Sly 1:LS: Difference between revisions

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{{Struct top}}
{{Struct top}}
{{Struct field|type=enum FLS|name=fls|offset=0x0|size=4|description=Level state flags}}
{{Struct field|type=enum FLS|name=fls|offset=0x0|size=4|description=Level state flags}}
{{Struct field|type=float|name=dt|offset=0x4|size=4|type=float|description=Time spent in level (secs)}}
{{Struct field|type=float|name=dt|offset=0x4|size=4|type=float|description=Total spent in level (secs)}}
{{Struct field|type=float|name=dtTimedBest|offset=0x8|size=4|description=Best MTS time for level}}
{{Struct field|type=float|name=dtTimedBest|offset=0x8|size=4|description=Best MTS time for level}}
{{Struct field|type=float|name=uSuck|offset=0xc|size=4|description=Current player suck value for level}}
{{Struct field|type=float|name=uSuck|offset=0xc|size=4|description=Player's suck value for level (increases when you die)}}
{{Struct field|type=float|name=?|offset=0x10|size=4|description=Unknown value, realated to suck}}
{{Struct field|type=float|name=?|offset=0x10|size=4|description='''Unknown value''', realated to suck}}
{{Struct field|type=int[12]|name=afDialogPlayed|offset=|size=48|description=Array of dialog played flags}}
{{Struct field|type=int[12]|name=afDialogPlayed|offset=0x14|size=48|description=Array of dialog played flags}}
{{Struct field|type=struct SceneVar[4]|name=scene vars array|offset=|size=32|description=Array of scene variables}}
{{Struct field|type=struct SceneVar[4]|name=scene vars array|offset=0x44|size=32|description=Array of scene variables}}
{{Struct field|type=int|name=cclue|offset=|size=4|description=Count of clue bottles collected}}
{{Struct field|type=int|name=cclue|offset=0x64|size=4|description=Count of clue bottles collected}}
{{Struct field|type=unsigned int|name=fclue|offset=|size=4|description=Bitfield denoting which bottles have been collected}}
{{Struct field|type=unsigned int|name=fclue|offset=0x68|size=4|description=Bitfield marking which bottles have been collected}}
{{Struct field|type=|name=?|offset=0x6c|size=4|description=Unknown}}
{{Struct field|type=|name=?|offset=0x6c|size=4|description='''Unknown'''}}
{{Struct field|type=|name=?|offset=0x70|size=4|description=Unknown}}
{{Struct field|type=|name=?|offset=0x70|size=4|description='''Unknown'''}}
{{Struct field|type=byte*|name=?|offset=0x74|size=1|description=Unknown}}
{{Struct field|type=byte*|name=?|offset=0x74|size=1|description='''Unknown'''}}
{{Struct bottom}}
{{Struct bottom}}


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If a dialog flag is set to 0, that dialog will automatically play when Sly enters the associated trigger volume. If the flag is set to 1, then the trigger volume instead causes the L1 popup [[Sly 1:BLOT|blot]] to appear in the lower-left corner, giving the option to replay the dialog.
If a dialog flag is set to 0, that dialog will automatically play when Sly enters the associated trigger volume. If the flag is set to 1, then the trigger volume instead causes the L1 popup [[Sly 1:BLOT|blot]] to appear in the lower-left corner, giving the option to replay the dialog.


== Scene flags ==
== Scene variables ==


{{Investigate|<br/>
{{Investigate|<br/>
* See if there is an official name for these variables (the term “scene flags” was coined by me).
* See if there is an official name for these type of variables.
* Figure out what the unknown scene flags do, particularly the one in Prowling the Grounds}}
* Figure out what the unknown scene flags do, particularly the one in Prowling the Grounds}}
Every <code>LS</code> has slots for up to 4 scene flags. A new game has no scene variables set, and the game sets them as it needs to. Setting a scene flags means writing an ID and value pair to the save data for a level.


Each <tt>LS</tt> has slots for up to 4 scene variables. A new game has no scene vars set, and the game sets them as it needs to.
When the game sets a scene flag on a level, it checks all the scene flags on the <code>LS</code> for that level to see if it is already set. If so, it updates the value. If not, it writes it to the first available slot on the level.

