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kirby64_the_crystal_shards:level_settings_blocks [2020/01/26 21:46]
jesusyoshi54 [Collision]
kirby64_the_crystal_shards:level_settings_blocks [2020/02/18 19:12] (current)
jesusyoshi54 [Collision Header]
Line 10: Line 10:
   - Triangle Groups/​Cells   - Triangle Groups/​Cells
   - Surface Normals Groups/​Cells   - Surface Normals Groups/​Cells
-  - Unkown Floats (possibly for star blocks/​breakable geo) +  - Dynamic Geometry Lists 
-  - Unk halfs (possibly for star blocks/​breakable geo) +  - Dynamic Geometry Groups 
-  - Unk halfs 2 (mostly zeroes, ends with 9999) +  - Optional Section?
-  - Unk halfs 3 (Breaking star blocks?)+
   - Collision Header (referred to by Header[0])   - Collision Header (referred to by Header[0])
-  - Camera ​Defines of some sort (referred to by Header[1])+  - Pathing Nodes 
 +  - Kirby Node Params & Camera ​Nodes 
 +  - Node Connections 
 +  - Unk Bytes 
 +  - Unk Floats 
 +  - Camera&​Pathing Header 
 +  - Header_1(referred to by Header[1])
   - Entity List (referred to by Header[2])   - Entity List (referred to by Header[2])
  
Line 23: Line 28:
 <code c> <code c>
 struct Main_Header{ struct Main_Header{
-   0x00: u32 Pointer to Collision Header +   /*0x00*/    ptr    *Collision_Header 
-   0x04: u32 Pointer to Camera Header +   /*0x04*/    ptr    *Camera_Header 
-   0x08: u32 Pointer to Entity IDs+   /*0x08*/    ptr    *Entity_IDs
    }    }
 </​code>​ </​code>​
Line 36: Line 41:
  
 Vertices are made up of unsorted s16 tripets of x, y and z position. Vertices are made up of unsorted s16 tripets of x, y and z position.
 +
 +The vertex array starts with a 0x270F triplet and ends with a single 0x9999.
  
 ==== Triangles ==== ==== Triangles ====
Line 43: Line 50:
 <code c> <code c>
 struct Triangle{ struct Triangle{
-0x0: u16 Vertex[2+/*0x0*/ u16 Vertex[3
-0x6: u16 Quads #not sure +/*0x6*/ u16 Polygon_Number 
-0x8: u16 Collision_Type_1 #(1 forward norm, 2 back norm, 4 no shadow, 8 non solid/warp related?) +/*0x8*/ u16 Collision_Type_1 #(1 forward norm, 2 back norm, 4 no shadow, 8 non solid/warp related?) 
-0xA: u16 Destructable Group Index +/*0xA*/ u16 Destructable_Group_Index 
-0xC: u16 Break_Particle #(seen in DEDEDE hammer break) +/*0xC*/ u16 Break_Particle #(seen in DEDEDE hammer break) 
-0xE: u16 Halt_Movement #warp related? Maybe dest (kirby cant move while on top of this if 1) +/*0xE*/ u16 Halt_Movement #warp related? Maybe dest (kirby cant move while on top of this if 1) 
-0x10: s16 Col_Param1 #Amount to move kirby while on certain col types or Break Condition +/*0x10*/ s16 Col_Param1 #Amount to move kirby while on certain col types or Break Condition 
-0x12: u16 Collision_Type_2 #see col type list+/*0x12*/ u16 Collision_Type_2 #see col type list
 } }
 </​code>​ </​code>​
Line 65: Line 72:
   * 0x13 - move kirby forwards while on top   * 0x13 - move kirby forwards while on top
   * 0x14 - Platform with custom movement (seems to be in some sort of object list separate from normal level geometry)   * 0x14 - Platform with custom movement (seems to be in some sort of object list separate from normal level geometry)
 +
 +The triangle list begins with a placeholder struct of (0,​1,​2,​3,​4,​5,​6,​7,​8,​9)
  
 ==== Triangle Normals ==== ==== Triangle Normals ====
Line 74: Line 83:
 ==== Triangle Groups ==== ==== Triangle Groups ====
  
-The triangle groups is a pre-sorted ​list that references each triangle by its index. The triangle group list begins with a flag of 0x8192 and ends with 0x9999. ​The triangle group starts searching for the right triangle ​starting ​at the bottom, and keeps going until it finds the right triangle, ​or it finds an index with the MSB set.+The triangle groups is a list of triangles used to make collision sorting more efficient. 
 + 
 +The triangle group list begins with a flag of 0x8192 and ends with 0x9999. ​Each triangle group is a u16 list of indices to the triangle ​struct array. 
 + 
 +Each triangle group represents one polygon index (0x6 in tri struct). The groups are defined by setting the msb at the last triangle ​in that group. This means any coplanarconnected N-gon will be a single polygon group. Triangle groups are searched in reverse order.
  
