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PPG:DOT Room Clear Notes

Feb 21st, 2015
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  1. Powerpuff Girls: Defenders of Townsville
  2. Save File - Room Clear Status
  3.  
  4. I'll try to keep this in plain language as often as possible, but that may not work out.
  5.  
  6. In the overall save file each room has a decimal (base 10) value attached to it. For example, here's code from an example save file:
  7. S0R1F:1:I;
  8. If you take that line and break it up it's a little easier to understand. Breaking it up would look like this:
  9. [S][#][R][#][F]:[#]:[I];
  10. -S and 0 can be combined, so it would look like [S0]. All this means is it refers to save file 0 (the first in the list when you load the game). There are 3 saves in the game, those being denoted in the base save file as [S0], [S1], or [S2].
  11. -The [R] here means which umbrella term it is. Without getting into the weeds of all the rest of the terms in the save file, [R] means room. So, so far we have in plain English, "Save File 0 - Room".
  12. -The number after the room is just the room number as the game sees it, in this case it would be room 1. So, "Save File 0 - Room 1" (which is actually referring to the 2nd overall room in the game you can visit, the first being room 0).
  13. -The [F] I'm not absolutely certain about. There's also a line that looks like these with a [U] instead of an [F], but that's more for the obstacles in the room (I believe).
  14. - That's the overall first term. The save file splits each "line" with a semicolon and each "term" in the "line" with a colon.
  15. - The next term is the interesting part for these particular "lines". This is the decimal value that carries the whole room status. This will be talked about in detail below.
  16. - The last term is [I], which just means the second "term" is an integer type.
  17.  
  18. So now on to the decimal value that's in the second term.
  19. The decimal value is read into the game and converted to a binary (base 2) value to read each bit.
  20. So if we look at it, one byte has 8 bits:
  21. [8][7][6][5][4][3][2][1]
  22. -The first bit (far right) is whether the room has been discovered. If it has, it will be 1.
  23. -The second bit I'm unsure about, but it seems to not have an effect at all (at least in simple rooms, those being enemies and one item)
  24. -The third bit is whether the room has been cleared of enemies.
  25. - The fourth, fifth, sixth, and seventh bits seem to be for whether an item in the room has been obtained.
  26. - In a room with no obstacles and only ONE item, ANY of those bits can be set to 1 and the item will be gone from the map (collected).
  27. - The eighth bit, if set to 1 will crash the game. As will any decimal value for the second "term" that is greater than 71.
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