EvilEngine/PEND: Difference between revisions
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{{#vardefine:type|[[Entity]]}}<nowiki/> |
{{#vardefine:type|[[Entity]]}}<nowiki/> |
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{{#vardefine:basetype|0x12}}<nowiki/> |
{{#vardefine:basetype|0x12}}<nowiki/> |
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{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU}}<nowiki/> |
{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU RatProto}}<nowiki/> |
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{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zPendulum.h zPendulum.h]}}<nowiki/> |
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zPendulum.h zPendulum.h]}}<nowiki/> |
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{{#vardefine:image|}}<nowiki/> |
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{{AutoAssetInfobox}} |
{{AutoAssetInfobox}} |
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This asset defines an entry for a |
This asset defines an entry for a pendulum object in Scooby Doo: Night of 100 Frights. Pendulums are objects which rotate back and forth in place. Although not present originally in any game other than Scooby (similar objects are usually [[PLAT]]s), custom pendulums do function properly in these games. |
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==Format== |
==Format== |
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! Offset !! Type !! Variable !! Description |
! Offset !! Type !! Variable !! Description |
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| 0x54 || |
| 0x54 || [[Motion]] || Motion struct || Always type 05 (Pendulum) |
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| 0x78 || int || '''Lt''' || Unknown |
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| 0x7C || int || '''Q1t''' || Unknown |
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| 0x80 || int || '''Q3t''' || Unknown |
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| 0x58 || int || || Unknown |
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| 0x5C || float || || Movement distance |
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| 0x60 || float || || Steepness |
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| 0x64 || float || || Movement time |
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| 0x68 || float || || Unknown |
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| 0x6C || int || || Unknown |
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| 0x70 || int || || Unknown |
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| 0x74 || int || || Unknown |
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| 0x78 || int || || Unknown |
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| 0x7C || int || || Unknown |
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| 0x80 || int || || Unknown |
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! colspan="4" | Events |
! colspan="4" | Events |
Latest revision as of 22:47, 15 September 2022
PEND | |
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Pendulum | |
Type | Entity |
Base Type | 0x12 |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zPendulum.h |
This asset defines an entry for a pendulum object in Scooby Doo: Night of 100 Frights. Pendulums are objects which rotate back and forth in place. Although not present originally in any game other than Scooby (similar objects are usually PLATs), custom pendulums do function properly in these games.
Format
Pendulums are entity assets, so they start with their 0x54 byte header (which is only 0x50 in Scooby), then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x54 | Motion | Motion struct | Always type 05 (Pendulum) |
0x78 | int | Lt | Unknown |
0x7C | int | Q1t | Unknown |
0x80 | int | Q3t | Unknown |
Events | |||
0x84 | Event[numberOfEvents] | Events |