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Just Dance 4

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Title Screen

Just Dance 4

Developers: Ubisoft Paris, Ubisoft Milan, Ubisoft Reflections, Ubisoft Pune Production Studio, Ubisoft Bucharest
Publisher: Ubisoft[1]
Platforms: Wii, PlayStation 3, Xbox 360, Wii U
Released in US: October 9, 2012, November 18, 2012 (Wii U)
Released in EU: October 2, 2012, November 30, 2012 (Wii U)
Released in AU: October 2, 2012, November 30, 2012 (Wii U)


SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.


PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of November 11, 2017) no longer officially supported and online-exclusive features may be documented as now-unseen content.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Is missing most unused content for the game and what is here is missing a lot of info.

Just Dance 4 is the fourth installment of the popular dance game series made by Ubisoft.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Songs

Anja - Let Me Feel Ya

Hmmm...
To do:
Elaborate.

Let Me Feel Ya by Anja was originally planned to be a song in Just Dance 4 but was replaced by another Anja song Brand New Start, proven by Brand New Start's codename LetMeFeelYa

Aretha Franklin - Respect

Hmmm...
To do:
Add the pictograms and a (working) video

Originally planned to be released with Just Dance 4, the coach appears in Ain't No Mountain High Enough‍ '​s mashup in Just Dance 2015 with only 3 pictograms. As of an unknown date, the full routine was leaked.

B.O.B - So Good

Originally planned to be one of the last DLC's for Just Dance 4, the song was found in the Just Dance Now files fully intact, the coach also appears in the mashup for Ghost In The Keys in Just Dance 2017. Interestingly, the assets for the routine were given an update in the files of Just Dance Now, despite the song never releasing.

Fatboy Slim - Weapon of Choice

Hmmm...
To do:
Add pictures

The song was originally planned to be in the game, and was used as a test for the Battle Mode system within the final game. Unlike other battle modes, this routine was just the song alone instead of two songs going against each other. It is a battle between a cowgirl and a shaman. Despite the song being cut, the routine's icon still can be seen in an image for Wheel of Gifts screenshot in the Xbox 360 manual. JustDance4-Weapon Of Choice Manual Image.png

Unused Mashup

An unused mashup meant for Istanbul can still be found in the game's files. It was likely cut due to having an incredibly small number of dancers (six).

Unused Engine Configurations

The following files are in the game content yet never actually get used. Note upon extracting them a null byte is appended to the end which has been removed in the archive.

 /// training
 2

Not actually an engine config, but has the extension of one, it looks like a training test of some sort, probably for committing assets.

Collada_ActivateBonesNamingEditor = 1

//Configuration File
CFG_Target =WII
JadeImport_UseEnjimeBF=1

// Wii specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget WII
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target WII, on active les lumières WII
K3D_TextureMemorySize = 18192
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 2
#endtarget

// script ------------------------------------------------------------------
SCR_Universe = 0x0F3001A7
SCR_GlobalLibrary = 0x3C000DE2

//ACT ------------------------------------------------------------------
ACT_CallbacksDefs=0xe1804ec3

// sound ------------------------------------------------------------------
//SND_SceneMix = 0x0F30059E
//SND_MicroConfig = 0x0F30059D
//SND_Category = 0x308002b2
//SND_SoundVariablesFile = 0x30800507

// Dyn --------------------------------------------------------------------
DYN_RotUpdate=0

// Core -------------------------------------------------------------------
K3D_core_DeferredShading_Enabled = 0
K3D_core_AnisotropopyLevel = 7

// Screen -----------------------------------------------------------------
K3D_ScreenRatio = 3
K3D_ScreenVSize = 720
K3D_ScreenWidth = 1280
K3D_ScreenHeight = 1024
K3D_VerticalCentering = 1
K3D_SkipHlslLoading = 1   // Skip loading HLSL for materials
K3D_TextureLodBias = -2.0
K3D_SupportCartoon = 1
K3D_LightMaxRealTime = 4  // 4 lights maxi (au lieu de 8)
K3D_SortRealTimeLights = 1 // on trie les lights pour calculer la couleur moyenne pour l'éclairage cartoon

// Shadow -----------------------------------------------------------------
BIG_ShadowList=sns;snb;tga;psd;tdt;bik;dds;trl

//SOUND SHADOW
BIG_ShadowBranchList[sns]=wii
BIG_ShadowBranchCurr[sns]=wii
BIG_ShadowBranchBuild[sns.wii]=SoundTools /fmt:ngcadpcm
BIG_ShadowRawData[sns]=wav

BIG_ShadowBranchList[snb]=wii
BIG_ShadowBranchCurr[snb]=wii
BIG_ShadowBranchBuild[snb.wii]=SoundTools /fmt:ngcadpcm
BIG_ShadowRawData[snb]=wav

//TEXTURE SHADOW
BIG_ShadowBranchList[tdt]=wii;pc
#ifdef WII
BIG_ShadowBranchCurr[tdt]=wii
#endif
#ifdef PC
BIG_ShadowBranchCurr[tdt]=pc
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[tdt]=pc
#endif
BIG_ShadowBranchBuild[tdt.wii]=Textures /Convert -o tile
BIG_ShadowBranchBuild[tdt.pc]=Textures /Convert

//ANIMATION  SHADOW
BIG_ShadowBranchList[trl]=wii;$hd$;pc
#ifdef WII
BIG_ShadowBranchCurr[trl]=wii
#endif
#ifdef PC
BIG_ShadowBranchCurr[trl]=$hd$
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[trl]=$hd$
#endif
BIG_ShadowBranchBuild[trl.wii]=Actions /edge -bigendian
BIG_ShadowBranchBuild[trl.$hd$]=
BIG_ShadowBranchBuild[trl.pc]=Actions /edge

//////////////////////////////////////////// ONLINE PARAMETERS ///////////////////////////////////////////////

// LAN
ONL_ModemEmulation=0
ONL_Maxbps=1000000 	//bps, ignored if modem emulation is 0
ONL_Ping=5 		// ms, ignored if modem emulation is 0
ONL_Jitter=0 		// ms, ignored if modem emulation is 0
ONL_PacketDrop=0 	// %, ignored if modem emulation is 0

