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Locoroco Codes

While I was working on Locoroco my last task was to create the Loco House and Loco Editor mini-games. They are basically mini level editors.

Locoroco the game uses a signal system based system for the majority of its setups. What that means is using very simple objects that send and or receive signals the designers then connect them in creative ways to make the game. A simple example is you might have a switch that has two output signals "out_pressed" and "out_released". You might also have a door that has two input signals "in_open" in "in_close". If you connect switch.out_pressed to door.in_open then pressing the switch will open the door.

Let's say the designers ask for a new type of door that after it has been opened, closes after 5 seconds. Instead of actually making a new kind of door or adding options to the existing door we just given them a timer object that when it receives a signal sends another signal a settable amount of time later.

As you can see above, when the switch is pressed it will tell the door to open but at the same time it will tell a 5 second timer to start. 5 seconds later the timer will tell the door to close.

Using small objects like this most setups in the game were created. For each feature a designer wants we figure out what kind of simple objects we could give them to make that possible. In this way we get lots of flexibility. In the original Tokyo Game Show version from September 2005 even the scales that tell you "15 LocoRoco Required" were made this way. Using 5 objects of only 3 types

  • Type 1: An object that places an animation when it receives a signal "in_start" and loops on another animation until it receives the signal "in_stop" and then plays a final animation.
     
    • One was set to play the sign that says "15 LocoRoco Required". The start animation has it appear, the loop animation has it floating, the final animation has it disappear.
       
    • Another was set to play an animation the lowers the scale. The start animation has it just sitting there. The next animation plays it moving down.
       
    • Yet another was set to play an animation that opens the door to the bonus area.
       
  • Type 2:  An invisible area object the counts locoroco to a settable number. In this case 15. It sends 3 types of signals
     
    1. no locoroco inside the area to some locoroco inside the area sends "out_some"
       
    2. some locoroco inside the area to the required number or more sends "out_full"
       
    3. some locoroco inside the area to no locoroco inside the area sends "out_empty"
       
  • Type 3: A object that plays a sound when it gets a signal.

Can you figure out how to connect them to get it work?

Anyway, originally I wanted to put the ability to use some of those features into the Loco Editor for players to use. I actually put that feature into the Loco Editor but I could tell the director had kind of forgotten about it. Even though I had showed it to him working he was way too busy to give it any time to fully plan out and after a couple of months of him never mentioning it again I could tell he had forgotten about it.

Since I knew we were short on time I figured if I brought it up he'd tell me flat out "there's no time so let's cut it". So, instead I decided just not to ask. I also felt if I left it in as is the testers would find it and again I'd be told "take it out" so I decided "You know what? I'm going to hide it behind a code and just not say anything".

So, in the shipping LocoRoco there is the ability to edit signals in your own levels. Here's how you do it.

First, get yourself to the Loco Editor. From the Menu screen pick Mini Games and then pick the last game

pick the Loco Editor

Once in go to the System Menu by pressing Square

go to the system menu

To enter a code you have to hold L+R (the top buttons). The codes work like this

A = Triangle (because A looks like a triangle)
T = Triangle
O = Circle (because an O is a circle)
C = Circle
S = Square
X = X
L = Left on d-pad
R = Right on d-pad
U = Up on d-pad
D = Down on d-pad

While holding L+R enter the code RADCATLOCOROCO. If you enter it correctly you should here a small sound. Exit the System Menu and go into the Parts Menu. Scroll to the end and you should see these parts

secret parts

You can place them like normal parts. To connect signals, go back to the Parts Screen but this time press Select. You'll go back to editing the level but this time you're editing signals.

editing signals

To connect a signal click an out circle then move your pointer to an in circle and click again (see below for the bad news). To disconnect a signal click anywhere along the arrow. It will disconnect and attach itself to your pointer. Connect it to something else or press X to delete it.

