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Difference between revisions of "Wallace & Gromit in Project Zoo"

From PCGamingWiki, the wiki about fixing PC games
(Add how I got the game to launch in 2160p on Windows 10)
(Add an explanation of the button prompts and a complete mapping for controls from the PS2 manual on a DualShock 4 gamepad)
Line 79: Line 79:
 
|ultrawidescreen notes      =  
 
|ultrawidescreen notes      =  
 
|4k ultra hd                = hackable
 
|4k ultra hd                = hackable
|4k ultra hd notes          = Open ‪C:\ProgramData\ProjectZoo\Options.txt and make sure it has ScreenSize:3840, ScreenHeight:2160, and Widescreen:1. Prior to that, Windows 10 tried to automatically apply compatibility mode, causing Windows to switch into 800x600 with an infinite circle icon, and Windows was unresponsive until I pressed the power button and then cancelled the system shutdown. After changing the configuration file, it worked. This may not be required for 2560x1440, which another user had tested without writing about such a process.
+
|4k ultra hd notes          = Open ‪C:\ProgramData\ProjectZoo\Options.txt and make sure it has ScreenSize:3840, ScreenHeight:2160, and Widescreen:1. To do this, you'll need to open Notepad with administrator privileges. Prior to that, Windows 10 tried to automatically apply compatibility mode, causing Windows to switch into 800x600 with an infinite circle icon, and Windows was unresponsive until I pressed the power button and then cancelled the system shutdown. After changing the configuration file, it worked. This may not be required for 2560x1440, which another user had tested without writing about such a process.
 
|fov                        = false
 
|fov                        = false
 
|fov notes                  =  
 
|fov notes                  =  
Line 108: Line 108:
 
{{Input
 
{{Input
 
|key remap                = true
 
|key remap                = true
|key remap notes          = Must do re-mapping in the launcher.
+
|key remap notes          = You must do your re-mapping in the launcher, not in-game.
 
|acceleration option      = unknown
 
|acceleration option      = unknown
 
|acceleration option notes =  
 
|acceleration option notes =  
Line 119: Line 119:
 
|touchscreen              = unknown
 
|touchscreen              = unknown
 
|touchscreen notes        =  
 
|touchscreen notes        =  
|controller support        = unknown
+
|controller support        = true
 
|controller support notes  =  
 
|controller support notes  =  
|full controller          = unknown
+
|full controller          = true
 
|full controller notes    =  
 
|full controller notes    =  
|controller remap          = unknown
+
|controller remap          = true
|controller remap notes    =  
+
|controller remap notes    = You must your re-mapping in the launcher, not in-game. Additionally, I had to manually copy the button codes in the launcher to C:\ProgramData\ProjectZoo\Controls.txt after the control changes became desynced. This probably has something to do with administrative privileges being required for the directory. Although the analog stick actions such as "Go Forward" and "Camera Down" appear as "none" in the launcher, once in-game, moving the character and the camera with the analog sticks worked completely as expected.
|controller sensitivity    = unknown
+
 
 +
You should copy and paste Controls.txt to create a backup with the original settings, in case your configuration changes become confusing. Do not delete Controls.txt and Bindings.cfg, or else you'll have to uninstall and re-install to be able to make changes to your current configuration.
 +
|controller sensitivity    = false
 
|controller sensitivity notes=  
 
|controller sensitivity notes=  
|invert controller y-axis  = unknown
+
|invert controller y-axis  = false
|invert controller y-axis notes=  
+
|invert controller y-axis notes= The remapping menu only allows specifying the axis, not which direction on the axis is associated with which direction of camera tilt.
|xinput controllers        = unknown
+
|xinput controllers        = true
 
|xinput controllers notes  =  
 
|xinput controllers notes  =  
|xbox prompts              = unknown
+
|xbox prompts              = false
|xbox prompts notes        =  
+
|xbox prompts notes        = Instead of referring to buttons, the game's voiceovers refer to the basic actions when explaining more advanced actions involving a combination of those buttons. For example, the game explains "hold Attack and move the joystick to climb up and down ropes". Attack is called Fire in the launcher, because that's what it does when holding a ranged weapon. The game refers to the Jump button where the PlayStation 2 refers to Cross and the Xbox refers to A. In the accompanying written form, these actions are replaced by symbols. Attack is referred to using the explosion symbol from Donkey Kong Country, and "the joystick" is replaced by a wiggling joystick symbol. This seems easier than other PC games which implement generic button prompts using numbers. Once you've built muscle-memory for the four buttons, the rest of the game builds off that.
 