// RECOMMENDED
// ONL_ModemEmulation=1
// ONL_Maxbps=768000 	//bps, ignored if modem emulation is 0 // 96 kb/s
// ONL_Ping=100 		// ms, ignored if modem emulation is 0
// ONL_Jitter=50 		// ms, ignored if modem emulation is 0
// ONL_PacketDrop=0.01 	// %, ignored if modem emulation is 0

// TRC
//ONL_ModemEmulation=1
//ONL_Maxbps=512000 	//bps, ignored if modem emulation is 0 // 64 kb/s
//ONL_Ping=100 		// ms, ignored if modem emulation is 0
//ONL_Jitter=0 		// ms, ignored if modem emulation is 0
//ONL_PacketDrop=0.1 	// %, ignored if modem emulation is 0

ONL_Topology=0                   // 0 = p2p, 1 = client-server
ONL_Compression=1
ONL_BundlingTime=0
REP_MinimumPosUpdateDelay=0
REP_PosConvergence=0

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BIG_NotOrphanFileExtList = wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = 'Root/00 EditorDatas';'Root/Recycle Bin'

//////////////////////////////////////////// RLI ////////////////////////////////////////////////////////////////////////

RLI_InVII_Allowed = 1
RLI_PerPointNormal = 1

/////////////////////////////////////////// LOBBY //////////////////////////////////////////////////////////////////////
LOB_Address = mdc-uat-rdv04.ubisoft.com

LOB_Port = 10392
LOB_Key = 3EpHapE9

//LOB_Port = 10388
//LOB_Key = qubRU3ew

//LOB_Port = 10496
//LOB_Key = ClM2GM1g

LOB_AutoConnect = 1
VID_LdMaskDB = 0xf3802b93

/////////////////////////////////////////// IMPORT //////////////////////////////////////////////////////////////////////

Collada_LOD_Distances=10,20

This one interestingly has way more content than the default configuration, it might be an editor version of one?

////JD3 config file

CFG_Target = WII
//CFG_Target = CAFE
//CFG_Target = PS3
//CFG_Target = X360
//CFG_Target = EDITOR
//CFG_Target = PC

Collada_ActivateBonesNamingEditor = 1
//Configuration File
JadeImport_UseEnjimeBF=1

// Wii specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget WII
SCR_Define = _PLATFORM_WII_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target WII, on active les lumières WII
K3D_TextureMemorySize = 36384
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// Cafe specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget CAFE
SCR_Define = _PLATFORM_CAFE_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target CAFE, on active les lumières CAFE
K3D_TextureMemorySize = 36384
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// PS3 specific -----------------------------------------------------------
#begintarget PS3
SCR_Define = _PLATFORM_PS3_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
IO_UseWebcamAsGemRef = 1
#endtarget

// X360 specific ---------------------------------------------------------- 
#begintarget X360
SCR_Define = _PLATFORM_X360_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
#endtarget

// script ------------------------------------------------------------------
SCR_Universe = 0x0f3001a7
SCR_GlobalLibrary = 0x3C000DE2

// log ---------------------------------------------------------------------
LOG_Outputs =0x8c800892

//ACT ------------------------------------------------------------------
ACT_CallbacksDefs=0xe1804ec3

// sound ------------------------------------------------------------------
SND_SceneMix = 0x0F30059E
SND_MicroConfig = 0x0F30059D
SND_Category = 0x308002b2
SND_SoundVariablesFile = 0x47800091

// Dyn --------------------------------------------------------------------
DYN_RotUpdate=0

// Core -------------------------------------------------------------------
K3D_core_DeferredShading_Enabled = 0
K3D_core_AnisotropopyLevel = 7

// Screen -----------------------------------------------------------------
K3D_ScreenRatio = 3
K3D_ScreenVSize = 720
K3D_ScreenWidth = 1280
K3D_ScreenHeight = 1024
K3D_VerticalCentering = 1
K3D_SkipHlslLoading = 1   // Skip loading HLSL for materials
K3D_TextureLodBias = -2.0
K3D_SupportCartoon = 1
K3D_LightMaxRealTime = 4  // 4 lights maxi (au lieu de 8)
K3D_SortRealTimeLights = 1 // on trie les lights pour calculer la couleur moyenne pour l'éclairage cartoon
K3D_TextureLowDefSizeFactorDefault = 1 // shrink LD textures by 2 (Wii)

// Shadow -----------------------------------------------------------------
BIG_ShadowList=tga;psd;tdt;bik;dds;trl;wav;lmc;mo;

//BIG_ShadowRawData[tga] = tga
//BIG_ShadowRawData[psd] = psd
//BIG_ShadowRawData[dds] = dds
//BIG_ShadowRawData[mo]=mo
//BIG_ShadowRawData[wav] = wav


//BINK SHADOW
BIG_ShadowBranchList[bik]=wii;cafe_ps3_x360
#ifdef WII
BIG_ShadowBranchCurr[bik]=wii
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endif
#ifdef PS3
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endif
#ifdef X360
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endif
#ifdef EDITOR
#begintarget WII
BIG_ShadowBranchCurr[bik]=wii
#endtarget
#begintarget CAFE
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endtarget
#begintarget PS3
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endtarget
#begintarget X360
BIG_ShadowBranchCurr[bik]=cafe_ps3_x360
#endtarget
// seems to use wii shadow file by default
BIG_ShadowBranchCurr[bik]=wii
#endif

// video formats TBD, the x360 won't be able to use bink files
BIG_ShadowBranchBuild[bik.wii]=explorer /copy /match ".*[^_][^H][^D]\.bik$"
BIG_ShadowBranchCount[bik.wii]=2
BIG_ShadowBranchBuild[bik.cafe_ps3_x360]=explorer /copy /match ".*_HD\.bik$"