The parts are as follows:

Signal Part Table

#

Part In Out Description
241 Switch   X Sends an out signal the first time a locoroco hits it.
242 Short Fruit X X Grows when it receives a signal, sends one when eaten
243 Tall Fruit X X Grows when it receives a signal, sends one when eaten
244 Tall Invisible Fruit X X Insivible fruit, Appears when it receives a signal, sends one when eaten
245 Short Invisible Fruit X X Insivible fruit, Appears when it receives a signal, sends one when eaten
246 Two X X Sends a signal after it receive 2 signals
247 Bug   X Sends a signal when taken
248 Timer 1 X X After receiving a signal waits 1/6 of a second then sends a signal
249 Timer 2 X X After receiving a signal waits 1/2 of a second then sends a signal
250 Timer 3 X X After receiving a signal waits 1 second then sends a signal
251 CW Door X X After receiving a signal turns 90 degrees clockwise then sends a signal
252 CCW Door X X After receiving a signal turns 90 degrees counter clockwise then sends a signal
253 Shrinker X X After receiving a signal turns shrinks then sends a signal
254 Grower X X After receiving a signal turns grows then sends a signal

That's the good news now for some of the not so good news.

One problem was that because this was secret I couldn't get input from the entire team about what kinds of objects we should put into to it. What I had suggested originally when I told them how the signal editing worked was that they should make almost ALL the parts work with signals. Parts like the letters A-Z could send a signal when they are touched, parts like the wind could take a signal to turn them on or off, etc… Unfortunately they didn't do that so none of the 156 original parts have been connected to signals.

Another was that we were out of memory in the level editor. 156 parts available take a lot of memory. That meant there wasn't a lot of room for fancy parts nor was there room for icons. That's why there are only 14 parts I was able to add. 

Yet another issue was trying not to get caught. The tools that build the data would print status messages about what they built so I had to fix them so they wouldn't print those messages for my secret parts lest someone see them and start asking questions.

And, finally I had to find a way to hide the codes so the testers wouldn't find them. They actually found a clue once. The code used to be entered on the Parts Screen if you held L+R. While the code was being entered the other buttons didn't work. They flagged that as a bug "buttons must work even with L+R pressed". For a moment I thought maybe I could just say "by design" but then I thought if I didn't fix that the lead programmer would fix it and in doing so he'd see the secret code part of the program. So, I moved the place you enter the codes somewhere else and hoped they wouldn't notice.

The biggest issue though is that none of it was ever tested and so there are bugs.

Bug #1:

You only get 1 of part #254. Enter the code again to get another.

Bug #2: (Japanese, Korean, Chinese and European versions only)

You can get an arrow from any part and connect a signal to any part even of that part is not suppose to support signals. (e.g., part #001) They won't actually do anything.

Bug #3: (Japanese, Korean, Chinese and European versions only)

You can only connect 20 signals total. I suppose that wouldn't be a bug if I didn't tell you about it but you should have been able to connect 500 like the USA version

Bug #4: (USA version only)

You can NOT pull out signals from parts 241 and 247. That's a BIG DEAL because, you can't actually use any of the other parts unless they get a signal and you can't get any parts to send signals to start it all off except from parts 241 and 247. Fortunately there is a workaround. It's not pretty but here it is.

Download these level (locoroco-switch-coin-stages-usa-version-only.zip)

unzip them and copy them to the correct place on your PSP memory stick. These levels have a bunch of parts 241 and 247 already in them. Here's the deal. You cannot NOT pull out new signals from those parts. What you can do is select the signals already coming out of them and connect them to other parts.

So, here you have it.

While I'm at it here are a few more codes you can enter in the same way.

LOTSOLOCOROCOS

Adds 5 locorocos of each color to your Loco House.

ALLLOCOROCOS

gives you all the parts

ATTACLOCOROCOS

lets you use the 12 Special Loco Editor parts in Loco House (like the "toge")

SCALUDLOCOROCO

turns on scaling.

While placing objects, HOLD Select and use up / down on DPAD to scale objects. Not all objects scale and a few do visually but don't work (e.g. toge)

look ma, scaling

Note: this is one place were I probably disagreed with the director. The director pulled that feature because he didn't feel like explaining it to the user. He thought it would make the editor more confusing. Maybe he was right.

The next set of codes let you *cheat*. I guess technically so do some of the ones above but I'd argue those ones let you have fun, the following ones though, well, it's up to you if you want to use them. These ones are entered from the World Map. You MUST select a level so you are on the "Start? Yes / No” message.

must be here!

Again, while HOLDING L+R the codes are

SLACRLOCOROCO

opens all stages

STARSLOCOROCO

gives you 10000 coins (so you can play the mini games)

ALLCOLORSLOCOROCO

gives you all the muimui

This will remove all muimui from all levels, since they will have all already been collected, but it will also open all the mini games, let you select all 6 colors of locoroco, and let you select all music in the Loco House and Loco Editor.

