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super_mario_64:structs [2018/06/28 14:00]
deivore [Collision Triangle]
super_mario_64:structs [2018/06/28 14:03]
deivore [Water Box Quad]
Line 8: Line 8:
 ===== Water Box Quad ===== ===== Water Box Quad =====
 ^ Offset ^ Type ^ Description ​    ​^ ​ ^ Offset ^ Type ^ Description ​    ​^ ​
-| 0x00 | s16 | visibility; // -1 = Make all water boxes in list invisible, 0 = invisible, 1 = visible | +| 0x00 | s16 | visibility -1 = Make all water boxes in list invisible, 0 = invisible, 1 = visible | 
-| 0x02 | s16 | _0x02;+| 0x02 | s16 | | 
-| 0x04 | s16 | rotation_speed; // negative values make it rotate the opposite way. | +| 0x04 | s16 | rotation_speednegative values make it rotate the opposite way.
-| 0x06 | s16 | scale; // Number of repeats in texture | +| 0x06 | s16 | scaleNumber of repeats in texture
-| 0x08 | s16 | x1; // X position of vertex 1 | +| 0x08 | s16 | x1 (X position of vertex 1
-| 0x0A | s16 | z1; // Z position of vertex 1 | +| 0x0A | s16 | z1 Z position of vertex 1
-| 0x0C | s16 | x2; // X position of vertex 2 | +| 0x0C | s16 | x2 X position of vertex 2
-| 0x0E | s16 | z2; // Z position of vertex 2 | +| 0x0E | s16 | z2 Z position of vertex 2
-| 0x10 | s16 | x3; // X position of vertex 3 | +| 0x10 | s16 | x3 X position of vertex 3
-| 0x12 | s16 | z3; // Z position of vertex 3 | +| 0x12 | s16 | z3 Z position of vertex 3
-| 0x14 | s16 | x4; // X position of vertex 4 | +| 0x14 | s16 | x4 X position of vertex 4
-| 0x16 | s16 | z4; // Z position of vertex 4 | +| 0x16 | s16 | z4 Z position of vertex 4
-| 0x18 | u16 | rotation_direction; // 0x00 = clockwise, 0x01 = counter-clockwise. (Useless?) | +| 0x18 | u16 | rotation_direction0x00 = clockwise, 0x01 = counter-clockwise. (Useless?) | 
-| 0x1A | u8 | _0x1A+| 0x1A | u8 | _0x1A | 
-| 0x1B | u8 | transparency ​// 0x00 = fully transparent,​ 0xff = fully opague | +| 0x1B | u8 | transparency ​0x00 = fully transparent,​ 0xff = fully opague
-| 0x1C | u16 | texture_id ​// 0 = water, 1 = mist, 2 = JRB water, 4 = lava, etc. | +| 0x1C | u16 | texture_id ​0 = water, 1 = mist, 2 = JRB water, 4 = lava, etc.
-| 0x0E | u16 | _0x1E|+| 0x0E | u16 | _0x1E |
 ===== Collision Triangle ===== ===== Collision Triangle =====
 ^ Offset ^ Type ^ Description ​    ​^ ​ ^ Offset ^ Type ^ Description ​    ​^ ​