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banjo_kazooie:setup_file_data [2023/07/17 18:04]
GiantJigglypuff3 Added Link To Object Ids
banjo_kazooie:setup_file_data [2024/11/06 21:13] (current)
Bl00D4NGEL Improve documentation for model structures
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 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | XX XX XX XX | Negative X Voxel Count | +| 0x00 | <color red>XX XX XX XX</​color> ​| Negative X Voxel Count | 
-| 0x04 | YY YY YY YY | Negative Y Voxel Count | +| 0x04 | <color orange>YY YY YY YY</​color> ​| Negative Y Voxel Count | 
-| 0x08 | ZZ ZZ ZZ ZZ | Negative Z Voxel Count | +| 0x08 | <color yellow>ZZ ZZ ZZ ZZ</​color> ​| Negative Z Voxel Count | 
-| 0x0C | XX XX XX XX | Positive X Voxel Count | +| 0x0C | <color green>XX XX XX XX</​color> ​| Positive X Voxel Count | 
-| 0x10 | YY YY YY YY | Positive Y Voxel Count | +| 0x10 | <color lightgreen>​YY YY YY YY</​color> ​| Positive Y Voxel Count | 
-| 0x14 | ZZ ZZ ZZ ZZ | Positive Z Voxel Count |+| 0x14 | <color cyan>ZZ ZZ ZZ ZZ</​color> ​| Positive Z Voxel Count |
  
  
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 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 03 0A | Indicates The Start Of A Voxel With Objects | | 0x00 | 03 0A | Indicates The Start Of A Voxel With Objects |
-| 0x02 | NN | Number Of Complex Objects (Objects With 20 Bytes) |+| 0x02 | <color red>NN</​color> ​| Number Of Complex Objects (Objects With 20 Bytes) |
 | 0x03 | 0B | Indicates Start Of Complex Object List | | 0x03 | 0B | Indicates Start Of Complex Object List |
 | | | Complex Object List | | | | Complex Object List |
 | +0x01 | 08 | End Of Complex Object List | | +0x01 | 08 | End Of Complex Object List |
-| +0x02 | NN | Number Of Simple Object List (Objects With 12 Bytes) |+| +0x02 | <color lightblue>​NN</​color> ​| Number Of Simple Object List (Objects With 12 Bytes) |
 | +0x03 | 09 | If Number Of Simple Objects > 0, Indicates Start Of Simple Object List | | +0x03 | 09 | If Number Of Simple Objects > 0, Indicates Start Of Simple Object List |
 | | | Simple Object List | | | | Simple Object List |
Line 43: Line 43:
  
 === Actor Structure === === Actor Structure ===
 +Actors: Objects that are given scripts to follow, typically involving multiple states. These will have a 2-byte Object Id and a 2-byte Script Id.
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | XX XX | X Position | +| 0x00 | <color red>XX XX</​color> ​| X Position | 
-| 0x02 | YY YY | Y Position | +| 0x02 | <color orange>YY YY</​color> ​| Y Position | 
-| 0x04 | ZZ ZZ | Z Position | +| 0x04 | <color yellow>ZZ ZZ</​color> ​| Z Position | 
-| 0x06 | SS SS | Script Id | +| 0x06 | <color green>SS SS</​color> ​| Script Id | 
-| 0x08 | OO OO | Object Id | +| 0x08 | <color lightgreen>​OO OO</​color> ​| Object Id | 
-| 0x0A | UU | Unknown Byte | +| 0x0A | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0B | UU | Unknown Byte | +| 0x0B | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0C | RR | Rotation >> 1 (Y Axis) | +| 0x0C | <color cyan>RR</​color> ​| Rotation >> 1 (Y Axis) | 
-| 0x0D | UU | Unknown Byte | +| 0x0D | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0E | SS | Size | +| 0x0E | <color lightblue>​SS SS</​color> ​| Size | 
-| 0x10 | CCC NNN | Nodes (C=Current, N=Next) |+| 0x10 | <color violet>CCC</​color>​ <color brown>NNN</​color> ​| Nodes (C=Current, N=Next) |
 | 0x13 | 40 | End Of Object Indicator | | 0x13 | 40 | End Of Object Indicator |
  
 === Timed Structure === === Timed Structure ===
 +Timed: Objects that perform follow a script, but are limited on how long their use is. These will have a 2-byte Object Id and a 2-byte Script Id.
