User:SlyCooperReloadCoded: Difference between revisions

From SlyMods
Jump to navigation Jump to search
Content added Content deleted
No edit summary
(Blanked the page)
Tag: Blanking
 
(16 intermediate revisions by the same user not shown)
Line 1: Line 1:
'''Personal scratchpad - the results of my experiments and findings can be found here. inb4 some of this leads to massive discoveries.'''

'''''Multi-game stuff:'''''

Triggers that don't have to do with damage or death can be found by searching for the start of the struct of the character that just touched it. For example, Sly's struct in island_map in the September build is 0xCACA40, so search for a value of "CACA40". All of these triggers store this info near the top of their struct. It's a value of 00000000 when no character has touched it. If you find it and scroll up a bit, you'll see a visibility value that begins with 1 instead of 0. Go -0x2C from there and you'll end up at the start. If there's something other than 00000000 at the start of a trigger's struct, freezing that to 00000000 and doing a full reload should disable that trigger's functionality. If it doesn't, setting its visibility works too. Usage examples include disabling the tilt_hall trigger that crashes the game in freeroam, or disabling the cracking of the thin ice that surrounds Canada 1.

'''''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.

"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, set its "binding" value to FFFFFFFF.

Map objects that either:

- Have their transform component updating automatically (i.e. tilting building on a tree in Ep3 hub, Ep5 hub patrol boat, Ep7 water wheels, etc)

or

- Have scripting with multiple states (i.e. the invisible blockers on Episode 2's side islands that allow Sly through but push Bentley and Murray away)

have an "is being touched" float like entities do - unmoving ones don't, the only excepting being the map model itself. Visibility will be nearby, and -0x2C from that is the start of the struct. Alternatively, you can find the start of the struct of anything with collision by using address 0x3E0988 with an offset of 0x1A0, which points to the struct of the object Bentley's first placed bomb attaches to. There seems to be no way to do this for map objects that lack collision, or for specific map objects (i.e. changing the color of the hidden ice wall in Ep7). Most map objects do generally work with entity offsets like +0xD4 for Render Priority or +0x12C for Opacity. Doing an entity swap with an object in the fk$x list and an object not in the fk$x list will always crash, whether it was done with the ID method or the pointer method.

If you search for the address that marks the start of a moving map object's struct, you'll also find it in some other lists. Some values in that list near the struct start address value control some kind of animation set thing - changing them will make them and some nearby objects to move erratically before crashing the game. I once swapped some values belonging to the turret tower and the tilty tree building in Ep3 hub, and both started swinging around wildly before the game crashed. Interestingly, the elephant satellite's dish started rotating super fast as well, even though it was on a 100% complete save file... could static things be reanimated somehow?

Job beacons have their own visibility value. If frozen to 010F0200 and game is reloaded, they appear with their correct waypoints as well. Touching them as the correct character just makes them disappear, but touching them as the wrong character makes the "Only XXX can complete this job!" text box appear.

0x3E11AC seems to point to an address, changing this to 00000000 activates fake floor, and setting it back to its original value deactivates fake floor. This is a way to deactivate fake floor after getting it naturally through the glitch method. On rare occasions, setting it back causes weird oddities, like Sly acting like he's on the edge of something everywhere, or one or two more guards falling through the ground before it stops, but 99.99% of the time this doesn't happen.

Sound volumes exist, just like damage volumes. You can find them by deactivating them through visibility. If you find the right one and set it to 00000000, it will stop emitting sound. -0x2C from there is the start of its struct. I haven't explored this much, but it is weird that an object's sound isn't just part of the object.

'''''Sly 3 stuff:'''''

Sly 3 also has the pointer for the object touched by Bentley's first bomb: 0x4789FC with an offset of 180. Works the same way. The "last damage plane touched" also exists and is functionally identical. Can be used to find the struct of death planes as well, setting their visibility to 00000000 disables them completely.

Sly 3 September build has the same stuff. If you do 0x39DECC with an offset of 0x188 followed by an offset of 0x0, you get pointed to the "last damage plane touched" for the active character, instead of just for one specific character. A first offset of 0xA40 will take you to "collision touched" instead.

Latest revision as of 17:42, 30 June 2024