Digital copies of Wii games can be transferred from the custom drive to a PC using a program called Wii Backup Manager. Breaking Ground. Scanning the root of the file system, we can see that things are categorized quite nicely. Files of this nature are typically used to pad out the file system for disc-based games.
Not only useless, but also not noteworthy. SDK formats are offered by the hardware developer as a standard format created to complement the hardware itself. Developers are often free to use their own custom file formats, so not every Wii game uses TPL. Opening the test TPL files in a hex editor, we can see that they should always start with 00 20 AF 30 These hex values are the file header used to identify a TPL file. This is super useful information for us, since TPLs may be hiding inside of other files.
Some single TPL files can contain a huge amount of images. The key differences between all of them are image quality. One Mona image is monochrome, two have transparency, and all of the character images have varying levels of compression. Depending on the console and media, developers may want to optimize images as best they can to reduce file size. Additionally, different levels of image compression may look and function differently in-game. However, there is no way to tell based o the information we currently have.
What the heck was Test. Opening it in a hex editor shows us those magic numbers: 00 20 AF 30 So this appears to either be a standard tpl, or maybe one they exported with certain settings and wanted to signify as such.
After converting it, the images appear to be identical to Test. Menu is the smallest and looks pretty straight-forward based on the file names. That leaves us with Petit and Stage. Taking into consideration the file names within each, Petit contains the core microgames and Stage contains the introduction screens and related level data. Stage also contains over 2GB in video files for cutscenes. Ironically, Petit is a massive directory.
WarioWare: Smooth Moves boasts over microgames, and there are appropriately files in Petit. This is still a lot to go through. This leaves us with files. If we trim the first five bytes before the TPL header and save the file, what happens if we attempt to convert it using wimgt? Why are these ones broken? The first byte is always The next three are always different. The one after that is mostly 00, but sometimes And then finally the last bytes are our standard TPL header.
What we have here is compression. This type specifically is called LZ It can either start with a 10 byte or an 11 byte. The first file in the image above Back.
Watch out, because even though it seems like a valid number, this value is represented in hexadecimal and not decimal. After converting to decimal, becomes 2,, bytes. So we should expect a decompressed file around 2. There are a number of tools on the net that can decompress and compress LZ77, but I personally like to use BatchLZ77 which was written by DarthNemesis.
The command line instructions to convert a single image are as follows:. Okay, pretty simple. There are no options we need to set, and the program just writes the images to the same directory. When you buy a new Nintendo console, you get a WarioWare game. It's the same basic idea: a meaningless but pleasant little something to liven up your new purchase and entertain the guests.
Smooth Moves is an awful lot like everyone else's gifts this time around, though--a collection of minigames strung together to show off the ins and outs of the Wii Remote controller. Like Rayman. Or Monkey Ball. Or Wii Play. And Mario's tubby doppelganger still does it best. It's the random surrealism of the game that does the trick. Or maybe it's the frenetic pace; you wouldn't think a fat guy would be so fast, but almost every minigame here lasts about five seconds or so, rewarding those with the ability to process a dozen new situations, determine their solutions, and complete them in a split second.
Unfortunately, Wario is uncharacteristically graceless this time around. Smooth Moves is really anything but in all, the game features 19 different ways to hold the controller, many of which are completely ridiculous. Intentionally ridiculous, no doubt, but WarioWare's strength has always been instantly intuitive gameplay, which is somewhat lost when the game stops to tell you how to reorient yourself every five seconds. Mostly, though, WarioWare delivers.
It may not be the only game to put the Wii Remote through its paces, but it's certainly the most entertaining. Sure, Smooth Moves does overload you with goofball ways to interact with the controller. And yes, the game grinds to a halt and hits you with lengthy explanations of each control type the first time you encounter it.
But once you've digested the basics, you'll have reached Nirvana for the attention deficient. Manic, diverse, often old-school, and always hilarious, the minigames here are easily the most fun and funky in what's becoming a booming minigame industry on the Wii. Here's hoping Smooth Moves' fine line between innovation and insanity using the controller as your schnoz, for instance inspires other developers to conjure new uses for the Wii-mote.
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