User:SlyCooperReloadCoded

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Revision as of 19:31, 20 November 2023 by SlyCooperReloadCoded (talk | contribs) (Created page with "Personal scratchpad - the results of my experiments and findings can be found here. inb4 some of this leads to massive discoveries. Sly 2 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 one contains a nameless entry, the address that marks the start of its struct, and some other info. Unable to find this in any other epi...")
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Personal scratchpad - the results of my experiments and findings can be found here. inb4 some of this leads to massive discoveries.

Sly 2 NTSC-U Episode 5 hub - at address 0x4D8364 is a list that bears a resemblance to the fk$x list, but includes not only entities, but also objects, triggers, invisible things, path points, etc. Each one contains a nameless entry, the address that marks the start of its struct, and some other info. Unable to find this in any other episode, but it most likely exists. Some things I've been able to find with it include entities like the bats flying around, but also an anchor point for a boat, a bounce-away trigger of some kind, some deactivated triggers, both parts of Sly's cane, and the patrol boat. Everything in the fk$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.