the cutting room mirror

Angry Birds Friends (Fusion)

This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of January 2020) no longer officially supported and online-exclusive features may be documented as now-unseen content.

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Notes: The content for second latest than 7.5.0 has not been used before Unity version, it doesn't work anymore and it forces the client to update.

Angry Birds, with Friends! This version was replaced with a different version using Unity as the game engine in 2019, while the Facebook version still used the original Flash version until January 2020, when it was replaced with Unity. The tournament servers were also shut down for this version, so only Power-Up Practice is currently playable here.

Debugging Functions#

In the game's asset directories, there are Lua files for debugging the game, some debugging code is also present in pre-existing Lua scripts not titled as debugging features, these are shown by the game's build settings.

Build Settings#

To do:
Show the effects of these in-game.

  • releaseBuild: Retail, clean build, turning off makes the game act like debugging build, enabling debugging functions, server switch and some screens have debugging information like the credits, true is defaulted, disabling this setting allows the use of using all developer cheats on beta builds (Cheats.lua and CurrentTimeAdjuster.lua are missing, so this will crash the game on bootup).
  • cheatsEnabled: Allows use of built-in developer cheats, false is defaulted (Cheats.lua and CurrentTimeAdjuster.lua are missing, so this will crash the game on bootup).
  • useDynamicAssets: Makes the game use assets from the dynamic script directory, false is defaulted (crashes the game due to no dynamic folder having content is present).
  • customerString: OEM based on how the game was acquired, commonly "googleplay".
  • svnRevisionNumber: Server revision number in last credits line, the number starting with RXXXXX.
  • enableAssertions: Enables assertions, defaulted to false, (Crashes the game due to files are missing).
  • disableShopButton: Hides the shop from the game, "false" is defaulted?
  • timeMachineServer: What server is used (for time)? dev is defaulted.
  • showInEditor: Shows in editor (Crashes).
  • g_editorMode: Initializes editor mode (Crashes).
  • gameId: Short identifier for the game when clicking ads that log it, defaulted to abf.

Debugging Info in Credits#

If the game is not a release build, the player account ID, game environment and customerString is shown in the credits.

Developer Cheats#

If developer cheats are on, these can be used and are shown during gameplay (there are also key-based commands as well like computer versions but mobile devices lack that... ):

In-game:

  • Instant win: Touching near the bottom left corner will make the game act like the level was completed and rigs approximately the amount for a 3-star score.

Anywhere:

  • Call debug console: If the game is responding, it's possible to call the debug console. Touching near the bottom right corner two times will call it, the log scrolling is also fixed unlike the PC version, but = symbols cannot be seen but usable.
  • Save file corruption alert: If a save file is corrupted on bootup, a popup by the name of QA Popup will show saying The file XXX.lua was corrupted.

Level Editor#

In 2.3.2-6.0.2, level editor is present in the game's filesystem, it's currently unknown how to load...

Missing Files#

assets.list has mentions for some files missing in the game's filesystem.

Developer Leftovers#

To do:
Is UHL.lic important? It has info on Rovio in the file, present in v2.1.3 for Android.

Folders#

  • Version 1.0.0 on Android leftover a gles2 folder in the root of data, which is normally not the root shader folder name used in distributions. It's identical to the folder in the shaders directory, but it's existence implies the folder was simply copied over from Fusion.
  • Version 1.x.x left a common directory containing a folder called scripts, with a subfolder of game, containing byte-to-byte identical folders and assets of the scripts_common directory after decompression, but comparing the archives reveal they have different archive compression dates, with a single second difference.

The two suggest bits of internal directories on the developer-end.

Level Readme#

Version 1.x.x has a readme note in levels/pack57. It provides some information on where the source assets are from.

These levels were copied from:


https://svn/AngryBirdsClassic/branches/chrome/game/data_src/levels_facebook/pack57/

(Source: binaer#5045 (AB Modding Hub))

Red's Mighty Feathers Vehicle Path Reference#

As of v1.2.0-v2.1.3, the GameLua::GameLua function defined a path to the vehicles directory, which only existed in Classic. Perhaps the existence was a leftover from part of the Angry Birds codebase.

/vehicles/

References#


  1. https://play.google.com/store/apps/details?id=com.rovio.angrybirdsfriends&hl=en-US↩︎