I'm Reverse Engineering Crusader because I'm still obsessed about the game

Thanks, I meant indeed "what do I need to do where in the files of the GOG version" as I had no clue where to add -warp. I'll check it out tomorrow. Ice Hockey is aboot to start.
 
I added support for the Japanese version, version 1.10 and the demos for no regret and no remorse.

The most interesting finding is that the remorse demo uses the updated map layout, which was confusing but maybe the demo was released after the patch and not before the actual game?

No Regret demo splits map 1 in 2 distinct maps.

I can't see any meaningful difference with the Japanese maps but I'll have to look deeper
 
In regards to the secret room at the light bridge: continue on a bit. You'll see a wall switch at the end of a conveyor which leads into the goo. Hit that switch to open that door. I didn't find the "creative jumping" part you mention. Where should I go if I manage to get where you are in the screenshot?
 
The creative jumping one was the hidden teleporter at the end of the pipe in the first map area


Meanwhile for the lightbridge secret I still haven't found it, that area is a complete mystery


I have screenshots in my notes from a few years ago where I tested falling off at the beginning of the bridge and landing on a teleporter that brought me back up the ledge, but if you move the floor away with the hack mover you will see the teleporter to the E room, unless another event redirects it based on some condition
 
In regards to the pipes, do you mean the telepad beneath the grate? I did find that one, but it didn't lead me to the small room in your last screenshot but to a different area. Several rooms with a plasma shield. A telepad brings you back to the upper area to the telepad next to the grate. The telepad you arrive in takes you to the other active telepad

I've highlighted the switch for the lightbridge room (circle)
 

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I see what you mean and I did an attempt but I don't think that's the expected way, that triggerable floor has to be the key, I'm going to continue the usecode disassembly effort in the hope I can find the chain of events that links to it
 
I mixed up the secret E-teleporter by the goo with the secret room that you reach from the middle of the light bridge. That last one is triggered by the wall switch at the conveyor I highlighted. I have no clue how to trigger entry to either of the E-teleporters.
 
Got it: go to the end of the bridge, shoot the guy before he can retract it, stand at the end in range of the button and turn around.
Press the button and dash to the end and stop before the edge and wait for the bridge to disappear, move a bit so you fall down. You will hit the spawned floor, then you just walk forward and end up in the room


Turns out I had this in my notes from a few years back but I didn't write much information and that it led to the E shaped room
 
Is there another E shaped room in the game? If not, then I absolutely found this when I was a kid. The Zurovec picture is very memorable.
 
Is there another E shaped room in the game? If not, then I absolutely found this when I was a kid. The Zurovec picture is very memorable.
There's one in mission 2, when the prisoners get killed you can enter one cell and get to an E shaped room
Then there's this one in mission 7 with the light bridge run

Then technically there's one in unused map 14

By the way the new update is live on the website and now it's possible to see partially decompiled usecode, as well as the maps for:
  1. No Remorse 1.21
  2. No Remorse 1.01
  3. No Remorse Demo
  4. No Remorse Japanese
  5. No Regret
  6. No Regret Demo
As well as their specific usecode

The crusader demo CD had a very suspicious usecode.zip file in it in the folder next to other usecode, I'll have to analyze it to figure out if there are any differences at all


Code:
function alarmhat_equip() /* entry=1379 class_id=0x0561 slot=0x0a */
{
  var
    referent, /* [BP+00h] type=0x69 */
    var, /* [BP+10h] type=0x69 */
    item, /* [BP-02h] type=0x24 */
    npc; /* [BP-04h] type=0x24 */

  set_info(0x0211, *(arg_06));
  process_exclude();
  if (Item.getFrame(arg_06)) {
    for item in nearby_items(shape=NPC_SPAWNER_04D0, origin=arg_06) {
      if (Item.getFrame(item) == 0) {
        suspend;
      }
    }
    return;
  }
  else if (!Item.isOnScreen(arg_06)) {
    for npc in nearby_items(family=6, origin=arg_06) {
      if (Actor.isNPC(npc)) {
        if ((Item.getZ(npc) > (Item.getZ(arg_06) - 10)) && (Item.getZ(npc) < (Item.getZ(arg_06) + 10))) {
          return;
        }
      }
    }
    for item in nearby_items(shape=NPC_SPAWNER_04D0, origin=arg_06) {
      if (Item.getFrame(item) == 0) {
        suspend;
      }
    }
  }
  return;
}

It's so beautiful...
 
