CHAD MIKE IAN GAVIN DREW pedroj234 1 Link to comment Share on other sites More sharing options...
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