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- At 0xA8, we have switch data.
- 00 00 00 XX <- Number of switches
- 00 XX XX XX <- Offset of switch data
- This is also in the collision header it exists in, also at a further offset of 0xA8.
- At this offset, we have
- XX XX XX XX
- YY YY YY YY
- ZZ ZZ ZZ ZZ
- XX XX
- YY YY
- ZZ ZZ
- 00 0X <- Switch type
- 00 0X <- Animations affected
- 00 00
- Switch types:
- 0 - Play
- 1 - Pause
- 2 - Playback
- 3 - Fast Forward
- 4 - Rewind
- Animations affected:
- In each animation header, there is a two-byte value at an offset of 0xA4.
- This corresponds to switches. A value of 00 00 would mean it is unaffected by animations.
- A value of 00 01 would indicated it is affected by switches of type 00 01.
- 00 02 would affect 00 02, and so on
- Example: A21 Pro Skaters
- The third collision header refers to the blue goal, the fourth the green.
- At 0xA8:
- 00 00 00 02 <- Two switches
- 00 00 1C 4C <- Offset of data
- At 0x1C4C:
- 40 40 00 00 <- X value. 3. Switch is on the right
- 3F EE 14 7B <- Y value, 1.86
- 41 24 68 92 <- Z value, just over 10.275
- 00 00 <- No rotation
- 00 00
- 00 00
- 00 01 <- Pause
- 00 01 <- Affects group 1
- 00 00
- C0 40 00 00 <- -3. Switch is on the left
- 3F EE 14 7B <- Same height
- 41 24 68 92 <- Same depth
- 00 00 <- No rotation
- 00 00
- 00 00
- 00 00 <- Play
- 00 01 <- Affects group 1
- 00 00
- Blue goal's header starts at 0x3228
- At a further offset of A4:
- 00 01
- Green goal's header starts at 0x3724.
- At a further offset of A4:
- 00 00
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