Sly 1:GS: Difference between revisions
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{{Distinguish|Graphics Synthesizer}} |
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{{hatnote|This article is about the game state struct in Sly 1. For the game state in Sly 2 and 3, see [[DAG]].}} |
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'''GS''' ('''G'''ame '''S'''tate) is a data structure in {{Sly 1}}. It stores an array of [[WS|World States]] |
'''GS''' ('''G'''ame '''S'''tate) is a data structure in {{Sly 1}}. It stores information about the current save file, including an array of [[WS|World States]] which in turn each store an array of [[LS|Level States]]. |
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== Structure == |
== Structure == |
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<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: |
<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: |
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* 0: Intro |
* 0: {{Sly 1|Intro}} |
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* 1: Underwater |
* 1: {{Sly 1|Underwater}} |
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* 2: Mesa |
* 2: {{Sly 1|Mesa}} |
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* 3: Voodoo |
* 3: {{Sly 1|Voodoo}} |
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* 4: Snow |
* 4: {{Sly 1|Snow}} |
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* 5: Clockwerk |
* 5: {{Sly 1|The Cold Heart of Hate|Clockwerk}} |
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== Unlockable flags == |
== Unlockable flags == |
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The current game state is represented by the <code>FGS</code> enum, which has the following possible values: |
The current game state is represented by the <code>FGS</code> enum, which has the following possible values: |
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{| class="wikitable" |
{| class="wikitable" |
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! Name |
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|FGS_FirstClue |
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! Value |
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|- |
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|FGS::FirstClue |
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|0x1 |
|0x1 |
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|- |
|- |
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|FGS::HalfClues |
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|FGS_HalfClues |
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|0x2 |
|0x2 |
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|- |
|- |
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|FGS::AllClues |
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|FGS_AllClues |
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|0x4 |
|0x4 |
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|- |
|- |
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|FGS::FirstVault |
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|FGS_FirstVault |
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|0x8 |
|0x8 |
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|- |
|- |
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|FGS::SecondVault |
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|FGS_SecondVault |
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|0x10 |
|0x10 |
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|} |
|} |
Revision as of 21:46, 8 August 2022
Data Structure | |
---|---|
Game | Sly Cooper and the Thievius Raccoonus |
Official Name | Yes |
GS (Game State) is a data structure in Sly Cooper and the Thievius Raccoonus. It stores information about the current save file, including an array of World States which in turn each store an array of Level States.
Structure
The GS struct is declared as follows:
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) */
};
World states array
aws
is an array of 5 WS
structs, one for each world. In the release build, the order is as follows:
Unlockable flags
To Do: Add tables showing the value of each bit |
There are three[check] sets of flags after the world states.
Settings flags (GRFGS)
There is a set of flags of type GRFGS
whose purpose is unclear. At least some of the bits appear to be used for game settings. GRFGS
is an alias of int
and occupies 4 bytes, or 32 bits.
Powerup flags (GRFVAULT)
There is a set of flags of type GRFVAULT
for the unlocked powerups, with each bit corresponding to a particular powerup being unlocked. GRFVAULT
is an alias of int
and occupies 4 bytes, or 32 bits.
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
The current game state is represented by the FGS
enum, which has the following possible values:
Name | Value |
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FGS::FirstClue | 0x1 |
FGS::HalfClues | 0x2 |
FGS::AllClues | 0x4 |
FGS::FirstVault | 0x8 |
FGS::SecondVault | 0x10 |