|impulse triggers          = unknown
 
|impulse triggers          = unknown
 
|impulse triggers notes    =  
 
|impulse triggers notes    =  
|dualshock 4              = unknown
+
|dualshock 4              = true
|dualshock 4 notes        =  
+
|dualshock 4 notes        = Here is a complete mapping for DualShock 4 using the controls in the PlayStation 2 manual. Jump / Cross -> 2, Fire (Attack) / Square -> 1, Use / Triangle -> 4, Inventory / Circle -> 3, Look / L1 -> 5, Roll / R1 or R2 -> 6. When nothing is nearby, the Use button will cause Wallace to wander around and give you a hint on what to do next. The Roll button becomes the Crouch button when standing still and the Creep button when tilting the analog stick slightly. You should memorize the explanations on the left of the arrow. The sub-section below can be copied and pasted into your Controls.txt to make the game play almost the same as on the PlayStation 2.
|dualshock prompts        = unknown
+
|dualshock prompts        = false
|dualshock prompts notes  =  
+
|dualshock prompts notes  = See the explanation under Xbox prompts.
 
|light bar support        = unknown
 
|light bar support        = unknown
 
|light bar support notes  =  
 
|light bar support notes  =  
Line 149: Line 151:
 
|other controllers        = unknown
 
|other controllers        = unknown
 
|other controllers notes  =  
 
|other controllers notes  =  
|other button prompts      = unknown
+
|other button prompts      = true
 
|other button prompts notes=  
 
|other button prompts notes=  
 
|controller hotplug        = unknown
 
|controller hotplug        = unknown
 
|controller hotplug notes  =  
 
|controller hotplug notes  =  
|haptic feedback          = unknown
+
|haptic feedback          = false
 
|haptic feedback notes    =  
 
|haptic feedback notes    =  
 
|simultaneous input        = unknown
 
|simultaneous input        = unknown
Line 168: Line 170:
 
|steam cursor detection notes =  
 
|steam cursor detection notes =  
 
}}
 
}}
 +
===DualShock 4 Controls.txt, based off the PS2 version===
 +
Jump 2<br>
 +
Fire 1<br>
 +
Special 2<br>
 +
Use 4<br>
 +
CameraLook 15<br>
 +
Inventory 3<br>
 +
Look 5<br>
 +
Roll 6<br>
 +
Creep 16<br>
 +
Select 2<br>
 +
Back 3<br>
 +
Start 10<br>
 +
CamLR 2<br>
 +
CamUD 3
  
 
==Audio==
 
==Audio==

Revision as of 00:37, 12 July 2023

This page is a stub: it lacks content and/or basic article components. You can help to expand this page by adding an image or additional information.
Wallace & Gromit in Project Zoo
Wallace & Gromit in Project Zoo cover
Developers
Frontier Developments
Publishers
BAM! Entertainment
Engines
Cobra
Release dates
Windows October 31, 2003
Taxonomy
Modes Singleplayer
Series Wallace & Gromit
Wallace & Gromit in Project Zoo on HowLongToBeat
Wallace & Gromit in Project Zoo on MobyGames
Wallace & Gromit in Project Zoo on Wikipedia
Wallace & Gromit
Wallace & Gromit Fun Pack 1996
Wallace & Gromit Fun Pack 2 2000
Wallace & Gromit in Project Zoo 2003
Wallace & Gromit's Grand Adventures 2010

Wallace & Gromit in Project Zoo is a singleplayer game in the Wallace & Gromit series.

Availability

Source DRM Notes Keys OS
Retail
Disc check (requires the CD/DVD in the drive to play)
Windows

Game data

Configuration file(s) location

System Location
Windows C:\ProgramData\ProjectZoo\Options.txt

Save game data location

System Location
Windows C:\ProgramData\ProjectZoo\ZOOSAVE.DAT

Video

Graphics feature State Notes
Widescreen resolution
Multi-monitor
Ultra-widescreen
4K Ultra HD
Open ‪C:\ProgramData\ProjectZoo\Options.txt and make sure it has ScreenSize:3840, ScreenHeight:2160, and Widescreen:1. To do this, you'll need to open Notepad with administrator privileges. Prior to that, Windows 10 tried to automatically apply compatibility mode, causing Windows to switch into 800x600 with an infinite circle icon, and Windows was unresponsive until I pressed the power button and then cancelled the system shutdown. After changing the configuration file, it worked. This may not be required for 2560x1440, which another user had tested without writing about such a process.
Field of view (FOV)
Windowed
Borderless fullscreen windowed
See the glossary page for potential workarounds.
Anisotropic filtering (AF)
See the glossary page for potential workarounds.
Anti-aliasing (AA)
See the glossary page for potential workarounds.
High-fidelity upscaling
See the glossary page for potential workarounds.
Vertical sync (Vsync)
See the glossary page for potential workarounds.
60 FPS
Capped 100 fps.
120+ FPS
High dynamic range display (HDR)

