![]() -record: Records a demo named Popcap.dmo and saves after shutdown of the game.-playnum: Plays demos with Popcap.dmo and Popcap#.dmo from -recnum if that's taken on every boot.-recnum: Records demos with Popcap.dmo and Popcap#.dmo if that's taken on every boot.demofile can also be used to choose the name and location of the file. -play: Plays popcap.dmo if its present if not present, an error is shown.-tod: Loads the game in "cheat mode", allowing MANY cheat keys to be pressed, most cutscenes to become skippable, and more.Most are related to the framework and it's not friendly with commands using spaces, so use = instead. The game's executable mentions developer command lines for starting the game. prototype, these functions are used, as the switch from streamed audio to tracker music was only just starting to be made. However, the game also has functions to play mp3 music during menus and levels, and even to loop/pause streamed audio, which is not used in the ending. mp3 music used in the final build is for the ending, as every other track uses sequenced tracker music. It is unknown what exactly Sex圜ache.exe does, as it doesn't exist in the installation root in all builds of the game. Yes attempts to load Sex圜ache.exe and the game while No just loads the game. In the retail version, this function has no references, but in special versions, the launch command -tod can load it otherwise, forcing the game to load it by changing a function to one that does nothing on the following address based off the build displays this message. The game executable on Windows mentions working code for loading Sex圜ache.exe before bootup if the debugging flag is set. Present in images on older or Mac releases is this shell script called gamma_correct_image_files.sh. name '* *' | while read f do # only reads those containing a space # this will handle those paths with a space in them but skip everything elseįind. Probably need to do the while read thing. ![]() # will fail if file or path has a space in it. 102 is the unused pattern here, which sounds similar to 103 except for a few different notes and the lack of "closing drums". These offsets contain the patterns (in this order) 99, 100, 101, and 102, as compared to the used final part of the song (offsets 113 to 116) which contain 99, 100, 101 and 103. Offsets 117 to 120 of mainmusic.mo3 contain an extra part of Watery Graves which goes unused, due to the song looping at Offset 116. Unused Music Unused Watery Graves Section On plants that attack both in front of and behind them, the hitbox of the rear-facing attacks will be in pink. Projectiles do not have hitboxes displayed. Green is the hurtbox while red is the hitbox. This does not draw any text aside from what's above, but displays the hitboxes and hurtboxes of all Plants and Zombies. Health is the health of the boss the max is 60000, and it is defeated at 1. ![]() Bungee is the time it takes before using Bungee Zombies to steal plants, defaulting to around 40:00 oddly enough, this also affects throwing an RV. Stomp is the time before stomping on a nearby plant if possible, defaulting to 60:00 at the beginning. Spawn is the amount of time in seconds (SS:MS) the spawn zombie action is triggered it can be set from 221 to 0. ![]() HugeWaveCountdown is the amount of seconds before the huge wave starts. CurZombieHealth is the amount of internal health a wave has. ZombieHealth is the internal health of the zombies before the next wave. ZombieCountDown is the time it takes before a zombie wave begins it increases over time. TimeSinseLastSpawn is the time (frames) it has been since the last zombie spawn. ZombieHealth: CurZombieHealth %d trigger %d (%.0f%%)ĬurrentWave is the current internal wave the player is on 10 is considered a game wave, and this maxes out at 40. It displays the following in this format: You can also use PvZToolkit if you don't want to mess with the functions on your own.ĭecimals are displayed in SS:MS (seconds to miliseconds). In a memory editor, replacing the function at the following address based off the build with one that does nothing enables it. It is wise to turn that off before attempting any of these, and even then the game could see framedrops to as low as 10FPS. Unfortunately, the game loses a LOT of frames when activating any of these, especially with 3D Acceleration enabled. Present in the game executable are a couple of hidden debugging displays. If possible, find a way to reduce the massive lag when enabling any of them. This should be possible on other versions.
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