EvilEngine/PORT: Difference between revisions

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==Format==
==Format==
Portals are [[Object Asset|object assets]], so they start with their 0x8 byte header, then are followed by:

{| class="wikitable"
{| class="wikitable"
! Offset !! Type !! Description
! Offset !! Type !! Description
|-
! colspan="3" | Header
|-
| 0x00 || int || '''Asset ID'''.
|-
| 0x04 || byte || '''Asset type'''.
|-
| 0x05 || byte || '''Number of Events'''.
|-
| 0x06 || short || '''Flags'''.
|-
! colspan="3" | Portal
|-
|-
| 0x08 || int || '''[[CAM|Camera]]'''. Unknown
| 0x08 || int || '''[[CAM|Camera]]'''. Unknown
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|-
|-
! colspan="3" | Events
! colspan="3" | Events
|-
| 0x18 || Event[numberOfEvents] || '''[[Events]]'''
|}
|}



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
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