Sly 1:Anticrack: Difference between revisions

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'''Anticrack''' is a feature of {{Sly 1}} designed to inhibitprevent modifying the game binary. It performs periodic integrity checks using a checksum to ensure that the elfcode has not been altered. If a check fails, one of four penalties is activated.
 
==Firewall==
If the integrity check in the function at offset <code>0x12b760</code> fails, the flag at <code>0x261080</code> is set, which activates the firewall penalty. This penalty spawns an invisible wall of fire in the level [[Into the Machine]] once the final segment of the map has been loaded for 1 minute and 27 seconds.
 
Once the firewall is active, savingit sets a [[LS#Scene variables|scene variable]] which persists on the gamesave makesfile, making it permanent, corruptingonce theyou save filethe game. This means the firewall will be active even if anticrack is disabled on the next boot.
 
== Anti-grab==
If the check in the function at <code>0x15edb8</code> fails, the flag at <code>0x261080</code> is set, which activates anti-grab. This penalty is activated in two stages:
*After 30 seconds of in-game time, jumping and pressing circle to climb will fail intermittently.
* After 2 minutes, climbing is disabled altogether.
 
==Vehicles==
If the check in the function at <code>0x18f610</code> fails, the flag at <code>0x269b48</code> is set, which activates the vehicles penalty. This check occurs after an FMV is played for 3 seconds. Since the game starts with an FMV of the Sucker Punch logo, this check is triggered when the game is booted. This penalty has two effects.
 
===The Van===
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==Collectibles==
If the check in the function at <code>0x1e9b30</code> fails, the flat at <code>0x275c34</code> is set, which activates the collectibles penalty. This penalty has two effects.
 
===Keys===
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This effect begins after 2 minutes and 55 seconds of in-game time and only affects clue bottles.
* Upon dying or loading a level, each clue bottle you previously collected will have a 20% chance to be un-collected. This is accomplished by randomly selecting 20% of the <code>fclue</code> flags from the current [[LS#Clue values|level state]] and setting them to 0 when the level is loaded. For each bit that is unset, the <code>cclue</code> is decreased by 1.
* Each clue bottle in the level will have a 20% chance to turn invisible, making it practically impossible to openfind vaultsthem all. This is accomplished by iterating over each clue bottle in the level and turning it invisible.
 
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