So if Red has an intact trace is the Transistor could that be her voice? Like if she has to give part of herself to essentially "bond" to the transistor could that be her voice that was taken into the transistor?
you sent this ask to a blog that hadn’t been active in 4+ years, and I’m honestly so surprised by that fact, that I don’t know how to answer your actual question
tumblr is having issues uploading audio so i just put it on soundcloud, but i pulled this little bit of Logan Cunningham talking about Blue (or the Boxer). The full panel this was pulled from can be found here
Had some trouble, too. Couldn’t make out the bit in the beginning, but could manage this:
…there’s much more backstory on him, the guy in the Transistor? Um, he was kind of Red’s… bodyguard? Um, he never had a name… we—on the team—we kind of referred to him as “the Boxer,” because he was drawn like he had wraps and stuff, and probably boxed in the past.
He had like previous iterations and stuff… of, of… you know, when we were working through that character, yeah, we kind of had him illustrated that way…
But just, someone very, very, dangerous-looking, basically, someone very reserved, and utterly, utterly devoted to his love.
So from my time modding FTL: Faster Than Light (another sci-fi game with a pause mechanic), I know a teeny bit about game modding. Not terribly much, but. Anyway.
The important thing I'd like to note is that the game has data stored in external XML libraries. I'd just like to see whether the data actually pulls from those external libraries when it runs--if so, then perhaps it could be modified beforehand.
From what I know of modding FTL--adding new attributes/functions is impossible; we can only work with the attributes that are already in the XML files.
Anyway, the interesting bits are in Transistor>Content, and I'm just gonna take a peek in there and liveblog what I find. I'm probably late to the party, but I hope this is of interest to somebody.
Content>Audio
A folder with unrecognizable files, a folder labeled Soundtrack, and a folder labeled SoundtrackExtended. The latter two folders are empty.
Content>ConfigOptions
Probably an external way to configure whether Transistor loads into a "demo" mode or not. Not terribly special.
Content>Game
I'll come back to this one.
Content>Maps
Appear to be, well, map data. Although they have the unique extensions .editor_text, .map_text, and .thing_text, they appear to be externally modifiable and don't have any special encoding associated with them (that I know of, anyway). They can be opened and understood by Notepad++ and look kinda like some generic code, what with curly brackets and attributes and all.
Peeking inside Rooftops01.editor_text gives us this:
Most likely some configuration offset for their in-house level editor. Not every level has a corresponding .editor_text; some, like Sandbox01 and Goldwalk01 only have map_text and thing_text.
The "color" attribute appears to take RGB-Alpha. I don't know much about color channels, so I'll leave it at that.
The full text of Rooftops01.map_text is too long to copy and paste here. You can view it yourself with, again, Notepad++ (or a similar program that can do code stuff). But it appears to mostly be visual data:
Nearly all the Color attributes for this file are set to 255-255-255-255, which is just pure white. (I think, anyway--I'm not too good with my color theory yet.) I wonder why that is? It's the same in Goldwalk01.map_text--every color tag is set to 255-255-255-255.
Some interesting, possibly functional bits of code:
"CanReturnToHub": true,
"DropLoot": true,
"GiveXp": true,
"HintTextData": []
"UseHintText": True
Presumably Hub is Sandbox. I don't know what DropLoot means, considering there isn't much (or any) actual "loot" in the game. Same goes for HintTextData, which appears to just be an empty box--but UseHintText has been set to True, which means that the HintTextData attribute is used in-game.
Maybe I'm looking at this from the wrong angle--maybe it's loading from external libraries, but actively rewriting them as well? Like, it rewrote the hint text to be blank because I've cleared the game and don't need hints? Rewriting on the fly would be a massive resource leak, though, so I'm not so sure about that one.
Ahhh the indentation got fucked up on that one. Goddammit Tumblr, get your shit together.
But anyway you can see a bunch of objects called by this file, including cheats (presumably for dev work). There's a zCheat for every staff member.
Looking at these in conjunction with things_text files reveals something else interesting: things_text files don't have any names; they're just extremely long sets of data stored in between curly brackets. I wonder if the things stored in between curly brackets in things_text corresponds to the things named in map_text?
Content>Movies
Animations for the game. Likely you've seen the ones posted by swordboyfriend, but a lot more are here.
Most aren't conventionally playable since they're in the BLINK media format (.bik), but SMPlayer was able to play them. (I think you have to pay for that one, though.)
Interestingly enough--and as swordboyfriend pointed out--Red is referred to as "Muse" in these files.
I think I'll post some of the more interesting ones. Unfortunately, all I have in the way of screen recording software is Gyazo GIF, so these are gonna be lossy as fuck and also probably feature the SMPlayer logo way too much. I ain't a good gifmaker.
This content has been moved to a separate post, since it's pretty gif-heavy. Jump to post
Content>Scripts
I don't know what the hell I'm looking at here. It appears to be a bunch of procedures and things, for example, CanalsAudioScripts.txt:
OnSoundComplete /VO/Welcome01_282
{
RemoveTrigger({ })
-- PlaySound({ Name = "/SFX/Stingers/OpeningSting" })
wait(3.8)
-- The Camerata... they'd rip this whole town apart...
PlaySpeech({ Name = "/VO/Canals_40" })
}
Oh goddammit the indentation got super fucked up on that one. Ugh.
But yeah, this one's an audio script for the canals region, and there's a bunch more, blah blah blah. Boring nitty-gritty stuff that makes the game work good and that I don't understand fully.
