Open emoose opened 2 years ago
Thats feels great men. I uses alot the SPF_EM = Pause Enemies Behavior. So i will test some o then again to write here editing this comenting. The ones I don't notice a difference I'll have to skip but that doesn't mean it doesn't do anything.
Category DEBUG:
DBG_SAT_DISP = Displays SAT Collision Polygons. DBG_EAT_DISP = Displays EAT Collision Polygons. DBG_BGM_CAM = Freeze Camera. That means you can walk and the camera will not follow the Player.
Category STOP:
SPF_EM = Pause Enemies Behavior. SPF_PL = Pause Player Behavior. SPF_OBJ = Pause Equipped Enemies Objects. SPF_ESP = Pause Effects.
Category STATUS:
STA_SUSPEND = Suspend everything, include Leon. Player and enemies get invisible and can't move. STA_THERMO_GRAPH = Turn on Thermal Scope Effect. STA_ITEM_GET = Turn on the Fire effect from torches for some reason. The name doesn't seem to match the function. STA_NO_FENCE = Disable Fence jump command. STA_SLOW = You got freezed like verdugo and the Screen got Stretched in a bad way. Your game feels slowly. STA_KLAUSER_TRANSFORM = Camera fov change to be like transformed Krauser.
Category SYSTEM:
SYS_SOFT_RESET = Back to Main Menu. SYS_TRANS_STOP = On my case, the Screen get Gray on r100. Maybe is because this map have BLK files. So Trans = Transition between BLK files? Which are files that separate the scenery into blocks to avoid an "enormous" amount of polygons on the screen. SYS_SCREEN_STOP = Pauses the Screen frames.
Category ITEM_SET:
You guys know better what it does. Apparently all functions are specific to a specific item. In this case I believe it's the Scripted items to work in different ways, activating something when picking up the item, putting the item combined with another to open a door. As for example the ITF_R207_GOLDEN_SWORD and ITF_R207_SILVER_SWORD.
Category SCENARIO:
Apparently all functions are specific to a specific map. Same of ITEM_SET but for the map events(I don't think is for AEV this time but maybe include some AEV functions), for toggle some flags like SCF_R332_BOSS_DIE = Probably this defines if Saddler on final battle is alive or not. I mean if you have truly killed him this box will mark or not(idk).
Category KEY_LOCK:
Looks like is every Key Lock system of every map of the game, even other things of key system like KYF_R100_IRON_DOOR, When you kill the first ganado and try to left the house from the iron door, the door will automaticaly closes on Player face, i believe that option is for that, of course if it the option is working. I can't test everything because the fact my game is very modded and i have removed the scenes. So, i recommend more people test this options too.
Category DISP:
DPF_EM = Invisible Enemies. Is like the SYSTEM: SYS_TRANS_STOP but only for the enemies, but is not like STATUS: STA_SUSPEND because the suspend literally suspend everything, you can't move and enemies can't move too. With DPF_EM you just make the enemies invisible. DPF_PL = Invisible Player. DPF_SUBCHAR = Invisible Ashley. Probably Luis get invisible too, maybe. DPF_OBJ = Invisible Enemies Equips. Hats, glasses .. etc. DPF_SCR = Invisible Scenary. Especifically the SMD will get invisible. DPF_ESP = Invisible Fire EFF and Water EFF. Probably every effect so, EFF will get invisible. DPF_FILTER = Disable filter. I don't know exatcly what filter is, you can see the screen get more darker without it, at least for me. DPF_GLB_ILM = Disable Global Ilumination. Well, this is applied on cutscenes and for leon in or out of cutscenes, not sure for the other playable characters. Not applied for Ashley but i believe when you play with she this is applied. DPF_COCKPIT = Disable HUD. Ammo, HP and interface will be disabled, Command buttons will be disabled too like press "E" to do something. DPF_FOG = Disable Fog. This will disable the fog from LIT files. DPF_ID_SYSTEM = Same as DPF_COCKPIT. I don't have finded the difference. DPF_MESSAGE = Disable Command messages, so, Check, jump down, jump over, etc .. and every other message on screen of the game. Only will show the command button.
Category EXTRA:
I believe is for additional content when you finish the game and unlock but, some of then don't feels like get included in final release of the game, at least for steam UHD 1.0.6. Well CFG_LOCK_ON i think is supose to you unlock a auto aim option after finish the game or some other mode but like i said not released on final release. But maybe i'm wrong about this and this is for another thing.
