EvilEngine/PORT
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 |