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Mechalico

Switches and Animations extended

Feb 19th, 2017
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  1. More stuff on Switches and Animations:
  2.  
  3. In a collision header:
  4.  
  5. The two bytes at the additional offset of 0x12/18 refers to whether an animation loops or plays once.
  6. Switch Inferno and UFO have 00 01 which is why when the animation completes it pops up.
  7. The animations in stages like Switches, Entangled Path etc are not play once animations - they are instead arbitrarily long looping animations.
  8.  
  9. The four bytes at an offset of 0xCC/204 refer to the start position of an animation.
  10. These are the probably same as switch types - 00000000 is play, 00000001 is pause etc.
  11.  
  12. The 8 bytes at an offset of 0xD4/212 is a floating point number. It is the number of seconds in a loop.
  13.  
  14. Please note that you shouldn't start a play once animation in play or bad things will happen. See the shiny floor debug stage.
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