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | XX XX | X Position | +| 0x00 | <color red>XX XX</​color> ​| X Position | 
-| 0x02 | YY YY | Y Position | +| 0x02 | <color orange>YY YY</​color> ​| Y Position | 
-| 0x04 | ZZ ZZ | Z Position | +| 0x04 | <color yellow>ZZ ZZ</​color> ​| Z Position | 
-| 0x06 | SS SS | Script Id | +| 0x06 | <color green>SS SS</​color> ​| Script Id | 
-| 0x08 | OO OO | Object Id | +| 0x08 | <color lightgreen>​OO OO</​color> ​| Object Id | 
-| 0x0A | UU | Unknown Byte | +| 0x0A | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0B | UU | Unknown Byte | +| 0x0B | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0C | TT | Timer | +| 0x0C | <color cyan>TT</​color> ​| Timer | 
-| 0x0D | UU | Unknown Byte | +| 0x0D | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0E | SS | Size | +| 0x0E | <color lightblue>​SS SS</​color> ​| Size | 
-| 0x10 | CCC NNN | Nodes (C=Current, N=Next) |+| 0x10 | <color violet>CCC</​color>​ <color brown>NNN</​color> ​| Nodes (C=Current, N=Next) |
 | 0x13 | 40 | End Of Object Indicator | | 0x13 | 40 | End Of Object Indicator |
  
 === Script Structure === === Script Structure ===
 +Script: Objects that cause another object or set of objects to perform actions.
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | XX XX | X Position | +| 0x00 | <color red>XX XX</​color> ​| X Position | 
-| 0x02 | YY YY | Y Position | +| 0x02 | <color orange>YY YY</​color> ​| Y Position | 
-| 0x04 | ZZ ZZ | Z Position | +| 0x04 | <color yellow>ZZ ZZ</​color> ​| Z Position | 
-| 0x06 | SS SS | Script Id | +| 0x06 | <color green>SS SS</​color> ​| Script Id | 
-| 0x08 | OO OO | Object Id | +| 0x08 | <color lightgreen>​OO OO</​color> ​| Object Id | 
-| 0x0A | UU | Unknown Byte | +| 0x0A | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0B | UU | Unknown Byte | +| 0x0B | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0C | UU | Unknown Byte | +| 0x0C | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0D | UU | Unknown Byte | +| 0x0D | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0E | UU | Unknown Byte | +| 0x0E | <color gray>UU</​color>​ | Unknown Byte | 
-| 0x10 | CCC NNN | Nodes (C=Current, N=Next) |+| 0x0F | <color gray>​UU</​color> ​| Unknown Byte | 
 +| 0x10 | <color cyan>CCC</​color>​ <color lightblue>​NNN</​color> ​| Nodes (C=Current, N=Next) |
 | 0x13 | 40 | End Of Object Indicator | | 0x13 | 40 | End Of Object Indicator |
  
 === Radius Structure === === Radius Structure ===
 +Radius: Objects that trigger when Banjo-Kazooie enter their radius. These will have a 1-byte Object Id and a 2-byte Associated Id (used for flag ids, warp ids, etc)
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | XX XX | X Position | +| 0x00 | <color red>XX XX</​color> ​| X Position | 
-| 0x02 | YY YY | Y Position | +| 0x02 | <color orange>YY YY</​color> ​| Y Position | 
-| 0x04 | ZZ ZZ | Z Position | +| 0x04 | <color yellow>ZZ ZZ</​color> ​| Z Position | 
-| 0x06 | RR | Radius >> 1 | +| 0x06 | <color green>RR</​color> ​| Radius >> 1 | 
