EvilEngine/PORT: Difference between revisions
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==Format== |
==Format== |
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Portals are [[Object Asset|object 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 !! Description |
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⚫ | |||
! colspan="3" | Header |
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| 0x00 || int || '''Asset ID'''. |
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| 0x04 || byte || '''Asset type'''. |
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| 0x05 || byte || '''Number of Events'''. |
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| 0x06 || short || '''Flags'''. |
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! colspan="3" | Portal |
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| 0x08 || int || '''[[CAM|Camera]]'''. Unknown |
| 0x08 || int || '''[[CAM|Camera]]'''. Unknown |
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! colspan="3" | Events |
! colspan="3" | Events |
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⚫ | |||
| 0x18 || Event[numberOfEvents] || '''[[Events]]''' |
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Revision as of 02:05, 11 September 2018
Format
Portals are object assets, so they start with their 0x8 byte header, then are followed by:
Offset | Type | Description |
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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 | ||
0x18 | Event[numberOfEvents] | Events |