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Mechalico

Switches

Feb 18th, 2017
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  1. At 0xA8, we have switch data.
  2.  
  3. 00 00 00 XX <- Number of switches
  4. 00 XX XX XX <- Offset of switch data
  5.  
  6. This is also in the collision header it exists in, also at a further offset of 0xA8.
  7.  
  8. At this offset, we have
  9.  
  10. XX XX XX XX
  11. YY YY YY YY
  12. ZZ ZZ ZZ ZZ
  13. XX XX
  14. YY YY
  15. ZZ ZZ
  16. 00 0X <- Switch type
  17. 00 0X <- Animations affected
  18. 00 00
  19.  
  20. Switch types:
  21.  
  22. 0 - Play
  23. 1 - Pause
  24. 2 - Playback
  25. 3 - Fast Forward
  26. 4 - Rewind
  27.  
  28. Animations affected:
  29.  
  30. In each animation header, there is a two-byte value at an offset of 0xA4.
  31. This corresponds to switches. A value of 00 00 would mean it is unaffected by animations.
  32. A value of 00 01 would indicated it is affected by switches of type 00 01.
  33. 00 02 would affect 00 02, and so on
  34.  
  35.  
  36. Example: A21 Pro Skaters
  37. The third collision header refers to the blue goal, the fourth the green.
  38.  
  39. At 0xA8:
  40.  
  41. 00 00 00 02 <- Two switches
  42. 00 00 1C 4C <- Offset of data
  43.  
  44. At 0x1C4C:
  45.  
  46. 40 40 00 00 <- X value. 3. Switch is on the right
  47. 3F EE 14 7B <- Y value, 1.86
  48. 41 24 68 92 <- Z value, just over 10.275
  49. 00 00 <- No rotation
  50. 00 00
  51. 00 00
  52. 00 01 <- Pause
  53. 00 01 <- Affects group 1
  54. 00 00
  55.  
  56. C0 40 00 00 <- -3. Switch is on the left
  57. 3F EE 14 7B <- Same height
  58. 41 24 68 92 <- Same depth
  59. 00 00 <- No rotation
  60. 00 00
  61. 00 00
  62. 00 00 <- Play
  63. 00 01 <- Affects group 1
  64. 00 00
  65.  
  66. Blue goal's header starts at 0x3228
  67. At a further offset of A4:
  68.  
  69. 00 01
  70.  
  71. Green goal's header starts at 0x3724.
  72. At a further offset of A4:
  73.  
  74. 00 00
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