-| 0x07 | OO | Object Id | +| 0x07 | <color lightgreen>​OO</​color> ​| Object Id | 
-| 0x08 | AA AA | Associated Id (For Stuff Like Flags) | +| 0x08 | <color cyan>AA AA</​color> ​| Associated Id (For Stuff Like Flags) | 
-| 0x0A | UU | Unknown Byte | +| 0x0A | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0B | UU | Unknown Byte | +| 0x0B | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0C | UU | Unknown Byte | +| 0x0C | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0D | UU | Unknown Byte | +| 0x0D | <color gray>UU</​color> ​| Unknown Byte | 
-| 0x0E | UU | Unknown Byte | +| 0x0E | <color gray>UU</​color>​ | Unknown Byte | 
-| 0x10 | CCC NNN | Nodes (C=Current, N=Next) |+| 0x0F | <color gray>​UU</​color> ​| Unknown Byte | 
 +| 0x10 | <color lightblue>​CCC</​color>​ <color violet>NNN</​color> ​| Nodes (C=Current, N=Next) |
 | 0x13 | 40 | End Of Object Indicator | | 0x13 | 40 | End Of Object Indicator |
  
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 === Sprite Structure === === Sprite Structure ===
 +Sprites: 2D Objects that will face the camera at all times (aka Billboarding).
 +Sprites contain information about their id, RGB values, their scale, whether they are mirrored or not, their position and which "​frame"​.
 +The sprite id has no offset in it's declaration. However while loading the sprite asset an offset of 0x572 is added on top of the id.
 + 
 +The 12 bytes contain this information in the following parts:
 + 
 +The first 4 bytes contain the object id, RGB, scale and whether the sprite is mirrored or not:
 +The next 6 bytes are 3 s16's to describe the position (XYZ)
 +The last 2 bytes mainly define the frame
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | OO OO Object Id +| 0x00 | <color red   >​SSSS SSSS SSSS PRRR</​color> ​Sprite id, padding, RGB red 
-| 0x02 | SS SS Size +| 0x02 | <color orange>​GGGB BBSS SSSS SSMP</​color> ​RGB green, RGB blue, scale, is mirror, padding ​
-| 0x04 | XX XX | X Position | +| 0x04 | <color yellow>XX XX</​color> ​| X Position | 
-| 0x06 | YY YY | Y Position | +| 0x06 | <color green >YY YY</​color> ​| Y Position | 
-| 0x08 | ZZ ZZ | Z Position | +| 0x08 | <color lightgreen>​ZZ ZZ</​color> ​| Z Position | 
-| 0x0A | UU Unknown Byte +| 0x0A | <color gray>​FFFF FPPP PPPP PPPP</​color> ​Frame, padding ​
-0x0B | UU | Unknown Byte |+ 
 +Example(s) for the music notes on the shelve in Nabnuts house in autumn: 
 +{{:​banjo_kazooie:​bk_notes_nabnut_house_autumn.png?​400|}} 
 + 
 +Bytes in level setup: ''​0x16 0x40 0x00 0xB4 0x01 0x20 0x01 0x9D 0xFE 0x9B 0x4A 0xF0''​ 
 + 
 +First 4 bytes are ''​0x16 0x40 0x00 0xB4''​ in hex or ''​00010110 01000000 00000000 10110100''​ in binary 
 +  * 0x164 = object id = Music Note (0x6D6 with offset) 
 +  * 0b0 = padding 
 +  * 0b000 = RGB red 
 +  * 0b000 = RGB green 
 +  * 0b000 = RGB blue 
 +  * 0b00101101 = scale 
 +  * 0b0 = is mirrored 
 +  * 0b0 = padding 
 + 
 +Next 6 bytes are the position: 
 +  * 0x0120 = X = 288 
 +  * 0x019D = Y = 413 
 +  * 0xFE9B = Z = -357 
 + 