Input

Keyboard and mouse State Notes
Remapping
You must do your re-mapping in the launcher, not in-game.
Mouse acceleration
Mouse sensitivity
Mouse input in menus
Mouse Y-axis inversion
Controller
Controller support
Full controller support
Controller remapping
You must your re-mapping in the launcher, not in-game. Additionally, I had to manually copy the button codes in the launcher to C:\ProgramData\ProjectZoo\Controls.txt after the control changes became desynced. This probably has something to do with administrative privileges being required for the directory. Although the analog stick actions such as "Go Forward" and "Camera Down" appear as "none" in the launcher, once in-game, moving the character and the camera with the analog sticks worked completely as expected. You should copy and paste Controls.txt to create a backup with the original settings, in case your configuration changes become confusing. Do not delete Controls.txt and Bindings.cfg, or else you'll have to uninstall and re-install to be able to make changes to your current configuration.
Controller sensitivity
Controller Y-axis inversion
The remapping menu only allows specifying the axis, not which direction on the axis is associated with which direction of camera tilt.
Controller types
XInput-compatible controllers
Xbox button prompts
Instead of referring to buttons, the game's voiceovers refer to the basic actions when explaining more advanced actions involving a combination of those buttons. For example, the game explains "hold Attack and move the joystick to climb up and down ropes". Attack is called Fire in the launcher, because that's what it does when holding a ranged weapon. The game refers to the Jump button where the PlayStation 2 refers to Cross and the Xbox refers to A. In the accompanying written form, these actions are replaced by symbols. Attack is referred to using the explosion symbol from Donkey Kong Country, and "the joystick" is replaced by a wiggling joystick symbol. This seems easier than other PC games which implement generic button prompts using numbers. Once you've built muscle-memory for the four buttons, the rest of the game builds off that.
Impulse Trigger vibration
PlayStation controllers
Here is a complete mapping for DualShock 4 using the controls in the PlayStation 2 manual. Jump / Cross -> 2, Fire (Attack) / Square -> 1, Use / Triangle -> 4, Inventory / Circle -> 3, Look / L1 -> 5, Roll / R1 or R2 -> 6. When nothing is nearby, the Use button will cause Wallace to wander around and give you a hint on what to do next. The Roll button becomes the Crouch button when standing still and the Creep button when tilting the analog stick slightly. You should memorize the explanations on the left of the arrow. The sub-section below can be copied and pasted into your Controls.txt to make the game play almost the same as on the PlayStation 2.
PlayStation button prompts
See the explanation under Xbox prompts.
Light bar support
Adaptive trigger support
DualSense haptic feedback support
Connection modes
Generic/other controllers
Additional information
Controller hotplugging
Haptic feedback
Digital movement supported
Simultaneous controller+KB/M

DualShock 4 Controls.txt, based off the PS2 version

Jump 2
Fire 1
Special 2
Use 4
CameraLook 15
Inventory 3
Look 5
Roll 6
Creep 16
Select 2
Back 3
Start 10
CamLR 2
CamUD 3

Audio

Audio feature State Notes
Separate volume controls
Surround sound
Subtitles
Closed captions
Mute on focus lost
Royalty free audio

Localizations

Language UI Audio Sub Notes
English
French
German
Italian
Russian
Spanish

Other information

API

Technical specs Supported Notes
Direct3D 8
Executable 32-bit 64-bit Notes
Windows

Middleware

No middleware information; you can edit this page to add it.

System requirements

Windows
Minimum
Operating system (OS) 98
Processor (CPU) Intel Pentium 3 600 MHz
AMD Athlon MP
System memory (RAM) 128 MB
Hard disk drive (HDD) 750 MB
Video card (GPU) AMD Radeon Xpress 1200 Series
NVidia GeForce 2 MX 100/200
32 MB of VRAM


References