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Cyrem

Developer Cfg's

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Cyrem

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". :af: 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: http://rrubucket.s3....rCFG_636842.zip

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 check LR2 to see if it also had a CFG, but it doesn't.

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JrMasterModelBuilder

Whoa! How did I not find this before! This will be very useful for cracking the compression! I'll have to play with this!

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JrMasterModelBuilder

:( 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

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