Sly 1:LS: Difference between revisions
TheOnlyZac (talk | contribs) (Update struct and enum tables) |
TheOnlyZac (talk | contribs) (Updated struct info) |
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{{Struct top}} |
{{Struct top}} |
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{{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}} |
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{{Struct field|type=float|name=dt|offset=0x4|size=4|type=float|description= |
{{Struct field|type=float|name=dt|offset=0x4|size=4|type=float|description=Total spent in level (secs)}} |
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{{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}} |
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{{Struct field|type=float|name=uSuck|offset=0xc|size=4|description= |
{{Struct field|type=float|name=uSuck|offset=0xc|size=4|description=Player's suck value for level (increases when you die)}} |
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{{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}} |
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{{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}} |
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{{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}} |
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{{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}} |
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{{Struct field|type=unsigned int|name=fclue|offset=|size=4|description=Bitfield |
{{Struct field|type=unsigned int|name=fclue|offset=0x68|size=4|description=Bitfield marking which bottles have been collected}} |
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{{Struct field|type=|name=?|offset=0x6c|size=4|description=Unknown}} |
{{Struct field|type=|name=?|offset=0x6c|size=4|description='''Unknown'''}} |
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{{Struct field|type=|name=?|offset=0x70|size=4|description=Unknown}} |
{{Struct field|type=|name=?|offset=0x70|size=4|description='''Unknown'''}} |
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{{Struct field|type=byte*|name=?|offset=0x74|size=1|description=Unknown}} |
{{Struct field|type=byte*|name=?|offset=0x74|size=1|description='''Unknown'''}} |
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{{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. |
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== Scene |
== Scene variables == |
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{{Investigate|<br/> |
{{Investigate|<br/> |
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* See if there is an official name for these |
* See if there is an official name for these type of variables. |
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* 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}} |
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⚫ | |||
⚫ | |||
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. |
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When the game wants to set a scene variable, it uses the following algorithm: |
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# Checks all the scene flags on the <tt>LS</tt> for that level to see if a variable with that ID is already set. |
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#* If so, update the value. |
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#* If not, write the ID/value pair to the first available slot on the level. |
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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
Data Structure | |
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Game | Sly Cooper and the Thievius Raccoonus |
Size | 0x78 |
Official Name | Yes |
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.
This topic needs further investigation. |
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
This topic needs further investigation. |
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:
- 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 |