EvilEngine/PORT: Difference between revisions

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! colspan="3" | Portal
! colspan="3" | Portal
|-
|-
| 0x08 || int || '''[[CAM|Camera]]''' ID.
| 0x08 || int || '''[[CAM|Camera]]'''. Unknown
|-
|-
| 0x0C || int || '''[[MRKR|Marker]]''' ID.
| 0x0C || int || '''[[MRKR|Marker]]''' to teleport to. If it can't be found, the position of the [[PLYR|Player]] asset is used.
|-
|-
| 0x10 || float || '''Rotation'''.
| 0x10 || float || '''Rotation''' in degrees, that the player and camera will face in.
|-
|-
| 0x14 || char[4] || 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.
| 0x14 || char[4] || '''Level''' ID.
|-
|-
! colspan="3" | Events
! colspan="3" | Events

Revision as of 05:53, 3 September 2018

Format

Offset Type Description
Header
0x00 int Asset ID.
0x04 byte Asset type.
0x05 byte Number of Events.
0x06 short Flags.
Portal
0x08 int Camera. Unknown
0x0C int Marker to teleport to. If it can't be found, the position of the Player asset is used.
0x10 float Rotation in degrees, that the player and camera will face in.
0x14 char[4] 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