EvilEngine/PLAT
PLAT | |
---|---|
Platform | |
Type | Entity |
Base Type | 0x06 |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zPlatform.h |
This asset defines an entry for a moving object.
Format: Night of 100 Frights
PLAT are entity assets, so they start with their 0x50 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x50 | byte | type | This is always the same as the Type at 0x09 for every type except Platform, which can be one of the following subtypes:
|
0x51 | byte | pad | null (Padding) |
0x52 | ushort | flags | |
Extend/Retract only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Orbit only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Spline only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Move Point only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Mechanism only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Pendulum only | |||
0x54 | int | nodata | null |
0x58 | byte[0x20] | - | null (Padding) |
Conveyor Belt only | |||
0x54 | float | speed | |
0x58 | byte[0x20] | - | null (Padding) |
Falling Platform only | |||
0x54 | float | speed | |
0x58 | AssetID | bustModelID | |
0x5C | byte[0x1C] | - | null (Padding) |
FR only | |||
0x54 | float | fspeed | |
0x58 | float | rspeed | |
0x5C | float | ret_delay | |
0x60 | float | post_ret_delay | |
0x64 | byte[0x14] | - | null (Padding) |
Breakaway Platform only | |||
0x54 | float | ba_delay | |
0x58 | AssetID | bustModelID | |
0x5C | float | reset_delay | |
0x60 | byte[0x18] | - | null (Padding) |
Springboard only | |||
0x54 | float[3] | jmph | |
0x60 | AssetID[3] | animID | |
0x6C | Vector3 | jmpdir | |
Teeter-Totter only | |||
0x54 | float | itilt | |
0x58 | float | maxtilt | |
0x5C | float | invmass | |
0x60 | byte[0x18] | - | null (Padding) |
0x78 | Motion | - | |
Events | |||
0xA8 | Events[numberOfEvents] | Events |
Format: Battle For Bikini Bottom
PLAT are entity assets, so they start with their 0x54 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x54 | byte | type | This is always the same as the Type at 0x09 for every type except Platform, which can be one of the following subtypes:
|
0x55 | byte | pad | Padding (always 0) |
0x56 | ushort | flags |
|
Extend/Retract only | |||
0x58 | int | nodata | null |
0x5C | byte[0x34] | - | null (Padding) |
Orbit only | |||
0x58 | int | nodata | null |
0x5C | byte[0x34] | - | null (Padding) |
Spline only | |||
0x58 | int | nodata | null |
0x5C | byte[0x34] | - | null (Padding) |
Move Point only | |||
0x58 | int | nodata | |
0x5C | byte[0x34] | - | null (Padding) |
Mechanism only | |||
0x58 | int | nodata | null |
0x5C | byte[0x34] | - | null (Padding) |
Pendulum only | |||
0x58 | int | nodata | null |
0x5C | byte[0x34] | - | null (Padding) |
Conveyor Belt only | |||
0x58 | float | speed | The player slides along the platform's X axis at this speed (in units per second) when standing on top of it |
0x5C | byte[0x34] | - | null (Padding) |
Falling Platform only | |||
0x58 | float | speed | |
0x5C | AssetID | bustModelID | Model ID |
0x60 | byte[0x30] | - | null (Padding) |
FR only | |||
0x58 | float | fspeed | |
0x5C | float | rspeed | |
0x60 | float | ret_delay | |
0x64 | float | post_ret_delay | |
0x68 | byte[0x28] | - | null (Padding) |
Breakaway Platform only | |||
0x58 | float | ba_delay | Time in seconds to fall down after player stands on it |
0x5C | AssetID | bustModelID | Model ID - Always 0 or 0xCE7F8131 (hash of "--Choose One--") |
0x60 | float | reset_delay | Time in seconds after falling down to reset back to normal position |
0x64 | uint | breakflags |
|
0x68 | byte[0x28] | - | null (Padding) |
Springboard only | |||
0x58 | float[3] | jmph | Jump height array, unknown why it's an array. The game seems to pick the highest of the 3 heights in this array |
0x64 | float | jmpbounce | Bounce height when using the Bubble Bounce (SpongeBob only) |
0x68 | AssetID[3] | animID | Bounce animations? |
0x74 | Vector3 | jmpdir | Bounce direction (unit vector) |
0x80 | uint | springflags |
|