I suggest you use a different game save if you enter these codes.

Disclaimer: This page as absolutely NOTHING to do with Sony. I do NOT speak for them or represent them in any way.

  • anonemouse
    Very cool…

    … Do I detect a Virtools influence here? ;-D

  • http://games.greggman.com greggman
    not virtools

    Actually no. :-) Virtools doesn’t really do this. Although it looks similar, Virtools is actually doing something completely different. I actually wish Virtools would add this to their system. They clearly have all the UI elements in place.

    The actual inspiration is from my friend Greg Marquez who implemented such a system in the game Monkey Hero for PS1 around 1995-1996

    If you want details, Virtools doesn’t send signals. It just shows flow control in it’s flowchart coding system in a similar way. To get the same functionality in Virtools you have to use their messaging system. Unfortunately their messaging system does not have a visual interface. At least as of version 4.5.

  • Dom
    nice story …

    hehe great story. And this won’t get you an after-play?

  • nvictor

    Hey,

    Is Locoroco written using Flash? Actually there is a demo online in flash…

  • http://games.greggman.com greggman
    not flash

    No, LocoRoco is not written in Flash. The online version at Sony Europe’s website is interesting but very different from the real game.

  • http://jayisgames.com MANAX
    Amazing!

    Woo! Go you! Great Ideas, and I applaud you. Nice way of stickin’ it to the man!

  • Sammy
    This code DOES work!

    You are the best! I, for one, am not good at understanding directions, but you put them as simple as you could, and it worked! Thank you, thank you!

  • anonymus
    only one code work

    Hello, I can only get the “switch code” to work, when i try the other nothing happens :(. I have the European version of the game. Can you please tell me why?

  • anonymus
    .

    Sorry… i mean can you please tell me why it doesn’t work?

  • http://games.greggman.com greggman

    Sorry, if you are having trouble. Re-read how and where to enter the codes. Did you press Left on the D-Pad for L and Right on the D-Pad for R? Were you at the correct screen? Certain codes only work on certain screens. Did you hold L+R the entire time? I know the codes work in all versions so if it’s not working for you then unfortunately you are doing something wrong. Maybe my explaintions suck but others seem to be able to get them working so please try again.

  • Thanks
    re:

    I readed wrong :S  but now its working.. It was the square button i thought it was X. Your explainations is great!

  • http://www.brightnightgames.com/ ColdPie
    Awesome!

    Holy cow! This is really neat. It’s nice to know how things work behind the scenes, and being able to play with them yourself is an awesome bonus. I thought it was pretty neat how you snuck this in here, somewhat against your bosses’ will. An interesting story!

    I have the European version (imported it so I could have it sooner), so the 20 signal limit is frustrating. Still fun to play around with.

    Very neat stuff, thanks for sharing it with us.

  • Doomaholic
    OMG!!

    This is freaking amazing!! The editor sucked before but with scaling and signals it is sooooo addicting. I have the USA version so I have unlimited signals, but I have to use the edited maps. That is kind of a pain, but you can duplicate signal objects while still keeping the signals attached, allowing me to move all those starting parts out of the way. Thank you sooooo much GMAN!!!

  • tman
    You ROCK!!!

    dude these are awesome, great job on figuring all this out, also the code were awesome and nw editor is even cooler with switches and stuff, THANK YOU!!!!!

  • anonymouse
    wooohooohoohooo
  • iamae
    memory stick

    i don’t know where to place that zip file for that USA bug..

    This is the only thing i need.. I was wondering before why i can’t see the berries grow and this is the problem… I downloaded the Zip file for USA. But… I don’t know where to unzip it.. What memory stick was it? Be specific please… A reply is necessary from everyone..

  • http://halun.spaces.live.com/ NancyLee
    It takes me a while to understand ur article:)

    Hey, I’m a Loco Roco fan in Beijing China, nice work you guys!

    I’ve already got a PSP and Loco Roco’s easy way to control(thanx to you), beautiful image and pleasant background music all made me so addicted to it! My friends all loved it!

    I purchased an NDS Lite to get myself busy with and I’m wondering if there is a version of Loco Roco on NDS?

