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super_mario_64:structs [2018/03/17 12:24] danebou [References] - update STROOP reference |
super_mario_64:structs [2018/06/28 14:03] (current) deivore [Collision Triangle] |
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========== Structs ========== | ========== Structs ========== | ||
---- | ---- | ||
+ | ===== Water Box ===== | ||
+ | ^ Offset ^ Type ^ Description ^ | ||
+ | | 0x00 | s16 | id, links to collision| | ||
+ | | 0x02 | s16 | _0x02;| | ||
+ | | 0x04 | u32 | quad_seg_ptr to Water Box Quad data| | ||
+ | ===== Water Box Quad ===== | ||
+ | ^ Offset ^ Type ^ Description ^ | ||
+ | | 0x00 | s16 | visibility -1 = Make all water boxes in list invisible, 0 = invisible, 1 = visible | | ||
+ | | 0x02 | s16 | | | ||
+ | | 0x04 | s16 | rotation_speed( negative values make it rotate the opposite way.) | | ||
+ | | 0x06 | s16 | scale( Number of repeats in texture) | | ||
+ | | 0x08 | s16 | x1 (X position of vertex 1) | | ||
+ | | 0x0A | s16 | z1 ( Z position of vertex 1) | | ||
+ | | 0x0C | s16 | x2 ( X position of vertex 2) | | ||
+ | | 0x0E | s16 | z2 ( Z position of vertex 2) | | ||
+ | | 0x10 | s16 | x3 ( X position of vertex 3) | | ||
+ | | 0x12 | s16 | z3 ( Z position of vertex 3) | | ||
+ | | 0x14 | s16 | x4 ( X position of vertex 4) | | ||
+ | | 0x16 | s16 | z4 ( Z position of vertex 4) | | ||
+ | | 0x18 | u16 | rotation_direction( 0x00 = clockwise, 0x01 = counter-clockwise. (Useless?) | | ||
+ | | 0x1A | u8 | _0x1A | | ||
+ | | 0x1B | u8 | transparency ( 0x00 = fully transparent, 0xff = fully opague) | | ||
+ | | 0x1C | u16 | texture_id ( 0 = water, 1 = mist, 2 = JRB water, 4 = lava, etc.) | | ||
+ | | 0x0E | u16 | _0x1E | | ||
===== Collision Triangle ===== | ===== Collision Triangle ===== | ||
^ Offset ^ Type ^ Description ^ | ^ Offset ^ Type ^ Description ^ | ||
| 0x00 | u16 | collision_type | | | 0x00 | u16 | collision_type | | ||
- | | 0x02 | u16 | | | + | | 0x02 | u8 | flowing speed LUT value (0x00=metal cap water, 0x02=castle grounds water) | |
+ | | 0x03 | u8 | flowing direction | | ||
| 0x04 | u8 | flag | | | 0x04 | u8 | flag | | ||
| 0x05 | u8 | | | | 0x05 | u8 | | |