EvilEngine/PEND: Difference between revisions

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This asset defines an entry for a hangable object in Scooby Doo: Night of 100 Frights. Although not present originally in BFBB/TSSM & Incredibles/ROTU (similar objects are usually [[PLAT]]s), custom pendulums do function properly in these games.
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 BFBB/TSSM & Incredibles/ROTU (similar objects are usually [[PLAT]]s), custom pendulums do function properly in these games.


==Format==
==Format==
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! Offset !! Type !! Variable !! Description
! Offset !! Type !! Variable !! Description
|-
|-
| 0x54 || byte || || Unknown
| 0x54 || [[Motion]] || Motion struct || Always type 05 (Pendulum)
|-
|-
| 0x55 || byte || || Unknown
| 0x78 || int || '''Lt''' || Unknown
|-
|-
| 0x56 || byte || || Unknown
| 0x7C || int || '''Q1t''' || Unknown
|-
|-
| 0x57 || byte || || Unknown
| 0x80 || int || '''Q3t''' || Unknown
|-
| 0x58 || int || || Unknown
|-
| 0x5C || float || || Movement distance
|-
| 0x60 || float || || Steepness
|-
| 0x64 || float || || Movement time
|-
| 0x68 || float || || Unknown
|-
| 0x6C || int || || Unknown
|-
| 0x70 || int || || Unknown
|-
| 0x74 || int || || Unknown
|-
| 0x78 || int || || Unknown
|-
| 0x7C || int || || Unknown
|-
| 0x80 || int || || Unknown
|-
|-
! colspan="4" | Events
! colspan="4" | Events

Revision as of 15:31, 31 May 2022

PEND
Pendulum
TypeEntity
Base Type0x12
Games usedNight of 100 Frights

Battle for Bikini Bottom
The SpongeBob SquarePants Movie
The Incredibles

Rise of the Underminer
Source codezPendulum.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 BFBB/TSSM & Incredibles/ROTU (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

Events