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m (→Actor Section) |
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====Actor Section==== | ====Actor Section==== | ||
This section is a FixedHash which holds actor data. Each entry corresponds to one actor. Every entry points to non-node data, usually blocks of 0x90 bytes, but sometimes longer. The names section is empty. The data block for each actor is formatted as follows | This section is a FixedHash which holds actor data. Each entry corresponds to one actor. Every entry points to non-node data, usually blocks of 0x90 bytes, but sometimes longer. The names section is empty. The data block for each actor is formatted as follows. Some properties are related to measurements along certain axes; since this is a top-down game we will call the vertical axis Z (i.e. the axis toward the camera), and X and Y will be as normal for a 2D game. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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|0x20 | |0x20 | ||
|u32 | |u32 | ||
| | |Most likely rotation about the X axis. This is primarily only used with lighting actors. | ||
|- | |- | ||
|0x24 | |0x24 | ||
|u32 | |u32 | ||
| | |Rotation about the Z (vertical) axis. The scaling of this value is uncertain, but 0xC2B40000 is 90° clockwise, 0x43340000 is 180°, and 0x42B40000 is 270° clockwise (90° counterclockwise). | ||
|- | |- | ||
|0x28 | |0x28 | ||
|u32 | |u32 | ||
| | |Most likely rotation about the Y axis. This is primarily only used with lighting actors. | ||
|- | |- | ||
|0x2C | |0x2C | ||
|u32 | |u32 | ||
| | |'''X-axis scaling'''. 0x3F800000 is the normal scale. | ||
|- | |- | ||
|0x30 | |0x30 | ||
|u32 | |u32 | ||
| | |'''Z-axis scaling'''. 0x3F800000 is the normal scale. | ||
|- | |- | ||
|0x34 | |0x34 | ||
|u32 | |u32 | ||
| | |'''Y-axis scaling'''. 0x3F800000 is the normal scale. | ||
|- | |- | ||
|0x38 | |0x38 |
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