//MOBICLIP SHADOW
BIG_ShadowBranchList[mo]=wii
BIG_ShadowBranchCurr[mo]=$hd$
BIG_ShadowBranchBuild[mo.wii]=explorer /copy

//CLASSIFIER SHADOW
BIG_ShadowBranchList[lmc]=common
BIG_ShadowBranchCurr[lmc]=$hd$
BIG_ShadowBranchBuild[lmc.common]=explorer /copy

//SOUND SHADOW
BIG_ShadowBranchList[wav]=wii;cafe;ps3;x360
#ifdef WII
BIG_ShadowBranchCurr[wav]=wii
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[wav]=cafe
#endif
#ifdef PS3
BIG_ShadowBranchCurr[wav]=ps3
#endif
#ifdef X360
BIG_ShadowBranchCurr[wav]=x360
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[wav] = $hd$
#endif
BIG_ShadowBranchBuild[wav.wii]=SoundTools /fmt:ngcadpcm
// sound format for cafe TBD
BIG_ShadowBranchBuild[wav.cafe]=SoundTools /fmt:ngcadpcm
BIG_ShadowBranchBuild[wav.ps3]=SoundTools /fmt:mp3 /mode:cbr /nomrate:192
BIG_ShadowBranchBuild[wav.x360]=SoundTools /SoundTools /fmt:xma2 /q:70

//TEXTURE SHADOW
BIG_ShadowBranchList[tdt]=wii;common
#ifdef WII
BIG_ShadowBranchCurr[tdt]=wii
#endif
// default rule is set after ifdef rules
BIG_ShadowBranchCurr[tdt]=common
BIG_ShadowBranchBuild[tdt.wii]=Textures /Convert -o tile
BIG_ShadowBranchBuild[tdt.common]=Textures /Convert

//ANIMATION  SHADOW
// bigendian (all consoles are PowerPC like) as endiannes is set at build step
BIG_ShadowBranchList[trl]=wii_cafe_ps3_x360;pc
#ifdef WII
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef PS3 
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef X360
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef PC
BIG_ShadowBranchCurr[trl]=pc
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[trl]=pc
#endif
BIG_ShadowBranchBuild[trl.wii_cafe_ps3_x360]=Actions /edge -bigendian
BIG_ShadowBranchBuild[trl.pc]=Actions /edge

// DLC Patchable
BIG_ShadowDlcBinPatchable[wav] = 1
BIG_ShadowDlcBinPatchable[bik] = 1
BIG_ShadowDlcBinPatchable[tdt] = 1
BIG_ShadowDlcBinPatchable[mo] = 1

//////////////////////////////////////////// ONLINE PARAMETERS ///////////////////////////////////////////////

// LAN
ONL_ModemEmulation=0
ONL_Maxbps=1000000 	//bps, ignored if modem emulation is 0
ONL_Ping=5 		// ms, ignored if modem emulation is 0
ONL_Jitter=0 		// ms, ignored if modem emulation is 0
ONL_PacketDrop=0 	// %, ignored if modem emulation is 0

// RECOMMENDED
// ONL_ModemEmulation=1
// ONL_Maxbps=768000 	//bps, ignored if modem emulation is 0 // 96 kb/s
// ONL_Ping=100 		// ms, ignored if modem emulation is 0
// ONL_Jitter=50 		// ms, ignored if modem emulation is 0
// ONL_PacketDrop=0.01 	// %, ignored if modem emulation is 0

// TRC
//ONL_ModemEmulation=1
//ONL_Maxbps=512000 	//bps, ignored if modem emulation is 0 // 64 kb/s
//ONL_Ping=100 		// ms, ignored if modem emulation is 0
//ONL_Jitter=0 		// ms, ignored if modem emulation is 0
//ONL_PacketDrop=0.1 	// %, ignored if modem emulation is 0

ONL_Topology=0                   // 0 = p2p, 1 = client-server
ONL_Compression=1
ONL_BundlingTime=0
REP_MinimumPosUpdateDelay=0
REP_PosConvergence=0

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BIG_NotOrphanFileExtList = wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = 'Root/00 EditorDatas';'Root/Recycle Bin'

//////////////////////////////////////////// RLI ////////////////////////////////////////////////////////////////////////

RLI_InVII_Allowed = 1
RLI_PerPointNormal = 1

/////////////////////////////////////////// LOBBY //////////////////////////////////////////////////////////////////////
LOB_Address = mdc-uat-rdv04.ubisoft.com

LOB_Port = 10392
LOB_Key = 3EpHapE9

//LOB_Port = 10388
//LOB_Key = qubRU3ew

//LOB_Port = 10496
//LOB_Key = ClM2GM1g

LOB_AutoConnect = 1
VID_LdMaskDB = 0xf3802b93

/////////////////////////////////////////// IMPORT //////////////////////////////////////////////////////////////////////

Collada_LOD_Distances=10,20

//K3D_AutoConvertTextureDefault = 2 // 0 ARGB, 1 DXT1_ACPR, 2 DXT1_A8, 3 ACPR, 4 DXT1
//K3D_AutoConvertTextureDisable = 1

SNP_SizeColmapZDM=0
SNP_SizeZDE=150
SNP_SizeMisc=0
SCP_Default = 0x47800263

////////////////////////////////////// PERFORCE //////////////////////////////////////////////////////////////////////

P4_TagsDef = 0x05315f0d

SCR_TypeObjIntCompatible = 0

Another engine config? Seems this one is for the Wii version.

