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Torch
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#include <MapFactory.h>
Public Attributes | |
| uint8_t | raw [12] |
Prop: a sprite, model or actor slot - 12 bytes, kept in the ROM's big-endian order Decomp: sprite_prop_s, model_prop_s and actor_prop_s in prop.h
The halfword at 0x0A picks the layout: bit0 set is an actor slot, else bit1 set is a model, else a sprite. Every layout has position[3] (s16[3]) at 0x04.
Sprite: 0x00 spriteId:12, unk0_19:1, rgb_remove_red/green/blue:3 each, scale:8 (percent), isMirrored:1, pad0_0:1 (u32) 0x0A frame:5, unk8_10:5 (phase), flags:4, isModelProp:1, isActorProp:1 Model: 0x00 modelId:12, pad0_19:4 (u16); 0x02 yaw, 0x03 roll (degrees / 2) 0x0A scale (percent); 0x0B flags:6, isModelProp:1, isActorProp:1 Actor slot: 0x00 marker (a runtime pointer, 0 in the ROM) 0x0A frame:5, unk8_10:5, flags:4, isModelProp:1, isActorProp:1
Asset ID = spriteId + 0x572, modelId + 0x2D1.