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Scribblenauts Remix
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Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused code
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by 5th Cell
Games > Games by platform > IOS games
Games > Games by publisher > Games published by Warner Bros. Interactive
Games > Games by release date > Games released in 2011
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 11
Games > Games by series > Scribblenauts series
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Scribblenauts Remix |
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Developer: 5th Cell This game has unused code. |
Scribblenauts Remix is a mobile remake of the original game and its sequel with new features, music and the ability to play as Lily.
Unused Text
Instructions for how to add your own 'game' state, where I say 'game' to refer to actual states the game itself can be in at anytime (not to confuse that with I_GameState). As the state structure will also be used in the State Machine core used by game entities. Steps required to add your own derived 'game' state: -create the state files (interface and implementation) -statename.h -statename.cpp // where statename = your states name -create your state class -derives from one of 4 base interfaces: -I_State: basic state -I_StatePlus: basic state with substate capabilities -C_StateManager: basic state with state management abilities of the substates -I_GameState: state with game settings (vram banks, BGs, palettes, etc) -I_GameStatePlus: state with game settings AND substate capabilities NOTE: The M_StateManager is a C_StateManager and should be all we need for these kinds of states, so please think about it thoroughly before considering using another C_StateManager. example) // TEST STATE CLASS // class C_Test : public I_GameStatePlus { public: C_Test(); // ctor // PUBLIC VIRTUAL FUNCTIONS // virtual ~C_Test() {} // this function is pure virtual, so if you have a 'Plus' state, you MUST fill it out // virtual void InitStates(); // none of these functions are pure virtual, so it's up to you if you want to use them or not // virtual void Init(); virtual void Unload(); virtual void Update(void); virtual void Render(void); virtual void Draw(void); virtual void CleanUp(void); protected: // game settings have default settings, see C_GameState() ctor in state.cpp // // setup your potential game state settings in the CONSTRUCTOR of your derived state // }; // C_Test -place files in proper system folder in a properly named game state folder -in state_enums.h: -add your states enum under the proper system -if you are using a 'Plus' state (state management) -in the below substates field, add all your substates example) enum T_State { STATE_MANAGER = -1, // state manager itself is a state (see this as GAME_INIT) //------------------------------------------| // Top-Level States (substates of M_StateManager) STATE_TEST, // NOTICE: All top-level states are substates of the // M_StateManager itself. These MUST remain STATE_MENU, // side by side as they ARE indices into the // I_StateMangement::pCa_SubStates_m array. NUM_STATES, // ALWAYS KEEP THIS AT THE BOTTOM OF LIST OF SUBSTATES OF THE STATEMANAGER! //------------------------------------------| // SubStates (substates of top-level states) DO NOT USE THESE AS AN INDEX INTO ANY ARRAY! // TEST // STATE_TESTCREATE, // Creation test system STATE_CREATEHERO, // Create hero state STATE_NAMEHERO, // Name hero state STATE_TESTPLAY, // Play test state // MENU // // no current substates (in this example) //------------------------------------------| // STATE FOR ALL TRANSITIONS, IGNORE THIS STATE_TRANSITION }; Note: Do not use your enum as an index into the substate array as the enums are used to distinguish which state the game is in at any moment, so they MUST be unique. The exception to this rule is obviously substates of the M_StateManager itself, which is why the enums are all above the underlying substate enums (above NUM_STATES). -in statemanager.cpp (or in the state that is managing this state, see example2): -include the header of your newly created state -in M_StateManager::InitStates() (or in YourMainState::InitStates(), see example2) -add your state to the array of states, for example: pCa_SubStates_m[STATE_TYPE] = new C_SubStateName; -call InitStates if the substate is a 'Plus' state, for example: C_SubStateName* pC_newSubStateName = new C_SubStateName; pC_newSubStateName->InitStates(); // call this ONLY if the state is a 'Plus' state