EvilEngine/PORT: Difference between revisions
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Battlepedia>Seil (Created page with "==Format== {| class="wikitable" ! Offset !! Type !! Description |- ! colspan="3" | Header |- | 0x00 || int || '''Asset ID'''. |- | 0x04 || byte || '''Asset type'''. |- | 0x05...") |
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<onlyinclude> |
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{{#vardefine:typeid|PORT}}<nowiki/> |
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{{#vardefine:name|Portal}}<nowiki/> |
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{{#vardefine:type|[[Base]]}}<nowiki/> |
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{{#vardefine:basetype|0x10}}<nowiki/> |
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{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU RatProto}}<nowiki/> |
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{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zPortal.h zPortal.h]}}<nowiki/> |
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{{#vardefine:image|}}<nowiki/> |
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</onlyinclude> |
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{{AutoAssetInfobox}} |
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==Format== |
==Format== |
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Portals are [[Base|base assets]], so they start with their 0x8 byte header, then are followed by: |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Description |
! Offset !! Type !! Variable !! Description |
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|- |
|- |
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| 0x08 || [[AssetID]] ([[CAM|Camera]]) || '''assetCameraID''' || Unknown |
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⚫ | |||
|- |
|- |
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| 0x0C || [[AssetID]] ([[MRKR|Marker]]) || '''assetMarkerID''' || Marker to teleport to. If it can't be found, the position of the [[PLYR|Player]] asset is used. |
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| 0x00 || int || '''Asset ID'''. |
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|- |
|- |
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| 0x10 || float || '''ang''' || Rotation in degrees, that the player and camera will face in. |
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| 0x04 || byte || '''Asset type'''. |
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|- |
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| 0x14 || uint || '''sceneID''' || ID of the level to warp to. This is backwards on the GameCube version (i.e. instead of "HB01", use "10BH"). If it's the same as the current level's ID, the teleportation will happen instantly. Otherwise, a loading screen will appear for the new level. Using a lowercase ID will force a loading screen regardless if the IDs match. (ex. PORT using hb01 as the ID will reload while in HB01) |
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| 0x05 || byte || '''Number of Events'''. |
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|- |
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⚫ | |||
| 0x06 || short || '''Flags'''. |
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|- |
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| 0x18 || Event[numberOfEvents] || '''[[Events]]''' || |
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! colspan="3" | Portal |
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|- |
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| 0x08 || int || '''[[CAM|Camera]]''' ID. |
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|- |
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| 0x0C || int || '''[[MRKR|Marker]]''' ID. |
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|- |
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| 0x10 || float || '''Rotation'''. |
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|- |
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| 0x14 || char[4] || '''Level''' ID. |
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|- |
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! colspan="3" | Events |
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|} |
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{{Assets}} |
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{{AutoGameNavs}} |
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[[Category:Asset]] |
Latest revision as of 22:49, 15 September 2022
PORT | |
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Portal | |
Type | Base |
Base Type | 0x10 |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zPortal.h |
Format
Portals are base assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Variable | Description |
---|---|---|---|
0x08 | AssetID (Camera) | assetCameraID | Unknown |
0x0C | AssetID (Marker) | assetMarkerID | Marker to teleport to. If it can't be found, the position of the Player asset is used. |
0x10 | float | ang | Rotation in degrees, that the player and camera will face in. |
0x14 | uint | sceneID | ID of the level to warp to. This is backwards on the GameCube version (i.e. instead of "HB01", use "10BH"). If it's the same as the current level's ID, the teleportation will happen instantly. Otherwise, a loading screen will appear for the new level. Using a lowercase ID will force a loading screen regardless if the IDs match. (ex. PORT using hb01 as the ID will reload while in HB01) |
Events | |||
0x18 | Event[numberOfEvents] | Events |