Category CONFIG:
CFG_AIM_REVERSE = Invert your aim. Its the same to go the game Options, Controller Setup and Enable Inverted Aim, so this Box will be marked. CFG_WIDE_MODE = Something related to Widescreen, not sure when this option turn on because like the general people my monitor is widescreen and the box is unmarked. CFG_LOCK_ON = Auto Aim. Like i quoted in the Category EXTRA the game have a auto aim and i believe its a discarted idea to keep on final version. Don't work good, its very bad for be real and i believe its not because is bad they discarded but they just discarded because they just don't feel necessary to include. So they stopped improve the funcionality in the middle and thats what we have. The aim keeps always on left side of the ganado and you miss part of the shots, you can't move the aim even trying and this is very annoying. So, this is a discarted idea. Maybe this got created for use with Fixed camera angles. Idk if can be fixed but for use with fixed camera angles can be great. CFG_KNIFE_MODE = If marked you can't use Knife pressing the button.
Thats all i have, i can re-check everything for see the functionality in other scenarios if necessary. I tested everything on my r100(first map). I know is the worse map ever to test so i'm already saying i'm avaible to test in other maps.
Tested on RE4 UHD 1.0.6 EXE.
The SPF_** flags seem to stop processing everything related to them, including physics calculation, movement, etc. Used it in the free camera patch too, was kinda useful there.
Yes but do you know if all the functions work? I tested SPF_WATER and the water don't paused .. maybe is because r100 water is not a real water? just a SMD with a EFF to feels like a water.
Haven't test all of them, sorry for not clarifying. Could make SPF_WATER work if we wanted, though. I've done that accidentally a few times before.
Thats fine, I also noticed that it has another function related to Camera and water, STATUS: STA_WATER_CAMERA. This game in most waters he always fixes the camera above water if you go down with Leon under water. As far as I know only on the r300 this does not happen, it may be that in this scenario this option is checked or unchecked (idk).
SYS_TRANS_STOP = On my case, the Screen get Gray on r100. Maybe is because this map have BLK files. So Trans = Transition between BLK files? Which are files that separate the scenery into blocks to avoid an "enormous" amount of polygons on the screen.
When making the ESP stuff in re4_tweaks, I noticed dead enemies have the "trans" flag removed from them, but they still technically exist. I think "trans" means something related to whether or not they're being rendered.
Maybe, in that case, SYS_TRANS_STOP stops everything from rendering?
Oh yeah i remember now about the Trans, you can see that on Em Manager, you can disable the ganado renderer in trans but you still can receive the attacks. So maybe is just for rendering.
The SPF_** flags seem to stop processing everything related to them, including physics calculation, movement, etc. Used it in the free camera patch too, was kinda useful there.
Edit:
Yes but do you know if all the functions work?
Haven't test all of them, sorry for not clarifying. Could make SPF_WATER work if we wanted, though. I've done that accidentally a few times before.
SYS_TRANS_STOP = On my case, the Screen get Gray on r100. Maybe is because this map have BLK files. So Trans = Transition between BLK files? Which are files that separate the scenery into blocks to avoid an "enormous" amount of polygons on the screen.
When making the ESP stuff in re4_tweaks, I noticed dead enemies have the "trans" flag removed from them, but they still technically exist. I think "trans" means something related to whether or not they're being rendered.
Maybe, in that case, SYS_TRANS_STOP stops everything from rendering?
The SPF_** flags seem to stop processing everything related to them, including physics calculation, movement, etc. Used it in the free camera patch too, was kinda useful there.
Edit:
Yes but do you know if all the functions work?
Haven't test all of them, sorry for not clarifying. Could make SPF_WATER work if we wanted, though. I've done that accidentally a few times before.
SYS_TRANS_STOP = On my case, the Screen get Gray on r100. Maybe is because this map have BLK files. So Trans = Transition between BLK files? Which are files that separate the scenery into blocks to avoid an "enormous" amount of polygons on the screen.
When making the ESP stuff in re4_tweaks, I noticed dead enemies have the "trans" flag removed from them, but they still technically exist. I think "trans" means something related to whether or not they're being rendered.
Maybe, in that case, SYS_TRANS_STOP stops everything from rendering?
I'm responding to you with my previous commentary mean while i edit it
Dumped some lists of flag usages from the EXE, should help us to find more flags that are actually in use:
@emoose Just found out SPF_KEY stops key presses from being processed.
We can add tooltips to the flags now, and also let tooltips be searchable too :)
Don't really know what ones are actually useful or not though, if you know any flags that actually work in UHD version please post them here!
Alternatively if you want to write a description for the flag feel free, the template for it should be like:
eg
The list at https://github.com/emoose/re4-research/issues/12#issuecomment-1139181254 might be useful if anyone wants to track down which DBG flags work, most of the DBG flags in vanilla UHD are listed there, maybe will try getting a similar list for the other flags too. (the lines with
&
are code where the flag value gets checked, while lines with|
are setting the value to be active)