SlyCooperReloadCoded

Joined 8 October 2023
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Some 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". 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. Note that triggers such as job start beacons or the barrier preventing you from flying too far in ACES don't use this system.
 
Interaction triggers, such as crawlspaces and holographic icons, have their own structs, and can be reactivated through "visibility". Whether they work or not is a different story. If you reactivate the crawlspace used to get into the Prague 1 prison, that works and loads into the prison. However, if you activate the entry for the back of the train, it appears but the character just vibrates back and forth like when in the Jobless Devmap. Some are completely different, such as the Prague 2 Re-education Tower entrance, which does have a holographic icon during the job but reactivating it throgh visibility doesn't even bring the icon back. AOBscan is desperately needed to find these, as Sly 3 appears to store them completely differently, and doing a coordinate "Value Between" scan won't work there since unlike Sly 2, this game is so incredibly sensitive to floats that it crashes when you change most of them.
 
== Sly 2 stuff: ==