// Wake up the DB
/// pretest v55
/// training
/// modifs
////WD2 config file
Collada_ActivateBonesNamingEditor = 1
//Configuration File
JadeImport_UseEnjimeBF=1

// Wii specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget WII
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target WII, on active les lumières WII
K3D_TextureMemorySize = 36384
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 2
#endtarget

// script ------------------------------------------------------------------
SCR_Universe = 0x0f3001a7
SCR_GlobalLibrary = 0x3C000DE2

// log ---------------------------------------------------------------------
LOG_Outputs =0x8c800892

//ACT ------------------------------------------------------------------
ACT_CallbacksDefs=0xe1804ec3

// sound ------------------------------------------------------------------
SND_SceneMix = 0x0F30059E
SND_MicroConfig = 0x0F30059D
SND_Category = 0x308002b2
SND_SoundVariablesFile = 0x47800091

// Dyn --------------------------------------------------------------------
DYN_RotUpdate=0

// Core -------------------------------------------------------------------
K3D_core_DeferredShading_Enabled = 0
K3D_core_AnisotropopyLevel = 7

// Screen -----------------------------------------------------------------
K3D_ScreenRatio = 3
K3D_ScreenVSize = 720
K3D_ScreenWidth = 1280
K3D_ScreenHeight = 1024
K3D_VerticalCentering = 1
K3D_SkipHlslLoading = 1   // Skip loading HLSL for materials
K3D_TextureLodBias = -2.0
K3D_SupportCartoon = 1
K3D_LightMaxRealTime = 4  // 4 lights maxi (au lieu de 8)
K3D_SortRealTimeLights = 1 // on trie les lights pour calculer la couleur moyenne pour l'éclairage cartoon

// Shadow -----------------------------------------------------------------
BIG_ShadowList=tga;psd;tdt;bik;trl;wav;lmc;

//BINK SHADOW
BIG_ShadowBranchList[bik]=wii
BIG_ShadowBranchCurr[bik]=
BIG_ShadowBranchBuild[bik.wii]=explorer /copy /match ".*[^_][^H][^D]\.bik$"
BIG_ShadowBranchCount[bik.wii]=2
BIG_ShadowRawData[bik]=bik

//CLASSIFIER SHADOW
BIG_ShadowBranchList[lmc]=wii
BIG_ShadowBranchCurr[lmc]=
BIG_ShadowBranchBuild[lmc.wii]=explorer /copy
BIG_ShadowRawData[lmc]=lmc

BIG_ShadowBranchList[wav]=wii;pc
#ifdef WII
BIG_ShadowBranchCurr[wav]=wii
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[wav] = pc
#endif
#ifdef PC
BIG_ShadowBranchCurr[wav] = pc
#endif
BIG_ShadowBranchBuild[wav.wii]=SoundTools /fmt:ngcadpcm
BIG_ShadowBranchBuild[wav.pc]=SoundTools /fmt:pcm
BIG_ShadowRawData[wav] = wav

//TEXTURE SHADOW
BIG_ShadowBranchList[tdt]=wii;pc
#ifdef WII
BIG_ShadowBranchCurr[tdt]=wii
#endif
#ifdef PC
BIG_ShadowBranchCurr[tdt]=pc
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[tdt]=pc
#endif
BIG_ShadowBranchBuild[tdt.wii]=Textures /Convert -o tile
BIG_ShadowBranchBuild[tdt.pc]=Textures /Convert

//ANIMATION  SHADOW
BIG_ShadowBranchList[trl]=wii;$hd$;pc
#ifdef WII
BIG_ShadowBranchCurr[trl]=wii
#endif
#ifdef PC
BIG_ShadowBranchCurr[trl]=$hd$
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[trl]=$hd$
#endif
BIG_ShadowBranchBuild[trl.wii]=Actions /edge -bigendian
BIG_ShadowBranchBuild[trl.$hd$]=
BIG_ShadowBranchBuild[trl.pc]=Actions /edge

// DLC Patchable
BIG_ShadowDlcBinPatchable[wav] = 1
BIG_ShadowDlcBinPatchable[bik] = 1
BIG_ShadowDlcBinPatchable[tdt] = 1

//////////////////////////////////////////// ONLINE PARAMETERS ///////////////////////////////////////////////

// LAN
ONL_ModemEmulation=0
ONL_Maxbps=1000000 	//bps, ignored if modem emulation is 0
ONL_Ping=5 		// ms, ignored if modem emulation is 0
ONL_Jitter=0 		// ms, ignored if modem emulation is 0
ONL_PacketDrop=0 	// %, ignored if modem emulation is 0

// RECOMMENDED
// ONL_ModemEmulation=1
// ONL_Maxbps=768000 	//bps, ignored if modem emulation is 0 // 96 kb/s
// ONL_Ping=100 		// ms, ignored if modem emulation is 0
// ONL_Jitter=50 		// ms, ignored if modem emulation is 0
// ONL_PacketDrop=0.01 	// %, ignored if modem emulation is 0

// TRC
//ONL_ModemEmulation=1
//ONL_Maxbps=512000 	//bps, ignored if modem emulation is 0 // 64 kb/s
//ONL_Ping=100 		// ms, ignored if modem emulation is 0
//ONL_Jitter=0 		// ms, ignored if modem emulation is 0
//ONL_PacketDrop=0.1 	// %, ignored if modem emulation is 0

ONL_Topology=0                   // 0 = p2p, 1 = client-server
ONL_Compression=1
ONL_BundlingTime=0
REP_MinimumPosUpdateDelay=0
REP_PosConvergence=0

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BIG_NotOrphanFileExtList = wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = 'Root/00 EditorDatas';'Root/Recycle Bin'

//////////////////////////////////////////// RLI ////////////////////////////////////////////////////////////////////////

RLI_InVII_Allowed = 1
RLI_PerPointNormal = 1

/////////////////////////////////////////// LOBBY //////////////////////////////////////////////////////////////////////
LOB_Address = mdc-uat-rdv04.ubisoft.com

LOB_Port = 10392
LOB_Key = 3EpHapE9

//LOB_Port = 10388
//LOB_Key = qubRU3ew

//LOB_Port = 10496
//LOB_Key = ClM2GM1g

LOB_AutoConnect = 1
VID_LdMaskDB = 0xf3802b93

/////////////////////////////////////////// IMPORT //////////////////////////////////////////////////////////////////////

Collada_LOD_Distances=10,20

//K3D_AutoConvertTextureDefault = 2 // 0 ARGB, 1 DXT1_ACPR, 2 DXT1_A8, 3 ACPR, 4 DXT1
//K3D_AutoConvertTextureDisable = 1

SNP_SizeColmapZDM=0
SNP_SizeZDE=150
SNP_SizeMisc=0
SCP_Default = 0x47800263

////////////////////////////////////// PERFORCE //////////////////////////////////////////////////////////////////////

P4_TagsDef = 0x05315f0d 

Interestingly a comment suggests it's for a project named WD2. T1 would likely be training part one.

