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super_mario_64:structs [2018/06/26 00:10] deivore [Water Box Quad] |
super_mario_64:structs [2018/06/28 14:03] (current) deivore [Collision Triangle] |
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===== 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_speed( negative values make it rotate the opposite way.) | |
- | | 0x06 | s16 | scale; // Number of repeats in texture | | + | | 0x06 | s16 | scale( Number 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_direction( 0x00 = 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 ^ | ||
| 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 | | |