Sly 1:Builds/May 19 2002: Difference between revisions

From SlyMods
Jump to navigation Jump to search
Content added Content deleted
(Add subpage link)
(Add debug flags)
 
(One intermediate revision by the same user not shown)
Line 25: Line 25:


{{Clear}}
{{Clear}}

== LiveEdit ==
=== LiveEdit ===
[[File:Sly 1 May 19 live edit.png|thumb]]
[[File:Sly 1 May 19 live edit.png|thumb]]


Line 32: Line 33:
{{Clear}}
{{Clear}}
== Debug flags ==
== Debug flags ==
[[File:Sly 1 May 19 debug flags.png|thumb]]


There are several debug flags en memory that can be toggled by setting them to 0 or 1.
There are many debug flags that can be toggled by setting them to 0 or 1 in memory. The following screenshot shows the flags <code>showCameraEdges</code>, <code>ShowBones</code>, <code>ShowBrightnessBar</code>, <code>ShowPlayerSuck</code>, and <code>ShowShapes</code> enabled.


[[File:Sly 1 May 19 debug flags.png|480px|inline]]
{{To do|Add a table of all flags}}

{| class="wikitable"
|-
! 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 ===
{{Infobox struct
| title = CYCLE
| official = y
| size = 0x6e0
}}

There is code for some kind of wheeled vehicle in <code>P2/cycle.c</code>. 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 {{Sly 1|SUV|the van}}.

The CYCLES (cycle state) enum has the following values:
{{Enum top|CYCLES}}
{{Enum value|CYCLES_Nil|-1}}
{{Enum value|CYCLES_Brake|0}}
{{Enum value|CYCLES_Accelerate|1}}
{{Enum value|CYCLES_Coast|2}}
{{Enum value|CYCLES_Max|3}}
{{Enum bottom}}

=== Hang Glider ===
{{Infobox struct
| title = HG
| official = y
| side = 0x900
}}

There is code for a hang glider in <code>P2/hg.c</code>. The JTBS (JT body state) enum uses the following values for the hang glider:
{{Enum top|JTBS}}
{{Enum value|JTBS_Hang_Forward|50}}
{{Enum value|JTBS_Hang_Neutral|51}}
{{Enum value|JTBS_Hang_Backward|52}}
{{Enum value|JTBS_Hang_Idle|53}}
{{Enum bottom}}

The HGS (hang glider state) enum has the following values:
{{Enum top|HGS}}
{{Enum value|HGS_Nil|-1}}
{{Enum value|HGS_Passive|0}}
{{Enum value|HGS_Stand|1}}
{{Enum value|HGS_Run|2}}
{{Enum value|HGS_Glide|3}}
{{Enum value|HGS_Zap|4}}
{{Enum value|HGS_Dead|5}}
{{Enum value|HGS_Peek|6}}
{{Enum value|HGS_Max|7}}
{{Enum bottom}}

==== BHG ====
{{Infobox struct
| title = BHG
| official = y
| size = 0xba0
}}

There is a separate struct called BHG which is used in <code>P2/mb.h</code>. The functions and data structures suggest it may be a variant of the hang glider used by guards.


{{Clear}}
{{Clear}}

=== Skiing ===
[[File:Sly1_May19_Skis.png|480px|right]]
This build has code for a cut skiing mechanic in a file named <code>P2/stepski.c</code>. It would probably be used in {{Sly 1|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:

{{Enum top|JTBS}}
{{Enum value|JTBS_Ski_Stand|45}}
{{Enum value|JTBS_Ski_Jump|46}}
{{Enum value|JTBS_Ski_Fall|47}}
{{Enum value|JTBS_Ski_Boost|48}}
{{Enum value|JTBS_Ski_Attack|49}}
{{Enum bottom}}

The IBLSKI enum has the following values:

{{Enum top|IBLSKI}}
{{Enum value|IBLSKI_Nil|-1}}
{{Enum value|IBLSKI_Forward|0}}
{{Enum value|IBLSKI_Right|1}}
{{Enum value|IBLSKI_Left|2}}
{{Enum value|IBLSKI_Max|3}}
{{Enum bottom}}

There is also an IBLSKI_2 enum with these values:

{{Enum top|IBLSKI_2}}
{{Enum value|IBLSKI_Stand_Forward|0}}
{{Enum value|IBLSKI_Stand_Right|1}}
{{Enum value|IBLSKI_Stand_Left|2}}
{{Enum value|IBLSKI_Speed_Forward|3}}
{{Enum value|IBLSKI_Speed_Right|4}}
{{Enum value|IBLSKI_Speed_Left|5}}
{{Enum value|IBLSKI_2_Max|6}}
{{Enum bottom}}

== Cheat Codes ==
== Cheat Codes ==
The following are all cheat codes in the build.
The following are all cheat codes in the build.

Latest revision as of 16:01, 2 May 2024

Sly 1 May 19 Proto
Game Build
GameSly Cooper and the Thievius Raccoonus
Build DateMay 19 2002
Disc IDSCUS_971.98
Chronology
PreviousApril 8 2002
NextMay 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

Debug menu

This is the only buld of Sly 1 with a debug menu.

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.

inline

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

CYCLE
Data Structure
GameSly Cooper and the Thievius Raccoonus
Size0x6e0
Official NameYes

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:

CYCLES
Name Value Description
CYCLES_Nil -1
CYCLES_Brake 0
CYCLES_Accelerate 1
CYCLES_Coast 2
CYCLES_Max 3

Hang Glider

HG
Data Structure
GameSly Cooper and the Thievius Raccoonus
Official NameYes

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:

JTBS
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:

HGS
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

BHG
Data Structure
GameSly Cooper and the Thievius Raccoonus
Size0xba0
Official NameYes

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:

JTBS
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:

IBLSKI
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:

IBLSKI_2
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 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