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There is another hidden room with a teleporter in mission, shortly before you come to the "jumping puzzle" with the hidden teleporter on the pipe. Any clue how to get in here? The telepad takes you slightly SW.
 

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Today's mystery I want to solve:
There is another hidden room with a teleporter in mission, shortly before you come to the "jumping puzzle" with the hidden teleporter on the pipe. Any clue how to get in here? The telepad takes you slightly SW.
Very interesting, this is what I see:
There is an exit teleporter but I don't really see any lines that go from events to any wall, there aren't inbound teleporters and the room is completely walled with invisible walls so you can't even jump into it from the top

Interestingly that dotted line on the stairs with the U is a trigger egg, so there's something happening when that line is crossed but there are no arrows that can really say what.

Unlike what it seems like the room is at the same level as the lower floor so if that piece of wall moves you can fall into it and the teleporter is the only exit

OH! I got it!
I have this quote I picked up somewhere, maybe from usenet:


By Dothack22 (former dev)
There are some more on this level... not sure if it's in the guide or not, but it's when you first go up to the 2nd story for the first time, and when you get to the very left part, you can jump through an illusion wall to the right.

It's real!! https://streamable.com/qnrmgn

you can just jump through the wall
The egg trigger is there to disable the black ceilings

I've been trying to figure out what that quote meant for so long and even after seeing the room right there I didn't link it to the quote
 
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Fascinating. Got it. Thanks! Now there's a new challenge. Play the game and try to jump through every wall. The funny thing is, the Prima Strategy Guide does show it on the complete maps but not how to get there. The telepad is marked as inactive.

Oh wait, the section with the walkthrough actually mentions this! "Jump through the wall to get into the secret room". LMAO, I never saw this. It also mentions a hidden switch to open a bathroom door. And it mentions the teleporter under the lightbridge to the E-room. Holy cow, there is more in this guide than I ever realized. I'll snap a few pictures tomorrow when the lighting is better.
 
Fascinating. Got it. Thanks! Now there's a new challenge. Play the game and try to jump through every wall. The funny thing is, the Prima Strategy Guide does show it on the complete maps but not how to get there. The telepad is marked as inactive.

Oh wait, the section with the walkthrough actually mentions this! "Jump through the wall to get into the secret room". LMAO, I never saw this. It also mentions a hidden switch to open a bathroom door. And it mentions the teleporter under the lightbridge to the E-room. Holy cow, there is more in this guide than I ever realized. I'll snap a few pictures tomorrow when the lighting is better.
Looks like fake walls detection is going to be the next thing I implement in the map viewer, I want to see what shows up

Today I implemented the F7 alt f7 and ctrl f7 visualizers, finally figured out how spawners actually work

fun fact, there's an unused Observer NPC spawner in a corner in mission 4, it's just set to never spawn but it can probably be hacked to do it

I made an npc spawn audit script that scans all the maps for where NPCs spawn so it's easier to go hunting

Code:
## No Remorse

```text
CRUSADER: 2 9 17 27 42 47 55 56 62 64 69 170 223 243 246 253 255
OfficeWorker: 7 11 17 21 29 47 62 64 69 170 252
ChemSuitGuy: 1 3 5 6 7 9 10 13 15 16 19 23 28 29 42 47 55 56 60 62 69 116 160 170 180 248
Congressman: 7 11 17 29 64 69
GUARD: 1 2 3 4 5 6 7 9 10 14 16 17 23 24 27 28 42 47 55 56 60 62 64 69 116 149 160 170 180 245 248 251
WORKER: 1 2 3 5 7 9 23 42 55 56 60 62 69 116 160 170 180 248
Observer: 6 7 9 16 23 42 47 55 56 62 69 116 170 248
Scientist: 7 10 11 19 21 24 25 26 62 69 141 170
STORMTROOPER: 9 10 11 13 14 15 16 17 19 21 23 24 25 26 27 28 42 55 56 60 62 64 141 170 246
WEC Soldier: 5 6 7 9 10 11 16 17 19 23 42 55 56 62 64 116 160 170 180
Thermatron: 1 5 6 7 9 10 11 13 14 19 23 26 28 34 42 55 56 62 116 160 170 180
RoamingSusan: 1 3 7 9 10 16 17 19 23 42 55 56 60 62 64 170 248
Courier: 7 11 15 16 17 19 21 170 224
Android: 7 13 14 19 21 23 24 25 26 27 29 141
DrHoffman: 19
EliteStormTrooper: 13 15 16 17 19 21 23 24 25 26 27 64 141
KneelingGuard: 1 3 5 7 9 10 13 14 16 26 42 55 56 60 62 116 141 160 170 180 248
Enforcer: 23 24 25 26 27 29 41 141
Mr. Cheese: 3 27 29
Vetron: 13 15 17 19 21 23 24 25 27 29 41 64 141 255
Vargas: 29
Ely: none
Storm Grenade: 11 13 15 17 19 21 25 27 28 64
Brooks: 25 26 141
Cru Drown: none
Stormy: none
Elite Drown: none
Drowning Guard: none
Sentury: none
Gun Boy: 1 7 60 170 248
Snell: none
Willmar: 1 10 60 248
INVALID: none
FemaleOfficeWorker: 17
MaleOfficeWorkerinChair: 2 17
```

