Sly 1:Builds/May 19 2002
Game Build | |
---|---|
Game | Sly Cooper and the Thievius Raccoonus |
Build Date | May 19 2002 |
Disc ID | SCUS_971.98 |
Chronology | |
Previous | April 8 2002 |
Next | May 21 2002 |
The May 19 2002 build of Sly 1, is presumed to be an internal build of the version displayed on the E3 2002 show floor. It includes early versions of the chapters Tide of Terror and Sunset Snake Eyes. It resurfaced on Hidden Palace in March 2021 as part of Project Deluge.
Notably, this build contains a debug menu, and is one of only two builds with debug symbols.
Subpages
Functions List of all source code files and functions in the debug symbols. |
This is the only buld of Sly 1 with a debug menu.
To Do: Document all pages and submenus |
LiveEdit
There is a hidden debug menu mode called LiveEdit. It lets you move objects around the level and change other values such as gravity and velocity. Memory editing is needed to access it.
Debug flags
There are many debug flags that can be toggled by setting them to 0 or 1 in memory. The following screenshot shows the flags showCameraEdges
, ShowBones
, ShowBrightnessBar
, ShowPlayerSuck
, and ShowShapes
enabled.
Name | Offset | Description |
---|---|---|
ShowAxes | 0x2736f0 | Shows the XYZ axis gizmo on Sly's model. |
showCameraEdges | 0x2736f4 | |
ReverseLook | 0x273990 | Inverts the look axis. |
DrawEmitterGroupSelf | 0x0273a40 | |
ShowBones | 0x273bc0 | Renders the bones on entity models. |
DisableSkin | 0x273bc4 | |
DisablePoses | 0x273bc8 | |
CdAvailable | 0x273e80 | Indicates whether the CD is available for a read operation; Used by the game engine. |
CpmanOverride | 0x274f4c | Used by the game engine. |
SkipDialog | 0x2752c0 | |
fontDebug | 0x276070 | |
RenderLoopIdle | 0x276218 | Used by the game engine. |
FreezeReport | 0x27621c | |
CelAntiAlias | 0x27763c | |
Invulnerable | 0x279b24 | Makes Sly ignore all damage. |
InfiniteCharms | 0x279b28 | Gives Sly infinite Lucky Charms. |
ShowEffectObjects | 0x279b2c | |
ShowReachMap | 0d279b30 | Renders a 3D wireframe that shows how far Sly can reach with his cane. |
ZapFreeze | 0x279b34 | Makes Sly freeze in place whenever he gets zapped by level hazards (i.e. drowning, falling, electricity). |
DynamicLights | 0x27eb7c | Used by the game engine. |
ReportXPs | 0x27f2e4 | |
LiveEdit | 0x27f9cc | |
ShowPaths | 0x28000c | Renders the pathfinding calculated by the guard AI. |
DisableRumble | 0x281af0 | Disables controller rumble. |
ShowBrightnessBar | 0x2890ec | Displays a grayscale color bar on-screen. |
ShowPlayerSuck | 0x2890f0 | Displays the float value for the player's "suck" score (used to calculate difficulty). |
LasenBusyListChange | 0d289190 | |
ShowShapes | 0x289494 | Renders a wireframe on top of 3D objects. |
SneakyFeet | 0x2897c4 | Controls whether Sly's footsteps make guitar sounds. |
RenderStepPhys | 0x289b10 | |
ForceFore | 0x289b70 | |
ForceBack | 0x289b74 | |
DisplayDetection | 0x289cb0 | |
LoadDebugInfo | 0x28a784 | Used by the game engine. |
LoadBulkData | 0x28a798 | Used by the game engine. |
ShowTargets | 0x28a98c | |
DisableSquish | 0x28a9c0 | Toggles whether Sly can get squished by level hazards. |
R | 0x28b400 | Unknown |
WmReversePlayed | 0x28b6c4 | |
ShowZapGeometry | 0x28c174 | Shows a wireframe around areas where Sly will drown/fall and die. |
Unused game mechanics
Cycle
Data Structure | |
---|---|
Game | Sly Cooper and the Thievius Raccoonus |
Size | 0x6e0 |
Official Name | Yes |
There is code for some kind of wheeled vehicle in P2/cycle.c
. Its appearence is unknown, but the CYCLE data structure suggests it would have multple wheels, suspension, and the ability to boost. It would kick up dirt particles on the ground as it moves. It also seems that it could go on water, as it has values for leaving ripples in its wake. It's struct is similar to the van.
The CYCLES (cycle state) enum has the following values:
Name | Value | Description |
---|---|---|
CYCLES_Nil | -1 | |
CYCLES_Brake | 0 | |
CYCLES_Accelerate | 1 | |
CYCLES_Coast | 2 | |
CYCLES_Max | 3 |
Hang Glider
Data Structure | |
---|---|
Game | Sly Cooper and the Thievius Raccoonus |
Official Name | Yes |
There is code for a hang glider in P2/hg.c
. The JTBS (JT body state) enum uses the following values for the hang glider:
Name | Value | Description |
---|---|---|
JTBS_Hang_Forward | 50 | |
JTBS_Hang_Neutral | 51 | |
JTBS_Hang_Backward | 52 | |
JTBS_Hang_Idle | 53 |
The HGS (hang glider state) enum has the following values:
Name | Value | Description |
---|---|---|
HGS_Nil | -1 | |
HGS_Passive | 0 | |
HGS_Stand | 1 | |
HGS_Run | 2 | |
HGS_Glide | 3 | |
HGS_Zap | 4 | |
HGS_Dead | 5 | |
HGS_Peek | 6 | |
HGS_Max | 7 |
BHG
Data Structure | |
---|---|
Game | Sly Cooper and the Thievius Raccoonus |
Size | 0xba0 |
Official Name | Yes |
There is a separate struct called BHG which is used in P2/mb.h
. The functions and data structures suggest it may be a variant of the hang glider used by guards.