example) statemanager.cpp // substates // #include "test.h" // C_Test #include "menu.h" // C_Menu void M_StateManager::InitStates(void) { // create the major systems' states // pCa_SubStates_m = new C_State*[NUM_STATES]; // allocate array to known size of substates // TEST SYSTEM // C_Test *pC_testState = new C_Test; pC_testState->InitStates(); // call this ONLY if the state is a 'Plus' state pCa_SubStates_m[STATE_TEST] = pC_testState; // MENU STATE // pCa_SubStates_m[MENU_STATE] = new C_Menu; } example2) test.cpp // substates // #include "testcreate.h" // C_TestCreate #include "testplay.h" // C_TestPlay void C_Test::InitStates(void) { pCa_SubStates_m = new C_State*[NUM_TESTSTATES]; // allocate array to known size of substates // TEST CREATE SYSTEM // C_TestCreate *pC_testSubState = new C_TestCreate; pC_testSubState->InitStates(); // call this ONLY if the sub state is a 'Plus' state pCa_SubStates_m[TESTSTATE_CREATE] = pC_testSubState; // TEST PLAY STATE // pCa_SubStates_m[TESTSTATE_PLAY] = new C_TestPlay; } So for example 2, in the "test.h" header, you would define a new state type enum specific to test states that will contain TESTSTATE_CREATE, TESTSTATE_PLAY and NUM_TESTSTATES at bottom. These enums will be used to index into your substate array. The state enums that you defined for these states in the normal T_State enumeration will be used just to distinquish unique states from others and to know exactly which we are in at any given point in time. Note that also in example 2, you would be defining C_TestCreate::InitStates in testcreate.cpp, as it has it's own system of substates, meaning testcreate.h would have yet another state type enumeration table.
This is stored in AddState_ReadMe.txt and is some instructions on how to add a game state.
/***************************************************************************/ /*! @file svnRevision.tmpl template file used by SubWCRev/RevisionUpdater tool @file svnRevision.h autogenerated header <RevisionUpdater.exe> @author Gene Siew @note Copyright 2003-2009 5TH Cell Media LLC. 555 116th Ave NE #242, Bellevue, WA, 98004 All rights reserved. This software is the confidential and proprietary information of 5TH Cell Media LLC. Use and disclosure of this software and source code is limited to the conditions of the license agreement and/or confidentiality agreement you have entered into with 5TH Cell Media LLC. If you have not entered into any such agreements with 5TH Cell Media LLC for this software, you must immediately delete this software and source code. @brief Svn Revision information, the tmpl file is used to create the header. */ /***************************************************************************/ #ifndef SVN_REVISION #define SVN_REVISION #define SVN_REVISION_NUMBER $WCREV$ #define STRINGIFY(x) #x #define TOSTRING(x) STRINGIFY(x) #define SVN_VERSION_STR "REV. " TOSTRING(SVN_REVISION_NUMBER) #endif
This is stored in svnRevision.tmpl and it appears to be some C code related to SVN revisions. Interestingly, the copyright goes back before Scribblenauts was released.
Choice GameLevelOver GameMainMenu GameOptions GamePause GameStart GameTitle Tally
This is stored in test.txt. Its purpose is unknown.
To do: There's more. |
THERE IS NO MORE ROOM FOR LEVELS ON YOUR GAME CARD. PLEASE DELETE A LEVEL AND TRY AGAIN. SAVING. DO NOT TOUCH THE GAME CARD OR TURN THE POWER OFF THE SUPER SCRIBBLENAUTS DATA IS CORRUPTED AND WILL BE DELETED
Starting at 0x1AAD in 1p are some leftover text strings from Super Scribblenauts.
The Scribblenauts series
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Nintendo DS | Scribblenauts • Super Scribblenauts |
Wii U, Nintendo 3DS, Windows | Scribblenauts Unlimited |
iOS | Scribblenauts Remix • Scribblenauts Unlimited |
Categories:
- Stubs
- Pages missing developer references
- Games developed by 5th Cell
- Pages missing publisher references
- Games published by Warner Bros. Interactive
- IOS games
- Pages missing date references
- Games released in 2011
- Games released in October
- Games released on October 11
- Games with unused code
- Games with hidden development-related text
- Games with unused text
- To do
- Scribblenauts series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused code
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by 5th Cell
Games > Games by platform > IOS games
Games > Games by publisher > Games published by Warner Bros. Interactive
Games > Games by release date > Games released in 2011
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 11
Games > Games by series > Scribblenauts series