EvilEngine/PORT: Difference between revisions

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{{Assets}}


[[Category:Asset]]
[[Category:Asset]]

Revision as of 17:58, 30 March 2021

PORT
Portal
TypeObject
Games usedThe Incredibles

Format

Portals are object 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.
Events
0x18 Event[numberOfEvents] Events