The .scripts files appear to just import the .txt files and interpret them line-by-line. So the .txts are just the resources and the .scripts actually run them. The .script files can be read by Notepad++, and look fairly similar to the .txt files. They look kinda like CSS, actually, although superficially--I say this because of the curly brackets, and because of the way they comment out things:
// ************
// * AMBIENCE *
// ************
For example, like that.
Scripts also has a subfolder called Decks, and I know even less of what the hell is going on with this one. Inside are 14 files, all .txt files, which I think have to do with Red's functions??? For example, here's Sniper.txt:
// ********
// * DECK *
// ********// Instructions
// 1. Import this file
// 2. Call the first function in this fileImport Decks\Initialize.txtOnLoad
{
function DeckSniper(startingCard) -- Destroy & Declare Deck
activeDeck = "Sniper"
activeDeckMessage = "Sniper "..startingCard
DestroyDeck({ })
DisplayObjectivePanelText({ Name = activeDeckMessage }) -- Powers -- 1
if startingCard == 1 then startingPower = "Longshot"
startingPower2 = ""
startingPower3 = "Grenade"
startingPower4 = "Tag" startingType = "WEAPON"
startingType2 = "WEAPON"
startingType3 = "WEAPON"
startingType4 = "WEAPON" -- 2
elseif startingCard == 2 then startingPower = "Longshot"
startingPower2 = ""
startingPower3 = "Shrapnel"
startingPower4 = "Tag" startingType = "WEAPON"
startingType2 = "WEAPON"
startingType3 = "WEAPON"
startingType4 = "WEAPON" -- 3
elseif startingCard == 3 then startingPower = "Snipe"
startingPower2 = ""
startingPower3 = "Sidearm"
startingPower4 = "Grenade" startingType = "WEAPON"
startingType2 = "WEAPON"
startingType3 = "WEAPON"
startingType4 = "WEAPON" -- 4
elseif startingCard == 4 then startingPower = "Snipe"
startingPower2 = ""
startingPower3 = "Sidearm"
startingPower4 = "Shrapnel" startingType = "WEAPON"
startingType2 = "WEAPON"
startingType3 = "WEAPON"
startingType4 = "WEAPON"
end -- Sniper utility power randomizer
UtilityRandomizer = math.random(1,4) if UtilityRandomizer == 1 then
startingPower2 = "Snare"
elseif UtilityRandomizer == 2 then
startingPower2 = "Snare"
elseif UtilityRandomizer == 3 then
startingPower2 = "Blink"
elseif UtilityRandomizer == 4 then
startingPower2 = "Plow"
end -- Starting
CreateCard({ Name = startingPower, Type = startingType })
CreateCard({ Name = startingPower2, Type = startingType2 })
CreateCard({ Name = startingPower3, Type = startingType3 })
CreateCard({ Name = startingPower4, Type = startingType4 }) -- Passives
CreateCard({ Name = "PlusStamina", Type = "PLAYER_UPGRADE" })
CreateCard({ Name = "OnKillBuff", Type = "PLAYER_UPGRADE" })
CreateCard({ Name = "PlusDamage", Type = "PLAYER_UPGRADE" }) -- Upgrades
CreateCard({ Name = "Weapon_Damage", Type = "WEAPON_UPGRADE" })
CreateCard({ Name = "Weapon_Stronger", Type = "WEAPON_UPGRADE" })
CreateCard({ Name = "Weapon_StaminaCost", Type = "WEAPON_UPGRADE" })
CreateCard({ Name = "Weapon_ProjectileSpeedAndRange", Type = "WEAPON_UPGRADE" }) -- Meta -- Curse -- Starting Hand
DrawCard({ Name = startingPower, Type = startingType })
DrawCard({ Name = startingPower2, Type = startingType2 })
DrawCard({ Name = startingPower3, Type = startingType3 }) end
}
And I'm guessing "card" refers to each of Red's active slots.
Agh, just too many variables on this one.
Content>Subtitles
.csv files containing all the subtitles. Probably loaded by the scripts mentioned above.
You can read through these yourself using nothing but Microsoft Excel. Useful, if you ever want to check or cite a quote, but you don't want to replay the whole damn game.
None are posted here because they're boring as hell. You've played the game, so you already know what's in there. I think there's unused lines here and there but I don't have time for that shit.
Content>Textures
Consists of only two images and Thumbs.db (which I think just caches thumbnails).
saveicon.png. I have no idea what's going on with this one, since I've never actually seen it in the game. (And yes, it really is that small.)
failbag.png. A picture of a deflated enemy from Bastion.
This is actually the single scariest image, to me, in these entire archives. If you see it in the game, that means that the game failed to load properly for some reason. (I speak from experience.) Things like that have always frightened me--IDK.
Content>Win
No, not winning the game; Windows. Inside are four directories, which I'm guessing are both critical to the game, and completely beyond my low levels of coding intelligence.
Content>Win>Effects
Inside are a bunch of .XNB files. According to this article, they're files used by Microsoft XNA Visual studio, and are a bunch of PNGs compressed together. Unfortunately, I can't open them up. But they have names like GaussianBlur and things like that, so they do seem to be just visual effects.
Content>Win>Fonts
Unfortunately, they weren't kind enough to give us the actual fonts as .ttf files you can install on your computer. However, the file names are enough for anyone to track them down. Which I think people have, actually. (Like I said--I'm probably late to the punch.)
Content>Win>Maps
These appear to correspond to the files in Content>Maps. They're stored as .thing_bin files, which appear unopenable. :/
Content>Win>Packages
What the fuck am I even looking at, I have no idea. I think like...visuals? Like explosions and stuff? I don't even.
So I said I'd return to Content>Game. I will, but I've put it off because it's easily the biggest of the folders (as you'd expect since it's literally labeled "GAME").