When the game wants to set a scene variable, it uses the following algorithm:
# Checks all the scene flags on the <tt>LS</tt> for that level to see if a variable with that ID is already set.
#* If so, update the value.
#* If not, write the ID/value pair to the first available slot on the level.


The following is a list of all known scene variables the game uses. There may still be more that are undiscovered.
The following is a list of all known scene variables the game uses. There may still be more that are undiscovered.

Revision as of 12:40, 24 September 2023

LS
Data Structure
GameSly Cooper and the Thievius Raccoonus
Size0x78
Official NameYes

LS (level state) is a data structure in Sly Cooper and the Thievius Raccoonus. It is responsible for the state of each worldlevel in the game.

Fields

The LS struct has the following fields:

Offset Size Type Name Notes
0x0 4
enum FLS
fls Level state flags
0x4 4
float
dt Total spent in level (secs)
0x8 4
float
dtTimedBest Best MTS time for level
0xc 4
float
uSuck Player's suck value for level (increases when you die)
0x10 4
float
? Unknown value, realated to suck
0x14 48
int[12]
afDialogPlayed Array of dialog played flags
0x44 32
struct SceneVar[4]
scene vars array Array of scene variables
0x64 4
int
cclue Count of clue bottles collected
0x68 4
unsigned int
fclue Bitfield marking which bottles have been collected
0x6c 4
? Unknown
0x70 4
? Unknown
0x74 1
byte*
? Unknown

Level state flags

The current state of the level is represented using the FLS enum, which has the following possible values:

Name Value Description
FLS_Visited 0x1 The level has been visited and is selectable from the map
FLS_KeyCollected 0x2 The key has been collected on the level
FLS_Secondary 0x4 The vault has been opened on the level
FLS_Tertiary 0x8 The MTS has been completed on the level
FLS_BossDefeated 0x10 Self-explanatory

uSuck values

Each individual level state has a uSuck value which is used to scale the game's difficulty. There is also a second value related to suck stored at offset 0x10, but the purpose of that value is currently unknown. It is often incremented at the same time as the first suck value, but the second one is sometimes multiplied by some value to make it bigger or smaller.

Clue values

The level state has two values associated with clue bottles. The first, cclue, is the quantity of clue bottles have been collected in the level. The second, fclue, is a bitfield that keeps track of which specific clue bottles have been collected.

Each bit in fclue corresponds to a specific clue in the map. During a level load, any particular clue bottle will only be spawned in if the corresponding bit is not set.

Dialogue flags

Every LS has an array for storing up to 12 dialogue flags, afDialogPlayed, with each flag corresponding to a specific dialog. Most are Bentley cutscenes but it is also used for things like the PA announcements in the hub maps.

If a dialog flag is set to 0, that dialog will automatically play when Sly enters the associated trigger volume. If the flag is set to 1, then the trigger volume instead causes the L1 popup blot to appear in the lower-left corner, giving the option to replay the dialog.

Scene variables

Each LS has slots for up to 4 scene variables. A new game has no scene vars set, and the game sets them as it needs to.

When the game wants to set a scene variable, it uses the following algorithm:

  1. Checks all the scene flags on the LS for that level to see if a variable with that ID is already set.
    • If so, update the value.
    • If not, write the ID/value pair to the first available slot on the level.

The following is a list of all known scene variables the game uses. There may still be more that are undiscovered.

Level ID (hex) ID (dec) Known Values
Prowling the Grounds 0x748 1864 1 - Unknown
Into The Machine 0x7e3 2019 2019 - Set if the invisible wall of fire is activated
Last Call 0x5a8 1448 1 - Unknown
The Swamp's Dark Center 0x692 1682 1 - Voodoo gate left candle broken on the roof near Down Home Cooking
The Swamp's Dark Center 0x695 1685 1 - Voodoo gate right candle broken on the roof near Down Home Cooking
Duel by the Dragon 0x53b 1339 0 - Set when you first load the level. It indicates that the first Carmelita cutscene should play when you get to the roof.

1 - Set when the first Carmelita cutscene plays. It remains 1 after you die so you don't have to watch the cutscene every time.

A Strange Reunion 0x701 1793 1 - Unknown, set when the level starts. Probably related to cutscenes.

3 - Unknown, probably related to cutscenes.

A Strange Reunion 0x704 1796 10 - Unknown

See also