////JD3 config file

//CFG_Target = WII
//CFG_Target = CAFE
//CFG_Target = PS3
//CFG_Target = X360
//CFG_Target = EDITOR
//CFG_Target = PC
Collada_ActivateBonesNamingEditor = 1
//Configuration File
JadeImport_UseEnjimeBF=1

// Wii specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget WII
SCR_Define = _PLATFORM_WII_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target WII, on active les lumières WII
K3D_TextureMemorySize = 36384
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// Cafe specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget CAFE
SCR_Define = _PLATFORM_CAFE_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target CAFE, on active les lumières CAFE
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// PS3 specific -----------------------------------------------------------
#begintarget PS3
SCR_Define = _PLATFORM_PS3_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
IO_UseWebcamAsGemRef = 1
#endtarget

// X360 specific ---------------------------------------------------------- 
#begintarget X360
SCR_Define = _PLATFORM_X360_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
#endtarget

// script ------------------------------------------------------------------
SCR_Universe = 0x0f3001a7
SCR_GlobalLibrary = 0x3C000DE2
// default platform is Wii
SCR_Define = _PLATFORM_WII_

// log ---------------------------------------------------------------------
LOG_Outputs =0x8c800892

//ACT ------------------------------------------------------------------
ACT_CallbacksDefs=0xe1804ec3

// sound ------------------------------------------------------------------
SND_SceneMix = 0x0F30059E
SND_MicroConfig = 0x0F30059D
SND_Category = 0x308002b2
SND_SoundVariablesFile = 0x47800091

// Dyn --------------------------------------------------------------------
DYN_RotUpdate=0

// Core -------------------------------------------------------------------
K3D_core_DeferredShading_Enabled = 0
K3D_core_AnisotropopyLevel = 7

// Screen -----------------------------------------------------------------
K3D_ScreenRatio = 3
K3D_ScreenVSize = 720
K3D_ScreenWidth = 1280
K3D_ScreenHeight = 1024
K3D_VerticalCentering = 1
K3D_SkipHlslLoading = 1   // Skip loading HLSL for materials
K3D_TextureLodBias = -2.0
K3D_SupportCartoon = 1
K3D_LightMaxRealTime = 4  // 4 lights maxi (au lieu de 8)
K3D_SortRealTimeLights = 1 // on trie les lights pour calculer la couleur moyenne pour l'éclairage cartoon
K3D_TextureLowDefSizeFactorDefault = 1 // shrink LD textures by 2 (Wii)

// Shadow -----------------------------------------------------------------
BIG_ShadowList=tga;psd;tdt;bik;dds;trl;wav;lmc;mo;mp4;webm;
//BIG_ShadowRawData[tga] = tga
//BIG_ShadowRawData[psd] = psd
//BIG_ShadowRawData[dds] = dds
//BIG_ShadowRawData[mo]=mo
//BIG_ShadowRawData[wav] = wav

//BINK SHADOW
BIG_ShadowBranchList[bik]=ps3;pc
#ifdef WII
BIG_ShadowBranchCurr[bik]=pc
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[bik]=pc
#endif
#ifdef PS3
BIG_ShadowBranchCurr[bik]=ps3
#endif
#ifdef X360
BIG_ShadowBranchCurr[bik]=ps3
#endif
#ifdef EDITOR
#begintarget WII
BIG_ShadowBranchCurr[bik]=pc
#endtarget
#begintarget CAFE
BIG_ShadowBranchCurr[bik]=pc
#endtarget
#begintarget PS3
BIG_ShadowBranchCurr[bik]=ps3
#endtarget
#begintarget X360
BIG_ShadowBranchCurr[bik]=ps3
#endtarget
// seems to use wii shadow file by default
BIG_ShadowBranchCurr[bik]=pc
#endif
// many filesystem doesn't handle more than 4GB files
BIG_ShadowBranchBuild[bik.ps3]=explorer /copy /match ".*((_PS3)|(_PC))\.bik$"
BIG_ShadowBranchCount[bik.ps3]=8
BIG_ShadowBranchBuild[bik.pc]=explorer /copy /match ".*(_PC)\.bik$"
BIG_ShadowBranchCount[bik.pc]=8

//MP4 SHADOW
BIG_ShadowBranchList[mp4]=cafe
BIG_ShadowBranchCurr[mp4]=cafe
BIG_ShadowBranchBuild[mp4.cafe]=explorer /copy
BIG_ShadowBranchCount[mp4.cafe]=8

//webm SHADOW
BIG_ShadowBranchList[webm]=x360
BIG_ShadowBranchCurr[webm]=x360
BIG_ShadowBranchBuild[webm.x360]=explorer /copy /match ".*_X360.*\.webm$"
BIG_ShadowBranchCount[webm.x360]=8

//MOBICLIP SHADOW
BIG_ShadowBranchList[mo]=wii
BIG_ShadowBranchCurr[mo]=wii
BIG_ShadowBranchBuild[mo.wii]=explorer /copy
BIG_ShadowBranchCount[mo.wii]=4

//CLASSIFIER SHADOW
BIG_ShadowBranchList[lmc]=wii_cafe_ps3
BIG_ShadowBranchCurr[lmc]=wii_cafe_ps3
BIG_ShadowBranchBuild[lmc.wii_cafe_ps3]=explorer /copy
BIG_ShadowRawData[lmc]=lmc