 +Last 2 bytes are ''​0x4A 0xF0''​ in hex or ''​01001010 11110000''​ in binary 
 +  * 0b01001 = frame 
 +  * 0b010111100 = padding 
 +  * 0b0 = isModelProp -> This is false for all "​Sprite structures"​ 
 +  * 0b0 = isActorProp -> This is false for all "​Simple Object structures"​ 
 + 
 +Bytes in level setup: ''​0x16 0x40 0x00 0xB6 0x01 0x7E 0x01 0x9D 0xFE 0xD8 0x21 0x10''​ 
 + 
 +First 4 bytes are ''​0x16 0x40 0x00 0xB6''​ in hex or ''​00010110 01000000 00000000 10110110''​ in binary 
 +  * 0x164 = object id = Music Note 
 +  * 0b0 = padding 
 +  * 0b000 = RGB red 
 +  * 0b000 = RGB green 
 +  * 0b000 = RGB blue 
 +  * 0b00101101 = scale 
 +  * 0b1 = is mirrored 
 +  * 0b0 = padding 
 + 
 +Next 6 bytes are the position: 
 +  * 0x017E = X = 382 
 +  * 0x019D = Y = 413 
 +  * 0xFED8 = Z = -296 
 + 
 +Last 2 bytes are ''​0x21 0x10''​ in hex or ''​00100001 00010000''​ in binary 
 +  * 0b001000 = frame 
 +  * 0b01000100 = padding 
 +  * 0b0 = isModelProp -> This is false for all "​Sprite structures"​ 
 +  * 0b0 = isActorProp -> This is false for all "​Simple Object structures"​ 
 + 
 +Bytes in level setup: ''​0x16 0x40 0x00 0xB4 0x01 0xD7 0x01 0x9D 0xFF 0x15 0x1D 0xD0''​ 
 + 
 +First 4 bytes are ''​0x16 0x40 0x00 0xB4''​ in hex or ''​00010110 01000000 00000000 10110100''​ in binary 
 +  * 0x164 = object id = Music Note 
 +  * 0b0 = padding 
 +  * 0b000 = RGB red 
 +  * 0b000 = RGB green 
 +  * 0b000 = RGB blue 
 +  * 0b00101101 = scale 
 +  * 0b0 = is mirrored 
 +  * 0b0 = padding 
 + 
 +Next 6 bytes are the position: 
 +  * 0x01D7 = X = 471 
 +  * 0x019D = Y = 413 
 +  * 0xFF15 = Z = -235 
 + 
 +Last 2 bytes are ''​0x1D 0xD0''​ in hex or ''​00011101 11010000''​ in binary 
 +  * 0b000111 = frame 
 +  * 0b01110100 = padding 
 +  * 0b0 = isModelProp -> This is false for all "​Sprite structures"​ 
 +  * 0b0 = isActorProp -> This is false for all "​Simple Object structures"​ 
 + 
 +=== Model Structure === 
 +Models: Objects that have a model ID associated with it which are placed in the map. 
 +The Model ID has no offset in it's declaration. However while loading the model asset an offset of 0x2D1 is added to the id.
  
-=== Static Structure === 
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
-| 0x00 | OO OO Object ​Id | +| 0x00 | <color red   >​MMMM MMMM MMMM PPPP</​color> ​Model Id, padding
-| 0x02 | RR Rotation (Y Axis) +| 0x02 | <color orange>​PP</​color> ​Pitch 
-| 0x03 | RR | Rotation (XZ Axis) +| 0x03 | <color yellow>RR</​color> ​Roll 
-| 0x04 | XX XX | X Position | +| 0x04 | <color green>XX XX</​color> ​| X Position | 
-| 0x06 | YY YY | Y Position | +| 0x06 | <color lightgreen>​YY YY</​color> ​| Y Position | 
-| 0x08 | ZZ ZZ | Z Position | +| 0x08 | <color cyan>ZZ ZZ</​color> ​| Z Position | 
-| 0x0A | SS | Size +| 0x0A | <color lightblue>​SS</​color> ​Scale 
-| 0x0B | UU | Unknown Byte |+| 0x0B | <color gray>UU</​color> ​Padding ​| 
 +The 12 bytes contain this information in the following parts: 
 +  
 +The first 12 bits are the model id padded with 4 bits to create 2 byte. 
