Results

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This page is about the Results screen that shows at the end of a SIGNALIS playthrough.

At the end of a playthrough, a "Results" screen will display, showing various stats about the concluded playthrough—like the length of playtime, enemies killed, the type of Ending, as well as an ending code.

Stats[edit]

The following stats are listed in the Results screen:

Total Game Time:
Total Active Play Time:
Times Saved:
Times Loaded:
Times Died:
Average Time Between Saves:
Damage Taken:
Death Cheated:
Enemies Killed:
Shots Fired:
Ending: [ending name] [segmented code]

Total Active Play Time is assumed to exclude the time spent in menu screens.assumption
Deaths Cheated is when the player survives at 1hp.

Ending Codes[edit]

Ending Codes were introduced in Version 1.2 and is a short summary of the player's playthrough. They are 16 characters long, divided into 4 segments with 4 characters each.

Code Segments ABCD-EFGH-IJKL-MNOP
AB C D - EFGH - IJKL - M N OP
Possible Values PC K X NORM REVI C E AB
N EASY EXTN E X
SURV CLAS D
0199-
9901
0199-
9901
G

Segment 1[edit]

A & B is assumed to define game build. They may differ depending on the platform on which SIGNALIS is played. pending information
C is static, and will always give "K". It is defined separately as the letter "C", but what it denotes specifically is unknown at this time.
D defines whether the player has concluded a new game or a new game plus. It will read as "X" when concluding a playthrough for the first time on a profile, and "N" if the game had already been completed on that profile.

Segment 2[edit]

EFGH defines difficulty, and will either be a string of 4 characters (EASY, NORM, SURV), or 4 digits representing the player's time spent in Survival and Normal difficulties (if the player changed their difficulty while playing).

The percentages are calculated as the following:
EF
GH

A code which has "6800" in segment 2 indicates the player spent 68% of their time in Survival, and 0% in Normal (and an inferred 32% spent in Casual).

Segment 3[edit]

IJKL defines the inventory system. Much like EFGH, it will either be a string of 4 characters (CLAS, EXTN, REVI), or if the player changed their inventory settings sometime in the game, two percentages representing the time spent using Classic or Revised inventory settings.

The percentages are calculated as the following
IJ
KL

A code which has "6800" in segment 3 indicates the player spent 68% of their time using Classic inventory, and 0% using Revised (and an inferred 32% spent using Extended).

Segment 4[edit]

M defines which Ending was achieved. Possible values of [C, G, D, L], which mean Circle, Grave, Death, Leave, respectively.
N defines the use of Debug mode. It will read as "E" by default (normal playthrough), and "X" if Debug mode was used. Listed as a "Lockout" flag needs more testing. see "Section:Note:1.
O & P is static, and will always give "A" and "B" respectively.

Notes[edit]

  • At this time in Version 1.2, the code segments "C", "O", and "P" are static and have no use. They will always give K, A, and B, respectively.
  • Segment "AB" is assumed to define game build—the platform on which the game is played—but has not been confirmed at the time of writing since the 1.2 update has not yet released to platforms other than PC.

1. Testing has revealed that saving a playthrough with Debug Mode enabled will "taint" the game, and all further playthroughs will always have an X to signify Debug use, even if in the future playthrough debug was not used or the profile with Debug use was deleted. Overwriting or deleting all saves in a save folder will remove the debug use flag, and the ending-code will return to normal behavior.