//SOUND SHADOW
BIG_ShadowBranchList[wav]=wii;cafe;ps3;x360
#ifdef WII
BIG_ShadowBranchCurr[wav]=wii
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[wav]=cafe
#endif
#ifdef PS3
BIG_ShadowBranchCurr[wav]=ps3
#endif
#ifdef X360
BIG_ShadowBranchCurr[wav]=x360
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[wav] =$hd$
#endif
BIG_ShadowBranchBuild[wav.wii]=SoundTools /fmt:ngcadpcm
// sound format for cafe TBD
BIG_ShadowBranchBuild[wav.cafe]=SoundTools /fmt:ngcadpcm
BIG_ShadowBranchBuild[wav.ps3]=SoundTools /fmt:mp3 /mode:cbr /nomrate:192
BIG_ShadowBranchBuild[wav.x360]=SoundTools /SoundTools /fmt:xma2 /q:70

//TEXTURE SHADOW
BIG_ShadowBranchList[tdt]=wii;cafe;cafe_ps3_x360
#ifdef WII
BIG_ShadowBranchCurr[tdt]=wii
#endif
// default rule is set after ifdef rules
BIG_ShadowBranchCurr[tdt]=cafe_ps3_x360
BIG_ShadowBranchBuild[tdt.wii]=Textures /Convert -o tile
BIG_ShadowBranchBuild[tdt.cafe]=Textures /Convert -o platform cafe
BIG_ShadowBranchBuild[tdt.cafe_ps3_x360]=Textures /Convert

//ANIMATION  SHADOW
BIG_ShadowBranchList[trl]=wii_cafe_ps3_x360;$hd$
#ifdef WII
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef PS3
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef X360
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[trl]=$hd$
#endif
BIG_ShadowBranchBuild[trl.wii_cafe_ps3_x360]=Actions /edge -bigendian
BIG_ShadowBranchBuild[trl.$hd$]=

// DLC Patchable
BIG_ShadowDlcBinPatchable[wav] = 1
BIG_ShadowDlcBinPatchable[bik] = 1
BIG_ShadowDlcBinPatchable[tdt] = 1
BIG_ShadowDlcBinPatchable[mo] = 1
BIG_ShadowDlcBinPatchable[mp4] = 1
BIG_ShadowDlcBinPatchable[webm] = 1

//////////////////////////////////////////// ONLINE PARAMETERS ///////////////////////////////////////////////

// LAN
ONL_ModemEmulation=0
ONL_Maxbps=1000000 	//bps, ignored if modem emulation is 0
ONL_Ping=5 		// ms, ignored if modem emulation is 0
ONL_Jitter=0 		// ms, ignored if modem emulation is 0
ONL_PacketDrop=0 	// %, ignored if modem emulation is 0

// RECOMMENDED
// ONL_ModemEmulation=1
// ONL_Maxbps=768000 	//bps, ignored if modem emulation is 0 // 96 kb/s
// ONL_Ping=100 		// ms, ignored if modem emulation is 0
// ONL_Jitter=50 		// ms, ignored if modem emulation is 0
// ONL_PacketDrop=0.01 	// %, ignored if modem emulation is 0

// TRC
//ONL_ModemEmulation=1
//ONL_Maxbps=512000 	//bps, ignored if modem emulation is 0 // 64 kb/s
//ONL_Ping=100 		// ms, ignored if modem emulation is 0
//ONL_Jitter=0 		// ms, ignored if modem emulation is 0
//ONL_PacketDrop=0.1 	// %, ignored if modem emulation is 0

ONL_Topology=0                   // 0 = p2p, 1 = client-server
ONL_Compression=1
ONL_BundlingTime=0
REP_MinimumPosUpdateDelay=0
REP_PosConvergence=0

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BIG_NotOrphanFileExtList = wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = 'Root/00 EditorDatas';'Root/Recycle Bin'

//////////////////////////////////////////// RLI ////////////////////////////////////////////////////////////////////////

RLI_InVII_Allowed = 1
RLI_PerPointNormal = 1

/////////////////////////////////////////// LOBBY //////////////////////////////////////////////////////////////////////
LOB_Address = mdc-uat-rdv04.ubisoft.com

LOB_Port = 10392
LOB_Key = 3EpHapE9

//LOB_Port = 10388
//LOB_Key = qubRU3ew

//LOB_Port = 10496
//LOB_Key = ClM2GM1g

LOB_AutoConnect = 1
VID_LdMaskDB = 0xf3802b93

/////////////////////////////////////////// IMPORT //////////////////////////////////////////////////////////////////////

Collada_LOD_Distances=10,20

//K3D_AutoConvertTextureDefault = 2 // 0 ARGB, 1 DXT1_ACPR, 2 DXT1_A8, 3 ACPR, 4 DXT1
//K3D_AutoConvertTextureDisable = 1

SNP_SizeColmapZDM=0
SNP_SizeZDE=150
SNP_SizeMisc=0
SCP_Default = 0x47800263

////////////////////////////////////// PERFORCE //////////////////////////////////////////////////////////////////////

P4_TagsDef = 0x05315f0d

SCR_TypeObjIntCompatible = 0
DATA_CL = 20065// DO NOT MODIFY, AUTOMATICALLY UPDATED ON PROJECT OPEN

Another game config. This one contains a Perforce section.

////JD3 config file

//CFG_Target = WII
//CFG_Target = CAFE
//CFG_Target = PS3
//CFG_Target = X360
//CFG_Target = EDITOR
//CFG_Target = PC
Collada_ActivateBonesNamingEditor = 1
//Configuration File
JadeImport_UseEnjimeBF=1

// Wii specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget WII
SCR_Define = _PLATFORM_WII_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target WII, on active les lumières WII
K3D_TextureMemorySize = 36384
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// Cafe specific -----------------------------------------------------------
// Targets must be at the begining (to take precedence over the other variables)
#begintarget CAFE
SCR_Define = _PLATFORM_CAFE_
K3D_core_DeferredShading_Enabled = 0
K3D_LightModel = 2 // Pour la target CAFE, on active les lumières CAFE
K3D_DisableDepthBias = 1
K3D_NoAlphaDest = 1
K3D_NoFogDensity = 1
K3D_Stripper_CacheSize = 100000
WGL_Buffer_Mode = 3
#endtarget