    I love playing games since I was a little girl, now I’m gonna graduate from college. I wanna thanx all of you game producers for your wonderful work!

  • IDTL
    Awsome.

    I really like this, makes the editor alot funner, thanks man. xD

  • lol
    :D

    i like the scaling! my friend was like ‘OMg how did you make the wheel that friggin big!’ XD

  • Spiritslayr
    object areas

    I love what u added to the editor, it gave me motivation to pick up this game again. Are you working on Loco Roco’s sequel? What I wanted to ask was: do you know if it is possible to turn off the areas around the parts that prevent you from putting too close together?

  • Omi

    Pretty respectless to do this, don’t you think?

  • indrit
    omg

    omg god you reealy helped me a lot thnx man

  • Imlocoforediting
    US version bug – zip file solution

    I have the US version, and when I stumbled upon this site and discovered all these cool codes, it’s like I hit a jackpot of hidden Pickories! Thanks gman, this was an awesome idea! Keep doing what your doing man!

    But then the US bug where you cannot draw signals from parts 241 and 247 affected my version too, and I thought it was a bummer.

    But then you came through again gman, and hooked us up with a “patch”. Thanks for having our back again while we try to tinker with our newly enhanced LocoEditor levels!

    ———

    Okay, there was someone who was asking where to put the zip file’s information on the PSP memory stick.

    Once you unzip, Move the three folders that begin with “US” into the SAVEDATA slot on your PSP memory stick, and your good to go.

    This is how it worked for me, my explanation might be lengthy, but the actual process is really brief.

    First download the zip. For me it went to my desktop.

    I have Windows XP home edition, and I double clicked the zip so I guessed it automatically extracted itself. once there, open up the lone folder that’s titled “loco roco switch coin stages” til you get three folders that begin with “US…..” and have lots of letters, and should end with something like “stageedit” and numbers.

    Now you are going to move these three folders into the SAVEDATA slot on your PSP memory stick.

    If you dont have the memory stick folders opened up, follow these steps, or just open up the psp memory stick’s folder til you’ve reached a screen where you have “GAME” “MUSIC” “PHOTO” and so on…

    skip this section if your ready. If you must need more explanation, read this section:

    ““““““““““““““““““““““““““““

    Keep the window with the three “US..” folders, then get your PSP memory card hooked up to your computer (usually people connect a usb cable from the PSP to the computer, and hit USB connection on their PSP -see PSP manual if you do not know how to do this-)

    If you open up the contents of the memory card, you should end up with two folders “MP_Root” and “PSP”. Open up “PSP”.

    Then your presented with “GAME”, “MUSIC” and a bunch more. There should be a “SAVEDATA” folder there, especially if you ever played or downloaded anything on your PSP.

    “““““““““““““““““““““““““““““

    Now, move those three “US…” folders from Gman’s zip into the SAVEDATA folder of your PSP folder, and ta-da! OR you can open the SAVEDATA folder, and drag gman’s levels into the white space available inside the SAVEDATA folder. Anyway you do it, make sure they get in there.

    When your done, disconnect, and you should be able to load gman’s levels in LocoEditor.

    PROBLEM SOLVED. WORLD PEACE!!

    **ONE more thing though, now that you are able to move signals from 241 and 247, DO NOT press circle to erase the signal, or else it will be gone, and you cannot get new signals from the object.

    Thanks again GMAN. Oh and as of Nov 1 2008, I think I had 4.0 firmware. but i think the SAVEDATA folder is in all versions?

  • Imlocoforediting
    Post Script

    Actually, if you select piece 241 or 247, and press X to place another one of these pieces, the new piece WILL have a signal. So all you really need is one 241 piece with a signal, and one 247 piece with a signal, and you can make more with working signals just by duplicating those two. The ALLLOCOROCOS code also helps.

  • Pistachio
    Internal code?

    I t would be interesting to be able to play around with the source code for the loco editor, as it would open up a lot of possibilities. Can you tell us where the editor files are located?

  • wannabegamedeveloper

    I fell i’m almost crying reading this. Its like… Its like an message from god about universe secrets and hidden codes. Why god? Because Greggman’s work on games like Locoroco influence entire human population! Thanks, Greggman.

  • Natan

    Was it legit for you to do that? Otherwise, you made the loco editor so cool.

  • Raiedorso

    awwwwwwwwwwwwwwsome