 +The next 6 bytes are 3 s16's to describe the position (XYZ) 
 +The last 2 bytes mainly define the scale of the model 
 + 
 + 
 +Example(s) for the dust bins next to banjos house in Spiral Mountain: 
 + 
 +{{:​banjo_kazooie:​bk_dust_bins_sm.png?​400|}} 
 + 
 + 
 +Bytes in level setup: ''​0x01,​ 0xC4, 0x01, 0x2B, 0x13, 0x02, 0xFE, 0x30, 0x1A, 0xE9, 0x32, 0xD2''​ 
 + 
 +First 2 bytes are ''​0x01 0xC4''​ in hex or ''​00000001 11000100''​ in binary 
 +  * 0x1C = model id = Dust bin (0x2ED with offset) 
 +  * 0b0100 = padding 
 + 
 +Next 2 bytes are pitch and roll which are used for the rotation of the model: 
 +  * 0x01 = Pitch 
 +  * 0x2B = Roll 
 + 
 +Next 6 bytes are the position: 
 +  * 0x1302 = X = 4866 
 +  * 0xFE30 = Y = -464 
 +  * 0x1AE9 = Z = 6889 
 + 
 +The last 2 bytes contain the scale and padding bits: 
 +  * 0x32 = scale (50) 
 +  * 0b110100 = padding 
 +  * 0b1 = isModelProp => This is true for all "Model structures"​ 
 +  * 0b0 = isActorProp => This is false for all "​Simple Object structures"​ 
 + 
 +Bytes in level setup: ''​0x01,​ 0xC4, 0x41, 0x00, 0x12, 0x81, 0xFE, 0x11, 0x1A, 0x3A, 0x32, 0x52''​ 
 + 
 +First 2 bytes are ''​0x01 0xC4''​ in hex or ''​00000001 11000100''​ in binary 
 +  * 0x1C = model id = Dust bin (0x2ED with offset) 
 +  * 0b0100 = padding 
 + 
 +Next 2 bytes are pitch and roll which are used for the rotation of the model: 
 +  * 0x41 = Pitch 
 +  * 0x00 = Roll 
 + 
 +Next 6 bytes are the position: 
 +  * 0x1281 = X = 4737 
 +  * 0xFE11 = Y = -495 
 +  * 0x1A3A = Z = 6714 
 + 
 +The last 2 bytes contain the scale and padding bits: 
 +  * 0x32 = scale (50) 
 +  * 0b010100 = padding 
 +  * 0b1 = isModelProp => This is true for all "Model structures"​ 
 +  * 0b0 = isActorProp => This is false for all "​Simple Object structures"​ 
 + 
 + 
 +Bytes in level setup: ''​0x01,​ 0xC4, 0x00, 0x01, 0x12, 0x3A, 0xFE, 0x0E, 0x1A, 0xF0, 0x32, 0xD2''​ 
 + 
 +First 2 bytes are ''​0x01 0xC4''​ in hex or ''​00000001 11000100''​ in binary 
 +  * 0x1C = model id = Dust bin (0x2ED with offset) 
 +  * 0b0100 = padding 
 + 
 +Next 2 bytes are pitch and roll which are used for the rotation of the model: 
 +  * 0x00 = Pitch 
 +  * 0x01 = Roll 
 + 
 +Next 6 bytes are the position: 
 +  * 0x123A = X = 4666 
 +  * 0xFE0E = Y = -498 
 +  * 0x1AF0 = Z = 6896 
 + 
 +The last 2 bytes contain the scale and padding bits: 
 +  * 0x32 = scale (50) 
 +  * 0b110100 = padding 
 +  * 0b1 = isModelProp => This is true for all "Model structures"​ 
 +  * 0b0 = isActorProp => This is false for all "​Simple Object structures"​ 
 + 
  
