Sly 1:GS: Difference between revisions

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{{Infobox data structure
{{hatnote|This article is about the game state for Sly 1. For the data structure that controls the game state in Sly 2 and 3, see [[DAG]].}}
| name= GS
| official= y
| sly1= y
}}
{{Distinguish|Graphics Synthesizer}}


'''GS''' ('''G'''ame '''S'''tate) is a data structure in Sly 1. It stores an array of [[WS|World States]], which in turn each store an array of [[LS|Level States]].
'''GS''' (game state) is a data structure in {{Sly 1}}. It contains information about the current state of the game world, including an array of {{Sly 1|WS|world states}} which, in turn, each contain an array of {{Sly 1|LS|level states}}.


== Structure ==
== Fields ==
The GS struct is declared as follows:


The GS struct has the following fields
{{todo|Add the C++ struct declaration}}


{{Struct top}}
== Game State Flags ==
{{Struct field|0x0|0x4|int|gsv|'''Unknown'''}}
The current game state is represented by the FGS enum, which has the following possible values:
{{Struct field|0x4|0x4|int|cbThis|Size of this struct in bytes}}
{{Struct field|0x8|0x4|int|nChecksum|Unknown, possibly compared against <tt>cbThis</tt> for integrity check}}
{{Struct field|0xc|0x4|float|dt|Total time spent in game (secs)}}
{{Struct field|0x10|0x19c8|struct WS[6]|aws|Array of {{Sly 1|WS|world states}}}}
{{Struct field|0x19d8|0x4|enum GAMEWORLD|gameworldCur|Current gameworld}}
{{Struct field|0x19dc|0x4|enum WORLDLEVEL|worldlevelCur|Current worldlevel}}
{{Struct field|0x19e0|0x4|int|clife|Lives count}}
{{Struct field|0x19e4|0x4|int|ccharm|Charm count}}
{{Struct field|0x19e8|0x4|int|ccoin|Coin count}}
{{Struct field|0c19ec|0x4|int|grfgs|'''Unknown bitfield''', possibly settings flags}}
{{Struct field|0x19f0|0x4|int|grfvault|Bitfield of unlocked powerups}}
{{Struct field|0x19f4|0x4|int|grfmovie|Unofficial name, probably called something else internally}}
{{Struct field|0x19f8|0x4|enum FGS|fgs|Game state flags}}
{{Struct field|0x19fc|0x4|int|last powerup?|Unofficial name, may be wrong}}
{{Struct bottom}}


<!--<syntaxhighlight lang="c++">
{{todo|Add the FLS enum values}}
struct GS {
int gsv;
int cbThis; /* Size of this struct in bytes */
int nChecksum; /* Unknown */
float dt; /* Time spent in game (secs) */
struct WS aws[6]; /* Saves for each world */
enum GAMEWORLD gameworldCur; /* Current gameworld */
enum WORLDLEVEL worldlevelCur; /* Current worldlevel */
int clife; /* Lives count */
int ccharm; /* Charms count */
int ccoin; /* Coins count */
GRFGS grfgs; /* Settings flags? */
GRFVAULT grfvault; /* Powerup flags */
uint unlocked_cutscenes; /* Cutscene flags (name is not official) */
enum FGS fgs; /* Game state flags */
int last_powerup; /* Last selected powerup (name is not official) */
};
</syntaxhighlight>-->


<code>GRFGS</code> and <code>GRFVAULT</code> are aliases of <code>int</code>.
== World States ==

== World states array ==
{{main|WS}}
{{main|WS}}


The GS struct stores an array of 5 WS structs, one for each world. The order is as follows:
<code>aws</code> is an array of 5 <code>WS</code> structs, one for each world. In the release build, the order is as follows:
* 0: Intro
* 0: {{Sly 1|Intro}}
* 1: Underwater
* 1: {{Sly 1|Underwater}}
* 2: Mesa
* 2: {{Sly 1|Mesa}}
* 3: Voodoo
* 3: {{Sly 1|Voodoo}}
* 4: Snow
* 4: {{Sly 1|Snow}}
* 5: Clockwerk
* 5: {{Sly 1|The Cold Heart of Hate|Clockwerk}}

== Bitfields ==
{{todo|Add tables showing the value of each bit}}


There are three sets of bitfields/flags after the world states.
== Unlockable flags ==
{{todo|Add the meaning corresponding to each bit/enum value}}


=== Settings flags (GRFGS) ===
There are three{{check}} sets of flags after the world states.
The purpose of <code>grfgs</code> is unclear. At least some of the bits appear to be used for game settings.