// PS3 specific -----------------------------------------------------------
#begintarget PS3
SCR_Define = _PLATFORM_PS3_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
IO_UseWebcamAsGemRef = 1
#endtarget

// X360 specific ---------------------------------------------------------- 
#begintarget X360
SCR_Define = _PLATFORM_X360_
K3D_TextureLowDefDisplay = 0
K3D_ForceScreenWidth = 1280
K3D_LightModel = 3
ANIM_NoSkinApprox = 0
#endtarget

// script ------------------------------------------------------------------
SCR_Universe = 0x0f3001a7
SCR_GlobalLibrary = 0x3C000DE2
// default platform is Wii
SCR_Define = _PLATFORM_WII_

// log ---------------------------------------------------------------------
LOG_Outputs =0x8c800892

//ACT ------------------------------------------------------------------
ACT_CallbacksDefs=0xe1804ec3

// sound ------------------------------------------------------------------
SND_SceneMix = 0x0F30059E
SND_MicroConfig = 0x0F30059D
SND_Category = 0x308002b2
SND_SoundVariablesFile = 0x47800091

// Dyn --------------------------------------------------------------------
DYN_RotUpdate=0

// Core -------------------------------------------------------------------
K3D_core_DeferredShading_Enabled = 0
K3D_core_AnisotropopyLevel = 7

// Screen -----------------------------------------------------------------
K3D_ScreenRatio = 3
K3D_ScreenVSize = 720
K3D_ScreenWidth = 1280
K3D_ScreenHeight = 1024
K3D_VerticalCentering = 1
K3D_SkipHlslLoading = 1   // Skip loading HLSL for materials
K3D_TextureLodBias = -2.0
K3D_SupportCartoon = 1
K3D_LightMaxRealTime = 4  // 4 lights maxi (au lieu de 8)
K3D_SortRealTimeLights = 1 // on trie les lights pour calculer la couleur moyenne pour l'éclairage cartoon
K3D_TextureLowDefSizeFactorDefault = 1 // shrink LD textures by 2 (Wii)

// Shadow -----------------------------------------------------------------
BIG_ShadowList=tga;psd;tdt;bik;dds;trl;wav;lmc;mo;mp4;webm;
//BIG_ShadowRawData[tga] = tga
//BIG_ShadowRawData[psd] = psd
//BIG_ShadowRawData[dds] = dds
//BIG_ShadowRawData[mo]=mo
//BIG_ShadowRawData[wav] = wav

//BINK SHADOW
BIG_ShadowBranchList[bik]=ps3;pc
#ifdef WII
BIG_ShadowBranchCurr[bik]=pc
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[bik]=pc
#endif
#ifdef PS3
BIG_ShadowBranchCurr[bik]=ps3
#endif
#ifdef X360
BIG_ShadowBranchCurr[bik]=ps3
#endif
#ifdef EDITOR
#begintarget WII
BIG_ShadowBranchCurr[bik]=pc
#endtarget
#begintarget CAFE
BIG_ShadowBranchCurr[bik]=pc
#endtarget
#begintarget PS3
BIG_ShadowBranchCurr[bik]=ps3
#endtarget
#begintarget X360
BIG_ShadowBranchCurr[bik]=ps3
#endtarget
// seems to use wii shadow file by default
BIG_ShadowBranchCurr[bik]=pc
#endif
// many filesystem doesn't handle more than 4GB files
BIG_ShadowBranchBuild[bik.ps3]=explorer /copy /match ".*((_PS3)|(_PC))\.bik$"
BIG_ShadowBranchCount[bik.ps3]=8
BIG_ShadowBranchBuild[bik.pc]=explorer /copy /match ".*(_PC)\.bik$"
BIG_ShadowBranchCount[bik.pc]=8

//MP4 SHADOW
BIG_ShadowBranchList[mp4]=cafe
BIG_ShadowBranchCurr[mp4]=cafe
BIG_ShadowBranchBuild[mp4.cafe]=explorer /copy
BIG_ShadowBranchCount[mp4.cafe]=8

//webm SHADOW
BIG_ShadowBranchList[webm]=x360
BIG_ShadowBranchCurr[webm]=x360
BIG_ShadowBranchBuild[webm.x360]=explorer /copy /match ".*_X360.*\.webm$"
BIG_ShadowBranchCount[webm.x360]=8

//MOBICLIP SHADOW
BIG_ShadowBranchList[mo]=wii
BIG_ShadowBranchCurr[mo]=wii
BIG_ShadowBranchBuild[mo.wii]=explorer /copy
BIG_ShadowBranchCount[mo.wii]=4

//CLASSIFIER SHADOW
BIG_ShadowBranchList[lmc]=wii_cafe_ps3
BIG_ShadowBranchCurr[lmc]=wii_cafe_ps3
BIG_ShadowBranchBuild[lmc.wii_cafe_ps3]=explorer /copy
BIG_ShadowRawData[lmc]=lmc

//SOUND SHADOW
BIG_ShadowBranchList[wav]=wii;cafe;ps3;x360
#ifdef WII
BIG_ShadowBranchCurr[wav]=wii
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[wav]=cafe
#endif
#ifdef PS3
BIG_ShadowBranchCurr[wav]=ps3
#endif
#ifdef X360
BIG_ShadowBranchCurr[wav]=x360
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[wav] =$hd$
#endif
BIG_ShadowBranchBuild[wav.wii]=SoundTools /fmt:ngcadpcm
// sound format for cafe TBD
BIG_ShadowBranchBuild[wav.cafe]=SoundTools /fmt:ngcadpcm
BIG_ShadowBranchBuild[wav.ps3]=SoundTools /fmt:mp3 /mode:cbr /nomrate:96
BIG_ShadowBranchBuild[wav.x360]=SoundTools /SoundTools /fmt:xma2 /q:70

