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Captain Toad: Treasure Tracker (Nintendo Switch, Nintendo 3DS)/DebugData directory

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This is a sub-page of Captain Toad: Treasure Tracker (Nintendo Switch, Nintendo 3DS).

Somehow, a bunch of debugging files and source shader files were left in the public releases of the Nintendo Switch and 3DS version and its demos.

Hmmm...
To do:
Dump the source files.
  • Check if the version 1 BYML files are from 3D World.

Nintendo 3DS

Demo

DebugMenuList.szs

Has a BYML relating a singular option in a debug menu.

DebugPersonalStageList.szs

Has 6 StageList BYMLs, DEV is likely from development, EAD is likely from Nintendo EAD and 1-UP is likely from 1-UP Studios.

DebugStageList.szs

Has a BYML relating to debug stages and folders.

FocusTestStageList.szs

Has a BYML relating to debug stages and folders, only present on 3DS.

PatrolList.szs

Has 17 BYML files, relating to scenes and stages, also a DebugMenuList.byml file, different from the first one and its test variant, DEV is likely from development, TKY is likely from Tokyo and EAD is likely from Nintendo EAD, identical to Switch base.

TestStageList.szs

Has a BYML relating to debug stages and folders, only present in 3DS.

Base

DebugStageList.szs

Has a BYML relating to debug stages and folders, much more content compared to 3DS demo.

Nintendo Switch

All content from the demo version was copied over in the base, however the base has two extra files. You can find them here.

Base

Download.png Download Files in DebugData
File: CaptainToad_NX_Base_DebugDataContent.zip (9.39 MB) (info)


agl_resource_pc.sarc

Has many uncompiled and compiled AGL shaders for PC.

AglResourceDebug.szs

Has many uncompiled and compiled AGL shaders for debugging in the compressed SARC file inside the SZS.

Demo

Shader SDK source

The source projects for many shader files are present here. Compilation directories of countless reused shaders starting with al refer to a directory called ActionLibraryShader, suggesting that ActionLibrary is the name of the general game engine.

BGMDataBaseForDebug.szs

Has a file called BGMStageInfoList.byml, relating to the BGM that plays in whatever level, this is present and has the exact same data in SystemData's file too!

DebugFont.szs

Has the exact same debug font files from Splatoon 2 and other games, for sead::TextWriter.

DebugMenuList.szs

Has a BYML relating to folders and options in a debug menu.

DebugMenuListTest.szs

Has a BYML relating folders and options in a debug menu, similarly to DebugMenuList.szs but names of the folders are mostly translated to Japanese, notably, the unnamed group in line 1085-1124 of the non-test BYML (converted to XML) is removed.

DebugPersonalStageList.szs

Has 6 StageList BYMLs, DEV is likely from development, EAD is likely from Nintendo EAD and 1-UP is likely from 1-UP Studios.

DebugStageList.szs

Has a BYML relating to debug stages and folders.

IlluminantPreset.szs

Has many unused AGL Illuminating presets.

LightPreset.szs

Has many unused AGL lighting presets.

NintendoNTLGDB002.szs

Has a BYML relating to a font file for the Wii U. Interestingly the file is compiled in the first version of the format.

PatrolList.szs

Has 17 BYML files, relating to scenes and stages, also a DebugMenuList.byml file, different from the first one and its test variant, DEV is likely from development and EAD is likely from Nintendo EAD.

PlayerDebug.szs

Has 8 BYML files, relating to player input data. All files are compiled in the first version of the format.

env.aglenv

An uncompiled (XML) AGL script for the environment. Created on March 19 of 2012.

<?xml version="1.0" encoding="utf-8"?>
<root>
	<header type="aglenv" version="0" date="time stamp : 2012/05/19 01:21:19"/>
	<data>
		<param_list name="param_root">
			<param_list name="AmbientLight">
				<param_array name="AmbientLight0">
					<param name="enable" type="bool" value="true"/>
					<param name="name" type="string32" value="AmbientLight0"/>
					<param name="group" type="string32" value="default"/>
					<param name="Color" type="color" value="0.000000 0.000000 0.000000 1.000000"/>
				</param_array>
			</param_list>
			<param_list name="HemisphereLight">
				<param_array name="HemisphereLight0">
					<param name="enable" type="bool" value="true"/>
					<param name="name" type="string32" value="HemisphereLight0"/>
					<param name="group" type="string32" value="default"/>
					<param name="SkyColor" type="color" value="0.758000 0.723000 0.795000 1.000000"/>
					<param name="GroundColor" type="color" value="0.237000 0.226000 0.252000 1.000000"/>
					<param name="Direction" type="vec3" value="0.000000 1.000000 0.000000"/>
				</param_array>
			</param_list>
			<param_list name="DirectionalLight">
				<param_array name="DirectionalLight0">
					<param name="enable" type="bool" value="true"/>
					<param name="name" type="string32" value="DirectionalLight0"/>
					<param name="group" type="string32" value="default"/>
					<param name="DiffuseColor" type="color" value="0.579000 0.539000 0.541000 1.000000"/>
					<param name="Direction" type="vec3" value="-0.724000 0.402000 -0.480000"/>
				</param_array>
			</param_list>
			<param_list name="Fog">
				<param_array name="Fog0">
					<param name="enable" type="bool" value="true"/>
					<param name="name" type="string32" value="Fog0"/>
					<param name="group" type="string32" value="default"/>
					<param name="Start" type="f32" value="2534.399902"/>
					<param name="End" type="f32" value="30507.007813"/>
					<param name="Color" type="color" value="0.716000 0.594000 0.519000 1.000000"/>
					<param name="Direction" type="vec3" value="0.000000 0.000000 -1.000000"/>
				</param_array>
			</param_list>
		</param_list>
	</data>
</root>

sphere_earth.bfres

Appears to be a test for Lunch.