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- More stuff on Switches and Animations:
- In a collision header:
- The two bytes at the additional offset of 0x12/18 refers to whether an animation loops or plays once.
- Switch Inferno and UFO have 00 01 which is why when the animation completes it pops up.
- The animations in stages like Switches, Entangled Path etc are not play once animations - they are instead arbitrarily long looping animations.
- The four bytes at an offset of 0xCC/204 refer to the start position of an animation.
- These are the probably same as switch types - 00000000 is play, 00000001 is pause etc.
- The 8 bytes at an offset of 0xD4/212 is a floating point number. It is the number of seconds in a loop.
- 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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