 ===== Camera Structure ===== ===== Camera Structure =====
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 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 01 | Start Of Camera | | 0x00 | 01 | Start Of Camera |
-| 0x01 | II II | Camera Id |+| 0x01 | <color red>II II</​color> ​| Camera Id |
 | 0x03 | 02 | Unknown | | 0x03 | 02 | Unknown |
-| 0x04 | 00 | Camera Type?/Camera End|+| 0x04 | 00 | Camera End |
  
 === Camera Type 1 Structure === === Camera Type 1 Structure ===
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 01 | Start Of Camera | | 0x00 | 01 | Start Of Camera |
-| 0x01 | II II | Camera Id |+| 0x01 | <color red>II II</​color> ​| Camera Id |
 | 0x03 | 02 | Unknown | | 0x03 | 02 | Unknown |
 | 0x04 | 01 | Camera Type | | 0x04 | 01 | Camera Type |
 | 0x05 | 01 | Indicates Section One | | 0x05 | 01 | Indicates Section One |
-| 0x06 | XX XX XX XX | X Position (Float) | +| 0x06 | <color orange>XX XX XX XX</​color> ​| X Position (Float) | 
-| 0x0A | YY YY YY YY | Y Position (Float) | +| 0x0A | <color yellow>YY YY YY YY</​color> ​| Y Position (Float) | 
-| 0x0E | ZZ ZZ ZZ ZZ | Z Position (Float) |+| 0x0E | <color green>ZZ ZZ ZZ ZZ</​color> ​| Z Position (Float) |
 | 0x12 | 02 | Indicates Section Two | | 0x12 | 02 | Indicates Section Two |
-| 0x13 | HH HH HH HH | Horizontal Speed (Float) | +| 0x13 | <color lightgreen>​HH HH HH HH</​color> ​| Horizontal Speed (Float) | 
-| 0x17 | VV VV VV VV | Vertical Speed (Float) |+| 0x17 | <color cyan>VV VV VV VV</​color> ​| Vertical Speed (Float) |
 | 0x1B | 03 | Indicates Section Three | | 0x1B | 03 | Indicates Section Three |
-| 0x1C | RR RR RR RR | Rotation (Float) | +| 0x1C | <color lightblue>​RR RR RR RR</​color> ​| Rotation (Float) | 
-| 0x20 | AA AA AA AA | Acceleration (Float) |+| 0x20 | <color blue>AA AA AA AA</​color> ​| Acceleration (Float) |
 | 0x24 | 04 | Indicates Section Four | | 0x24 | 04 | Indicates Section Four |
-| 0x25 | PP PP PP PP | Pitch (Float) | +| 0x25 | <color magenta>PP PP PP PP</​color> ​| Pitch (Float) | 
-| 0x29 | YY YY YY YY | Yaw (Float) | +| 0x29 | <color violet>YY YY YY YY</​color> ​| Yaw (Float) | 
-| 0x2D | RR RR RR RR | Roll (Float) |+| 0x2D | <color purple>RR RR RR RR</​color> ​| Roll (Float) |
 | 0x31 | 05 | Indicates Section Five | | 0x31 | 05 | Indicates Section Five |
-| 0x32 | UU UU UU UU | Unknown (Float) |+| 0x32 | <color gray>UU UU UU UU</​color> ​| Unknown (Float) |
 | 0x36 | 00 | Camera End | | 0x36 | 00 | Camera End |
  
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 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 01 | Start Of Camera | | 0x00 | 01 | Start Of Camera |
