User Tools


Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
super_mario_64:structs [2018/06/28 14:02]
deivore [Water Box Quad]
super_mario_64:structs [2018/06/28 14:03] (current)
deivore [Collision Triangle]
Line 10: Line 10:
 | 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 | 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 ​    ​^ ​
 | 0x00 | u16 | collision_type | | 0x00 | u16 | collision_type |
-| 0x02 | u8 | flowing speed (0x00=metal cap water, 0x02=castle grounds water) |+| 0x02 | u8 | flowing speed LUT value (0x00=metal cap water, 0x02=castle grounds water) |
 | 0x03 | u8 | flowing direction | | 0x03 | u8 | flowing direction |
 | 0x04 | u8 | flag | | 0x04 | u8 | flag |