## No Regret

```text
CRUSADER: 15
OfficeWorker: 5 6 7 9 13 14 15 16 17 18 28 29 30 200 201 249 250
ChemSuitGuy: 1 2 3 5 6 14 17 19 29 30 39 200 201 215 250 254
Congressman: 5 9 17 18 21 100 200 201 250 254
LMC Guard: 1 2 3 5 6 10 11 13 15 29 30 200 201 215 249 250
WORKER: 2 3 5 6 10 14 17 29 30 39 100 215 250
HQ Guards: 19 20 21 249 250
Scientist: 6 7 8 10 13 14 15 16 20 28 29 30 250
STORMTROOPER: 3 5 6 7 8 9 11 14 28 29 30 39 200 201 215 250
LMC Grenader: 1 2 3 5 6 13 14 29 30 200 201 215 249 250 254
Thermatron: 1 2 3 9 10 17 39 200 201 215 250
RoamingSusan: 1 2 3 9 10 39 215 250
Courier: 2 7 9 10 13 14 15 16 17 22 28 249 250
Android: 1 5 6 7 8 9 10 11 13 14 15 17 18 28 29 30 100 200 201 250
LMC Roll Out: 1 2 3 5 6 13 14 29 30 200 201 215 249 250
EliteStormTrooper: 6 7 9 10 11 13 14 15 16 29 30 100 250
CameTron: 7 8 11 13 14 28 215 249 250
Enforcer: 15 16 17 18 19 100 250
Solartron: 9 15 16 17 18 19 20 21 22 28 100 249 250
Vetron: 5 7 9 10 11 17 28 200 201 215 250
HQ Grenader: 19 20 249 250
Freighter Guy: 1 2 215 249 250
Storm Grenade: 5 6 7 9 10 11 13 14 15 16 28 29 30 100 250
Normal Guy: 3 215 249 250
Arm Guy: 10
Leg Guy: 10
Secada: 10
Prison Ely: 10
Sentury: 254
Gun Boy: 7 9 16 28 254
Colonel Shepherd: none
Denning: none
Combat Secada: none
FemaleOfficeWorker: 5 6 7 8 9 13 14 15 16 17 18 19 20 28 29 30 200 201 250
MaleOfficeWorkerinChair: 7 9 13 15 16 17 18 19 20 28 250
RoboDraygon: 22 28 230 250 254
Avatron: 1 3 5 200 201 215 249 250
Rebel Ely: none
Cryotron: 13 14 18 19 20 249 250
HQ_Roll: 19 20 21 215 249 250
Rail Boy: 13 249
Pop Up Blaster: 8
Enforcer_Roller: 15 16 17 18 250
Enforcer_Grenader: 15 16 17 18 250 254
Storm Roller: 3 5 6 7 8 9 10 11 13 14 15 16 28 29 30 215 250
PaperMan: 7 17 19 20 28 250
Strom_Grenade: 3 5 6 8 13 14 29 30 215 250
HOG: none
```

I wonder who Mr. Cheese is, as well as these Ely, Stormy, Sentury and Snell NPCs that do not spawn anywhere, also that INVALID

I love how no regret has "normal guy", I wonder who Rail Boy is and HOG


Rail boy is this
1775082147984.png


So for the fake wall, I couldn't find any weird property at all in that wall, it's got to be some weird quirk of collision detection that a dev decided to use for a secret

1775082550406.png

Also there's this very suspicious shape there, RIGHT where you're supposed to jump to get through, I wonder...
 
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