//TEXTURE SHADOW
BIG_ShadowBranchList[tdt]=wii;cafe;cafe_ps3_x360
#ifdef WII
BIG_ShadowBranchCurr[tdt]=wii
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[tdt]=cafe
#endif
#ifdef EDITOR
#begintarget CAFE
BIG_ShadowBranchCurr[tdt]=cafe
#endtarget
#endif
// default rule is set after ifdef rules
BIG_ShadowBranchCurr[tdt]=cafe_ps3_x360
BIG_ShadowBranchBuild[tdt.wii]=Textures /Convert -o tile
BIG_ShadowBranchBuild[tdt.cafe]=Textures /Convert -o platform cafe
BIG_ShadowBranchBuild[tdt.cafe_ps3_x360]=Textures /Convert

//ANIMATION  SHADOW
BIG_ShadowBranchList[trl]=wii_cafe_ps3_x360;$hd$
#ifdef WII
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef CAFE
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef PS3
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef X360
BIG_ShadowBranchCurr[trl]=wii_cafe_ps3_x360
#endif
#ifdef EDITOR
BIG_ShadowBranchCurr[trl]=$hd$
#endif
BIG_ShadowBranchBuild[trl.wii_cafe_ps3_x360]=Actions /edge -bigendian
BIG_ShadowBranchBuild[trl.$hd$]=

// DLC Patchable
BIG_ShadowDlcBinPatchable[wav] = 1
BIG_ShadowDlcBinPatchable[bik] = 1
BIG_ShadowDlcBinPatchable[tdt] = 1
BIG_ShadowDlcBinPatchable[mo] = 1
BIG_ShadowDlcBinPatchable[mp4] = 1
BIG_ShadowDlcBinPatchable[webm] = 1

//////////////////////////////////////////// ONLINE PARAMETERS ///////////////////////////////////////////////

// LAN
ONL_ModemEmulation=0
ONL_Maxbps=1000000 	//bps, ignored if modem emulation is 0
ONL_Ping=5 		// ms, ignored if modem emulation is 0
ONL_Jitter=0 		// ms, ignored if modem emulation is 0
ONL_PacketDrop=0 	// %, ignored if modem emulation is 0

// RECOMMENDED
// ONL_ModemEmulation=1
// ONL_Maxbps=768000 	//bps, ignored if modem emulation is 0 // 96 kb/s
// ONL_Ping=100 		// ms, ignored if modem emulation is 0
// ONL_Jitter=50 		// ms, ignored if modem emulation is 0
// ONL_PacketDrop=0.01 	// %, ignored if modem emulation is 0

// TRC
//ONL_ModemEmulation=1
//ONL_Maxbps=512000 	//bps, ignored if modem emulation is 0 // 64 kb/s
//ONL_Ping=100 		// ms, ignored if modem emulation is 0
//ONL_Jitter=0 		// ms, ignored if modem emulation is 0
//ONL_PacketDrop=0.1 	// %, ignored if modem emulation is 0

ONL_Topology=0                   // 0 = p2p, 1 = client-server
ONL_Compression=1
ONL_BundlingTime=0
REP_MinimumPosUpdateDelay=0
REP_PosConvergence=0

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BIG_NotOrphanFileExtList = wog;wol;wor;mdf;cfg;txt;mdl;var;fcg;fct;efg;efc;efl;he;h;pp;eru;rul;crv;grp
BIG_NotOrphanDirPathList = 'Root/00 EditorDatas';'Root/Recycle Bin'

//////////////////////////////////////////// RLI ////////////////////////////////////////////////////////////////////////

RLI_InVII_Allowed = 1
RLI_PerPointNormal = 1

/////////////////////////////////////////// LOBBY //////////////////////////////////////////////////////////////////////
LOB_Address = mdc-uat-rdv04.ubisoft.com

LOB_Port = 10392
LOB_Key = 3EpHapE9

//LOB_Port = 10388
//LOB_Key = qubRU3ew

//LOB_Port = 10496
//LOB_Key = ClM2GM1g

LOB_AutoConnect = 1
VID_LdMaskDB = 0xf3802b93

/////////////////////////////////////////// IMPORT //////////////////////////////////////////////////////////////////////

Collada_LOD_Distances=10,20

//K3D_AutoConvertTextureDefault = 2 // 0 ARGB, 1 DXT1_ACPR, 2 DXT1_A8, 3 ACPR, 4 DXT1
//K3D_AutoConvertTextureDisable = 1

SNP_SizeColmapZDM=0
SNP_SizeZDE=150
SNP_SizeMisc=0
SCP_Default = 0x47800263

////////////////////////////////////// PERFORCE //////////////////////////////////////////////////////////////////////

P4_TagsDef = 0x05315f0d

SCR_TypeObjIntCompatible = 0
DATA_CL = 22360// DO NOT MODIFY, AUTOMATICALLY UPDATED ON PROJECT OPEN

Similar to wd2config.cfg but the client data version was changed.

Uncompiled Source

Hmmm...
To do:
Only the Wii version was checked, does it exist in other releases?

Uncompiled source code of some serialized files was packed into JD4.bf. Note upon extracting them a null byte is appended to the end which has been removed in the archive.

Download.png Download Just Dance 4 Uncompiled Source
File: JustDance4UncompiledSource.zip (64KB) (info)
ArrayFunctions.fcg
CalendarFunctions.fcg
Events.fcg
Loading.fcg
Loading_Core.fcg
Loading_Streaming.fcg
Math.fcg
STRING.fcg
Triggers_Exec.fcg
Triggers_Test.fcg
Universe.var
UniverseAchievement.fcg
UniverseAgingBot.fcg
UniverseAttractMode.fcg
UniverseCoverflow.fcg
UniverseCurrentGameSession.fcg
UniverseDebug.fcg
UniverseGameMode.fcg
UniverseLeaderboard.fcg
UniverseLevels.fcg
UniverseMedley.fcg
UniverseMenu.fcg
UniverseOrganizer.fcg
UniversePad.fcg
UniversePlayers.fcg
UniverseProfiles.fcg
UniverseRegistration.fcg
UniverseSave.fcg
UniverseSavedItem.fcg
UniverseShopflow.fcg
UniverseTitle.fcg
UniverseTracking.fcg
UniverseUplay.fcg
Universe_trk_Run.fct
Utilities.fcg

References