0x84 | byte[0xC] | - | null (Padding) |
Teeter-Totter only | |||
0x58 | float | itilt | Initial tilt, in radians |
0x5C | float | maxtilt | In radians |
0x60 | float | invmass | Determines tilt speed |
0x64 | byte[0x2C] | - | null (Padding) |
Paddle only | |||
0x58 | int | startOrient | Array index of Orients to start at (zero-indexed). Range is 0 ... Orient Count - 1. |
0x5C | int | countOrient | Number of rotations the paddle can be in (up to 6). |
0x60 | float | orientLoop | Max rotation? (In degrees) |
0x64 | float[6] | orient | Array of yaw rotations (in degrees) for the paddle (up to 6). |
0x7C | uint | paddleFlags | |
0x80 | float | rotateSpeed | |
0x84 | float | accelTime | |
0x88 | float | decelTime | |
0x8C | float | hubRadius | collision radius? |
Fully Manipulable only | |||
0x58 | int | nothingyet | null |
0x5C | byte[0x34] | - | null (Padding) |
0x90 | Motion | - | |
Events | |||
0xC0 | Event[numberOfEvents] | Events |
Format: The Spongebob Squarepants Movie
PLAT are entity assets, so they start with their 0x50 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x50 | byte | type | This is always the same as the Type at 0x09 for every type except Platform, which can be one of the following subtypes:
|
0x51 | byte | pad | null (Padding) |
0x52 | short | flags | Collision type
|
Extend/Retract only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Orbit only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Spline only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Move Point only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Mechanism only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Pendulum only | |||
0x54 | int | nodata | |
0x58 | byte[0x34] | - | null (Padding) |
Conveyor Belt only | |||
0x54 | float | speed | |
0x58 | byte[0x34] | - | null (Padding) |
Falling Platform only | |||
0x54 | float | speed | |
0x58 | AssetID | bustModelID | |
0x5C | byte[0x30] | - | null (Padding) |
FR only | |||
0x54 | float | fspeed | |
0x58 | float | rspeed | |
0x5C | float | ret_delay | |
0x60 | float | post_ret_delay | |
0x64 | byte[0x28] | - | null (Padding) |
Breakaway Platform only | |||
0x54 | float | warningTime | Time in seconds to fall down after player stands on it |
0x58 | float | collapseIdleTime | Time in seconds after falling down to reset back to normal position |
0x5C | uint | breakflags | |
0x60 | float | collisionOffTime | |
0x64 | byte[0x28] | - | null (Padding) |
Springboard only | |||
0x54 | float[3] | jmph | Jump height array, unknown why it's an array. The game seems to pick the highest of the 3 heights in this array |
0x60 | float | jmpbounce | Bounce height when using the Bubble Bounce (SpongeBob only) |
0x64 | AssetID[3] | animID | Bounce animations? |
0x70 | Vector3 | jmpdir | Bounce direction (unit vector) |
0x7C | uint | springflags | |
0x80 | byte[0xC] | - | null (Padding) |
Teeter-Totter only | |||
0x54 | float | itilt | Initial tilt, in radians |
0x58 | float | maxtilt | In radians |
0x5C | float | invmass | Determines tilt speed |
0x60 | byte[0x28] | - | null (Padding) |
Paddle only | |||
0x54 | int | startOrient | Array index of Orients to start at (zero-indexed). Range is 0 ... Orient Count - 1. |
0x58 | int | countOrient | Number of rotations the paddle can be in (up to 6). |
0x5C | float | orientLoop | Max rotation? (In degrees) |
0x60 | float[6] | orient | Array of yaw rotations (in degrees) for the paddle (up to 6). |
0x78 | uint | paddleFlags | |
0x7C | float | rotateSpeed | |
0x80 | float | accelTime | |
0x84 | float | decelTime | |
0x88 | float | hubRadius | collision radius? |
Fully Manipulable only | |||
0x54 | int | nothingyet | null |
0x58 | byte[0x34] | - | null (Padding) |
0x8C | Motion | - | |
Events | |||
0xC8 | Event[numberOfEvents] | Events |
Types (0x09)
- 0 - Platform
- 4 - Mechanism
- 5 - Pendulum
- 6 - Conveyor Belt
- 7 - Falling Platform
- 8 - FR? (Forward/Return?)
- 9 - Breakaway Platform
- 10 - Springboard
- 11 - Teeter-Totter
- 12 - Paddle (Not present in Scooby)