SlyCooperReloadCoded

Joined 8 October 2023
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== Sly 2 stuff: ==
 
NTSC-U Episode 5 hub - at address 0x4D8364 is a list that bears a resemblance to the fk$x list, but includes not only entities, but also objects, triggers, invisible things, path points, etc. Each (nameless) entry contains the address that marks the start of its struct, as well as some other info. Unable to find this in any other episode, but it most likely isn't specific to this map. Some things I've been able to find with it include entities like the bats flying around, but also an anchor point for a boat, a bounce-away trigger of some kind, some deactivated triggers, both parts of Sly's cane, and the patrol boat. Everything in the fk$x list probably has entries here. Each entry appears to contain only rotational and positional value for each entity, despite this same data existing in each entity's struct as well.
 
"Collision" address on the addresses sheet isn't quite collision, the term "binding" fits it better. Instead of setting it to 0, set certain characters in the value to 0 - sometimes nothing will happen, sometimes the object will lose collision, and sometimes the object will lose its "rigid" behavior and can be pushed around by touching it - the entirety of Arpeggio's blimp can be tossed around, for example. This also removes the object's need for a map reload to change coordinates - it'll update live - then setting that value back to its default will lock it in place again. If you do this to the entire map's struct, large parts of the map model will gain physics, letting you throw mountains around, but most of the time everything but entities will disappear due to being mass-proxied away due to all the entities touching it. If you want to move something but changing its coordinates either doesn't work or leaves its collision behind, freeze its "binding" value to FFFFFFFF and reload.