-| 0x01 | II II | Camera Id |+| 0x01 | <color red>II II</​color> ​| Camera Id |
 | 0x03 | 02 | Unknown | | 0x03 | 02 | Unknown |
 | 0x04 | 01 | Camera Type | | 0x04 | 01 | Camera Type |
 | 0x05 | 01 | Indicates Section One | | 0x05 | 01 | Indicates Section One |
-| 0x06 | XX XX XX XX | X Position (Float) | +| 0x06 | <color orange>XX XX XX XX</​color> ​| X Position (Float) | 
-| 0x0A | YY YY YY YY | Y Position (Float) | +| 0x0A | <color yellow>YY YY YY YY</​color> ​| Y Position (Float) | 
-| 0x0E | ZZ ZZ ZZ ZZ | Z Position (Float) |+| 0x0E | <color green>ZZ ZZ ZZ ZZ</​color> ​| Z Position (Float) |
 | 0x12 | 02 | Indicates Section Two | | 0x12 | 02 | Indicates Section Two |
-| 0x13 | PP PP PP PP | Pitch (Float) | +| 0x13 | <color lightgreen>​PP PP PP PP</​color> ​| Pitch (Float) | 
-| 0x17 | YY YY YY YY | Yaw (Float) | +| 0x17 | <color cyan>YY YY YY YY</​color> ​| Yaw (Float) | 
-| 0x1B | RR RR RR RR | Roll (Float) |+| 0x1B | <color lightblue>​RR RR RR RR</​color> ​| Roll (Float) |
 | 0x1F | 00 | Camera End | | 0x1F | 00 | Camera End |
  
Line 184: Line 350:
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 01 | Start Of Camera | | 0x00 | 01 | Start Of Camera |
-| 0x01 | II II | Camera Id |+| 0x01 | <color red>II II</​color> ​| Camera Id |
 | 0x03 | 02 | Unknown | | 0x03 | 02 | Unknown |
 | 0x04 | 01 | Camera Type | | 0x04 | 01 | Camera Type |
 | 0x05 | 01 | Indicates Section One | | 0x05 | 01 | Indicates Section One |
-| 0x06 | XX XX XX XX | X Position (Float) | +| 0x06 | <color orange>XX XX XX XX</​color> ​| X Position (Float) | 
-| 0x0A | YY YY YY YY | Y Position (Float) | +| 0x0A | <color yellow>YY YY YY YY</​color> ​| Y Position (Float) | 
-| 0x0E | ZZ ZZ ZZ ZZ | Z Position (Float) |+| 0x0E | <color green>ZZ ZZ ZZ ZZ</​color> ​| Z Position (Float) |
 | 0x12 | 02 | Indicates Section Two | | 0x12 | 02 | Indicates Section Two |
-| 0x13 | HH HH HH HH | Horizontal Speed (Float) | +| 0x13 | <color lightgreen>​HH HH HH HH</​color> ​| Horizontal Speed (Float) | 
-| 0x17 | VV VV VV VV | Vertical Speed (Float) |+| 0x17 | <color cyan>VV VV VV VV</​color> ​| Vertical Speed (Float) |
 | 0x1B | 03 | Indicates Section Three | | 0x1B | 03 | Indicates Section Three |
-| 0x1C | RR RR RR RR | Rotation (Float) | +| 0x1C | <color lightblue>​RR RR RR RR</​color> ​| Rotation (Float) | 
-| 0x20 | AA AA AA AA | Acceleration (Float) |+| 0x20 | <color magenta>AA AA AA AA</​color> ​| Acceleration (Float) |
 | 0x24 | 04 | Indicates Section Four | | 0x24 | 04 | Indicates Section Four |
-| 0x25 | PP PP PP PP | Pitch (Float) | +| 0x25 | <color violet>PP PP PP PP</​color> ​| Pitch (Float) | 
