Entry 37
Level 4 playable, spawn groups, movers, loading screens
22mplay
Files11 in 4 directories
crates/rugrats/src/
level4.rsgame.rsanimator.rscollide.rsmain.rsscreens.rsprogress.rscrates/rugrats-data/src/placement.rscrates/rugrats/examples/play_script.rsscreen_shot.rsdocs/engine/level-04.mdA seventh delegated map, docs/engine/level-04.md, traced 7 Voyages of Cynthia and checked it in the oracle. The tracer found the oracle loads Tommy unless the character byte is poked: main takes it from the previous level. The port now plays the level.
Framework:
- The playable character by level (0x80018598): Spike in 4 and 11. His body, his animations, turn 298, the camera aiming 400 up.
- Spawn groups (LP kind 7, 0x800c4bac): x in the template word, then y, z, the group, a running threshold (100 ends a group), a post link. 0x8004fe14: r = (rand & 255) % 100, the first unused spot above r, then r = 0, five rounds.
- Collectibles come in LP +0x46 copies. With a group (+0x48, used when +0x4a is set) they go to its spots. Copies 0 is one object where it stands: DB04's decorations (template 1141, kind 16) have group 0 but must not take Cynthia's spots.
- Kinds 4 and 14 heal by their +0x6d (template +0x32): bones 63.
- COL floor flags (record +4); a room hook for scripts (0x8007f498); hint cards a level shows (0x80044434).
- Movers (template class 11, 0x8004ee00): per axis a step to the range; with template flag 0x10000000 back and forth, else once. They are armed by the trigger radius and carry a player standing on top.
- The loading screen before each level, the "already earned" notes, and "Returning to Main Menus" on quitting.
Level 4 (rugrats::level4):
- Spike starts on LP 260. Cynthia is hidden as scenery and drawn at a group 0 spot. Her LP +0x42 door is taken away (0x80047e30).
- Rooms 26 and 21 set phases 2 and 3 and the respawn. From phase 2, water floors (flag 1) cost 5 standing or 3 moving every 36 VSyncs.
- Room 40's script 2: the 130 s clock, card HINT15, the portrait (sprite 287), phase 4.
- Rats prowl and bite for 3 (sound 168).
- Within 2000 of Cynthia: cine 48, won. The clock out: a cry, a try, the clock again and Cynthia at an unused spot.
Checked in scripted runs:
- Cynthia starts at spot 2; dropped into room 40, phase 4 with the clock and the portrait.
- Water costs about 8 health a second there; next to Cynthia's spot, cine 48.
- The rafts in room 22 run back and forth.
Still unknown
- Spike's fall and other states have no frames in DB04 (bind pose); what states 10-13's ids 902/903/901/900 are.
- One-shot movers' trigger (0x8004ed00's bit 256 logic, level 5's template 855); movers pushing the player (0x8006baa8).closed by #109
- The splash particles, the water footstep sound, the ambient speech and the running water emitter.