Skiing
This build has code for a cut skiing mechanic in a file named P2/stepski.c
. It would probably be used in Fire in the Sky, which is not present in this build. There is no dedicated SKI struct as the skis are part of Sly's character model.
The JTBS (JT body state) enum uses the following values for the hang glider:
Name | Value | Description |
---|---|---|
JTBS_Ski_Stand | 45 | |
JTBS_Ski_Jump | 46 | |
JTBS_Ski_Fall | 47 | |
JTBS_Ski_Boost | 48 | |
JTBS_Ski_Attack | 49 |
The IBLSKI enum has the following values:
Name | Value | Description |
---|---|---|
IBLSKI_Nil | -1 | |
IBLSKI_Forward | 0 | |
IBLSKI_Right | 1 | |
IBLSKI_Left | 2 | |
IBLSKI_Max | 3 |
There is also an IBLSKI_2 enum with these values:
Name | Value | Description |
---|---|---|
IBLSKI_Stand_Forward | 0 | |
IBLSKI_Stand_Right | 1 | |
IBLSKI_Stand_Left | 2 | |
IBLSKI_Speed_Forward | 3 | |
IBLSKI_Speed_Right | 4 | |
IBLSKI_Speed_Left | 5 | |
IBLSKI_2_Max | 6 |
Cheat Codes
The following are all cheat codes in the build.
Cheat Code | Name | Description |
---|---|---|
Down L2 R2 X Down L2 R2 X Left Circle SELECT | ResetWorld | Reloads current level. |
Down L2 R2 X Down L2 R2 X Left Circle Circle | InfiniteCharms | Activates the Infinite Charms cheat. |
Down L2 R2 X Down L2 R2 X Left Circle Up | CollectAllClues | Collects all clue bottles in the current level. |
Down L2 R2 X Down L2 R2 X Left Circle Down | CollectAvailableVaults | Unlocks all available powerups. |
Down L2 R2 X Down L2 R2 X Left Circle Square | PlayActionTrailer | Play the "Action" trailer. |
Down L2 R2 X Down L2 R2 X Left Circle X | PlaySecretOrigin | Play the "Secret Origin" cutscene. |
Down L2 R2 X Down L2 R2 X Left Circle Left Down | LoadUnderwaterApproach | Load "Outside Raleigh's". |
Down L2 R2 X Down L2 R2 X Left Circle Left Left | LoadUnderwaterHub | Load "Raleigh's Retreat". |
Down L2 R2 X Down L2 R2 X Left Circle Left Up | LoadUnderwater1 | Load "Moolah Museum". |
Down L2 R2 X Down L2 R2 X Left Circle Left Right | LoadUnderwater2 | Load "Lava Lair". |
Down L2 R2 X Down L2 R2 X Left Circle Left X | LoadUnderwater3 | Load "Readin' Room". |
Down L2 R2 X Down L2 R2 X Left Circle Left Square | LoadUnderwater4 | Load "Gunboat Graveyard". |
Down L2 R2 X Down L2 R2 X Left Circle Left Triangle | LoadUnderwater5 | Load "Crab Cave". |
Down L2 R2 X Down L2 R2 X Left Circle Left Circle | LoadUnderwater6 | Load "Crankshaft Cellar". |
Down L2 R2 X Down L2 R2 X Left Circle Left SELECT | LoadUnderwaterBoss | Load "The Blimp". |
Down L2 R2 X Down L2 R2 X Left Circle Up Down | LoadMuggshotApproach | Load "Outside Mesa City". |
Down L2 R2 X Down L2 R2 X Left Circle Up Left | LoadMuggshotHub | Load "Mesa City". |
Down L2 R2 X Down L2 R2 X Left Circle Up Up | LoadMuggshot1 | Load "Muggshot's Casino". |
Down L2 R2 X Down L2 R2 X Left Circle Up Right | LoadMuggshot2 | Load "The Ruins". |
Down L2 R2 X Down L2 R2 X Left Circle Up X | LoadMuggshot3 | Load "The Muggshot 300". |
Down L2 R2 X Down L2 R2 X Left Circle Up Square | LoadMuggshot4 | Load "Muggshot's Rooftop". |
Down L2 R2 X Down L2 R2 X Left Circle Up Triangle | LoadMuggshot5 | Load "Vertigo Alley". |
Down L2 R2 X Down L2 R2 X Left Circle Up Circle | LoadMuggshot6 | Load "Canine Canyon". |
Build Strings
The following strings are present in the game's executable. They are called "g_achzBuildUser", "g_achzBuildDateLong", and "g_achzBuildDateShort" respectively.
jojo
05/19/02 18:12
0519.1812
This text is printed to the EE console when the game is booted. Note that the ©
character is erroneously printed as ゥ
in PCSX2 due it using the wrong text encoding.
Sly Cooper © 2002 Sony Computer Entertainment America & Sucker Punch Productions P2: 0519.1812 jojo Brx: 721