-| 0x29 | YY YY YY YY | Yaw (Float) | +| 0x29 | <color purple>YY YY YY YY</​color> ​| Yaw (Float) | 
-| 0x2D | RR RR RR RR | Roll (Float) |+| 0x2D | <color brown>RR RR RR RR</​color> ​| Roll (Float) |
 | 0x31 | 05 | Indicates Section Five | | 0x31 | 05 | Indicates Section Five |
-| 0x32 | UU UU UU UU | Unknown (Float) |+| 0x32 | <color gray>UU UU UU UU</​color> ​| Unknown (Float) |
 | 0x36 | 06 | Indicates Section Six | | 0x36 | 06 | Indicates Section Six |
-| 0x37 | CC CC CC CC | Close Distance (Float) | +| 0x37 | <color pink>CC CC CC CC</​color> ​| Close Distance (Float) | 
-| 0x3B | FF FF FF FF | Far Distance (Float) |+| 0x3B | <color maroon>FF FF FF FF</​color> ​| Far Distance (Float) |
 | 0x3F | 00 | Camera End | | 0x3F | 00 | Camera End |
  
Line 211: Line 377:
 ^ Address ^ Value/​Syntax ^ Description ^ ^ Address ^ Value/​Syntax ^ Description ^
 | 0x00 | 01 | Start Of Camera | | 0x00 | 01 | Start Of Camera |
-| 0x01 | II II | Camera Id |+| 0x01 | <color red>II II</​color> ​| Camera Id |
 | 0x03 | 02 | Unknown | | 0x03 | 02 | Unknown |
 | 0x04 | 01 | Camera Type | | 0x04 | 01 | Camera Type |
 | 0x05 | 01 | Indicates Section One | | 0x05 | 01 | Indicates Section One |
-| 0x06 | UU UU UU UU | Unknown (Float) |+| 0x06 | <color orange>UU UU UU UU</​color> ​| Unknown (Float) |
 | 0x0A | 00 | Camera End | | 0x0A | 00 | Camera End |
  
Line 230: Line 396:
 | 0x00 | 01 | Section One Header | | 0x00 | 01 | Section One Header |
 | 0x01 | 02 | Section Two Header | | 0x01 | 02 | Section Two Header |
-| 0x02 | XX XX XX XX | X Position (Float) | +| 0x02 | <color pink>XX XX XX XX</​color> ​| X Position (Float) | 
-| 0x06 | YY YY YY YY | Y Position (Float) | +| 0x06 | <color lightgreen>​YY YY YY YY</​color> ​| Y Position (Float) | 
-| 0x0A | ZZ ZZ ZZ ZZ | Z Position (Float) |+| 0x0A | <color cyan>ZZ ZZ ZZ ZZ</​color> ​| Z Position (Float) |
 | 0x0E | 03 | Section Three Header | | 0x0E | 03 | Section Three Header |
-| 0x0F | UU UU UU UU | Unknown (Float) | +| 0x0F | <color gray>UU UU UU UU</​color> ​| Unknown (Float) | 
-| 0x13 | UU UU UU UU | Unknown (Float) |+| 0x13 | <color gray>UU UU UU UU</​color> ​| Unknown (Float) |
 | 0x17 | 04 | Section Four Header | | 0x17 | 04 | Section Four Header |
-| 0x18 | 00 00 00 RR | Red | +| 0x18 | 00 00 00 <color red>RR</​color> ​| Red | 
-| 0x1C | 00 00 00 GG | Green | +| 0x1C | 00 00 00 <color green>GG</​color> ​| Green | 
-| 0x20 | 00 00 00 BB | Blue |+| 0x20 | 00 00 00 <color blue>BB</​color> ​| Blue |
banjo_kazooie/setup_file_data.1689617049.txt.gz · Last modified: 2023/07/17 18:04 by GiantJigglypuff3