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If it's actually PROPERLY stored with each flag only taking up 1 bit why isn't it just 256 1s?
Another possibility is that they realized people would be doing this and just ripped out the functionality at compilation.
Those are my theories for now.
Exactly, logic would imply that it'd be simplest solution and text output of the debug menu would also imply that it is the case as the text states
DBG:0x00 for first flag and 0xff for last flag so it's a single byte per flag and it literally gives you a position of each within the table.
Although unless i'm a tard, they must be either obfuscated or stored in memory in another way.
They are just waiting to be hooked since it looks like a regular old printf-style variable arguments.
I did find the debug camera though.
Write 0x80000000 to 0x1413FC410.
Currently only works with a controller but you can fly the camera anywhere and press "X" to teleport the player to the camera.
Left Thumbstick - Swivel
Right Thumbstick - Orbit
X - Teleport Player to Camera
Right Trigger/Bumper - Fast Camera Speed
Left Trigger/Bumper - Slow Camera Speed
Left Thumbstick(click) - Set Orbit(Right Thumbstick) to Zoom
Right Thumbstick(click) - Set Swivel(Left Thumbstick) to Elevation
Nice find
Nier uses a string-id system that basically takes a crc32 checksum of a string's script-name (the mackerel being "fish_16" for instance) and uses this crc32 to do a binary search onto a large string table at run-time(which implies that the string-table is a sorted list of crc32-identified strings).
All the debug strings are taken out but their hashes and script-names are still floating around but its almost impossible to identifiy where they were intended to be use.
THe mruby VM bindings dont have any of the debug functions binded in but the debug flags are all still there and being checked.
Theres flags for enabling and disabling the "Enlighten" GI rendering and flags that let you play as the hacker-pawn in the over-world ( https://twitter.com/Wunkolo/status/843390442993475584 ) and freeze time ( https://twitter.com/Wunkolo/status/843949161024172032 ).
Some of the "heaps" that the game allocates
checks out sets your health to 1. Not sure why there are two health variables to the class (pl000, I like to say entity) maybe old and current?
How did you find the doubly linked list of heaps?