=== Powerup flags ===
=== Powerup flags (GRFVAULT) ===
There are 16 bits for the [[Powerups|powerup]] flags, with each bit corresponding to a particular powerup being unlocked.
<code>grfvault</code> is a bitfield representing unlocked [[powerups]]. Each bit corresponding to a particular powerup being unlocked.
<!--
{| class="wikitable mw-collapsible mw-collapsed"
|+ GRFGS bitfield
|-
! Bit !! Usage
|-
| 0 || Example
|-
| 1 || Example
|-
| 2 || Example
|-
| 3 || Example
|-
| 4 || Example
|-
| 5 || Example
|-
| 6 || Example
|-
| 7 || Example
|-
| 8 || Example
|-
| 9 || Example
|-
| 10 || Example
|-
| 11 || Example
|-
| 12 || Example
|-
| 13 || Example
|-
| 14 || Example
|-
| 15 || Example
|-
| 16 || Example
|-
| 17 || Example
|-
| 18 || Example
|-
| 19 || Example
|-
| 20 || Example
|-
| 21 || Example
|-
| 22|| Example
|-
| 23 || Example
|-
| 24|| Example
|-
| 25 || Example
|-
| 26 || Example
|-
| 27 || Example
|-
| 28 || Example
|-
| 29 || Example
|-
| 30 || Example
|-
| 31 || Example
|}
-->


=== Cutscene flags ===
=== Cutscene flags ===
There are 16 bits for the cutscene flags, with each bit corresponding to a particular cutscene being unlocked.
There are 16 bits for the cutscene flags, with each bit corresponding to a particular cutscene being unlocked. It is probably also stored as a typedef alias of <code>int</code> but the type is currently unknown.
<!--
{| class="wikitable mw-collapsible mw-collapsed"
|+ GRFGS bitfield
|-
! Bit !! Usage
|-
| 0 || Example
|-
| 1 || Example
|-
| 2 || Example
|-
| 3 || Example
|-
| 4 || Example
|-
| 5 || Example
|-
| 6 || Example
|-
| 7 || Example
|-
| 8 || Example
|-
| 9 || Example
|-
| 10 || Example
|-
| 11 || Example
|-
| 12 || Example
|-
| 13 || Example
|-
| 14 || Example
|-
| 15 || Example
|}
-->


=== GRFGS ===
== Game state flags (FGS)==
The current game state is represented by the <code>FGS</code> enum, which has the following possible values:
There is a set of flags defined by the GRFGS enum whose purpose is unclear. At least some of the bits appear to be used for game settings.
{{Enum top}}
{{Enum value|FGS_FirstClue|0x1}}
{{Enum value|FGS_HalfClues|0x2}}
{{Enum value|FGS_AllClues|0x4}}
{{Enum value|FGS_FirstVault|0x8}}
{{Enum value|FGS_SecondVault|0x10}}
{{Enum bottom}}


{{Navbox Sly 1}}
[[Category:Game mechanics]]
[[Category:Game mechanics in Sly 1]]

Latest revision as of 03:39, 26 September 2023

GS
Data Structure
GameSly Cooper and the Thievius Raccoonus
Official NameYes

GS (game state) is a data structure in Sly Cooper and the Thievius Raccoonus. It contains information about the current state of the game world, including an array of world states which, in turn, each contain an array of level states.

Fields

The GS struct has the following fields

Offset Size Type Name Notes
0x0 0x4
int
gsv Unknown
0x4 0x4
int
cbThis Size of this struct in bytes
0x8 0x4
int
nChecksum Unknown, possibly compared against cbThis for integrity check
0xc 0x4
float
dt Total time spent in game (secs)
0x10 0x19c8
struct WS[6]
aws Array of world states
0x19d8 0x4
enum GAMEWORLD
gameworldCur Current gameworld
0x19dc 0x4
enum WORLDLEVEL
worldlevelCur Current worldlevel
0x19e0 0x4
int
clife Lives count
0x19e4 0x4
int
ccharm Charm count
0x19e8 0x4
int
ccoin Coin count
0c19ec 0x4
int
grfgs Unknown bitfield, possibly settings flags
0x19f0 0x4
int
grfvault Bitfield of unlocked powerups
0x19f4 0x4
int
grfmovie Unofficial name, probably called something else internally
0x19f8 0x4
enum FGS
fgs Game state flags
0x19fc 0x4
int
last powerup? Unofficial name, may be wrong


GRFGS and GRFVAULT are aliases of int.

World states array

aws is an array of 5 WS structs, one for each world. In the release build, the order is as follows:

Bitfields

There are three sets of bitfields/flags after the world states.

Settings flags (GRFGS)

The purpose of grfgs is unclear. At least some of the bits appear to be used for game settings.

Powerup flags (GRFVAULT)

grfvault is a bitfield representing unlocked powerups. Each bit corresponding to a particular powerup being unlocked.

Cutscene flags

There are 16 bits for the cutscene flags, with each bit corresponding to a particular cutscene being unlocked. It is probably also stored as a typedef alias of int but the type is currently unknown.

Game state flags (FGS)

The current game state is represented by the FGS enum, which has the following possible values:

Name Value Description
FGS_FirstClue 0x1
FGS_HalfClues 0x2
FGS_AllClues 0x4
FGS_FirstVault 0x8
FGS_SecondVault 0x10