Sly 1:LS: Difference between revisions

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Each individual level state has a <code>uSuck</code> 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.
Each individual level state has a <code>uSuck</code> 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.
{{todo|Investigate the mystery suck value.}}
{{Investigate|What is the mystery suck value used for?}}


== Clue values ==
== Clue values ==
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== Scene variables ==
== Scene variables ==
{{todo|
{{Investigate|
* Investigate if there is an official name for these variables (the term “scene variables” was coined by me).
* See if there is an official name for these variables (the term “scene variables” was coined by me).
* Figure out what the unknown scene flags do}}
* Figure out what the unknown scene flags do}}
Every <code>LS</code> has slots for up to 4 scene variables. Each scene variable is a numerical ID and value pair. On a new game, the ID and values of all scene variables are 0, and the game sets them as it needs to.
Every <code>LS</code> has slots for up to 4 scene variables. Each scene variable is a numerical ID and value pair. On a new game, the ID and values of all scene variables are 0, and the game sets them as it needs to.

Revision as of 16:40, 2 August 2022

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 used for storing the current state of each level in the Game State.

Structure

The LS struct is defined as follows:

struct LS {
    enum FLS fls; /* Level state flags */
    float dt; /* Time spent in level (secs) */
    float dtTimedBest; /* Best MTS time for level */
    float uSuck; /* Current player suck value for level */
    float suck_field_0x10; /* Unknown value, related to uSuck */
    int afDialogPlayed[12]; /*  Dialog played flags */
    struct SceneVar a_scene_vars[4]; /* Scene variables */
    int cclue; /* Count of bottles collected */
    uint fclue; /* Flags marking which bottles have been collected */
    undefined4 field_0x6c; /* Unknown */
    int field_0x70; /* Unknown */
    byte * unk_ptr_0x74; /* Unknown ptr to 1-byte value */
};

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 View 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 Unknown

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

Every LS has slots for up to 4 scene variables. Each scene variable is a numerical ID and value pair. On a new game, the ID and values of all scene variables are 0, and the game sets them as it needs to.

When the game first sets a scene variable, it uses the first available slot on the LS. Then, when the game needs to check the value of a scene variable for a particular level, it iterates over the scene flags on that level’s LS and stops when it finds a match.

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 Notes
Prowling the Grounds 0x748 1864 1 Unknown
Into The Machine 0x7e3 2019 2019 Set to 2019 if the invisible wall of fire is activated
Last Call 0x5a8 1448 1 Unknown
The Swamp's Dark Center 0x692 1682 1 Set to 1 when the left[check] candle is broken
The Swamp's Dark Center 0x695 1685 1 Set to 1 when the right[check] candle is broken
Duel by the Dragon 0x53b 1339 1 Unknown, set to 0 when the level loads and 1 when you trigger the initial Carmelita cutscene
A Strange Reunion 0x701 1793 1, 3 Unknown, set to 1 when the level starts
A Strange Reunion 0x704 1796 10 Unknown