 There should be an equal amount of items in the triangle list and triangle group list. There should be an equal amount of items in the triangle list and triangle group list.
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 The normal groups is a list that matches each normal to a triangle. It is formed in pairs with the first item being the index of the normal, and the second item being the index of the triangle. The normal groups is a list that matches each normal to a triangle. It is formed in pairs with the first item being the index of the normal, and the second item being the index of the triangle.
  
-Normal groups are sorted by level H-Position. Only floors & ceilings are referenced by the normal groups, walls are given the first index of the normals list (-1,​-2,​-3,​-4).+Normal groups are sorted by polygon index. Only floors & ceilings are referenced by the normal groups, walls are given the first index of the normals list (-1,​-2,​-3,​-4).
  
-==== Destructable groups ​====+Norm List Structure 
 +<code c> 
 +0x0  u16  Normal_Index 
 +0x2  u16  Triangle_Index 
 +</​code>​ 
 +==== Dynamic Geometry Lists ====
  
-comes in three u16s +A DynGeo list is referenced by certain collision types using 0xA inside the col tri struct. This is so instead of destroying one triangle, all connected geometry is edited as a single rigid body. 
-1- Number of times it loops in list + 
-2- Index inside Dustructable indices list (0x30 in col header) +When a triangle is going to be edited, 0xA of the tri struct references the index into this list. This list will then tell the game the index to the array of dynamic geo groups and the number of members ​in that array. 
-3- Unk Index+ 
 +<code c> 
 +0x0  u16  Num_Dynamic_Geo_Group_Members #Number of connected triangles 
 +0x2  u16  Index_To_Dynamic_Geo_Group #(0x30 in col header) 
 +0x4  u16  Unk_Index #Gets stored to unk struct 
 +</​code>​
  
-==== Destructable indices list ====+The dynamic geo list ends with 0x9999 
 +==== Dynamic Geometry Groups ​====
  
-Each Index is a half that points to the triangle that is being destroyed.+Dynamic geometry groups are an array of u16 indices ​that reference ​the tri struct array.
  
-Basic idea is that 0x2C contains the index inside ​the tri index list and length/num of triangles being deleted. +When a triangle ​is being edited, 0xA in the tri struct points to the dynamic geometry ​list. From there an index to this dynamic geometry group list is given, and the number of members in that list.
-Then in 0x30, there is a list of all the triangles ​that get destroyed.+
  
-The destructable ​group to reference ​is found from 0xA in the Tri Struct+The dynamic geomtry ​group only has the references ​to triangles. The transformation (usually destruction) ​is applied based on col type or specific code.
  
 +The dynamic geo geoup array ends with 0x9999
 ==== Collision Header ==== ==== Collision Header ====
  
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 <code c> <code c>
 struct Collision_Header{ struct Collision_Header{
- 0x0: Triangles Offset +/*0x0*/    ptr    Triangles_Offset 
- 0x4: Number of Triangles +/*0x4*/    U32    Num_Triangles 
- 0x8: Vertices offset +/*0x8*/    ptr    Vertices_Offset 
- 0xC: Number of Vertices +/*0xC*/    U32    Num_Vertices 
- 0x10: Triangle Normals $3 Norms, then a NegDot/offset from origin. +/*0x10*  ptr    Triangle_Normals 
- 0x14: Number of Norms #processed by 0x80101400 +/*0x14*/   ​U32 ​   Num_Norms 
- 0x18: Triangle Groups (cells) Offset #processed by 0x80102570? +/*0x18*/   ​ptr ​   Triangle_Cells_Offset 
- 0x1C: Number of Triangle Groups +/*0x1C*/   ​U32 ​   Num_Triangle_Cells 
- 0x20: Triangle Norms Cells #processed by 0x80101400. Sorted by H position. +/*0x20*/   ​ptr ​   Triangle_Norm_Cells_Offset 
- 0x24: Number Tri Norm Cells #Sorted by H position. +/*0x24*/   ​U32 ​   Num_Tri_Norm_Cells 
- 0x28: Size of Unk +/*0x28*/   ​U32 ​   Num_Floor_Norms #Should be tri norm cells minus 1 
- 0x2CDestructable_Groups +/*0x2C*/   ​ptr ​   ​Destructable_Groups 
- 0x30Destructable Indices +/*0x30*/   ​ptr ​   ​Destructable Indices 
- 0x34: Optional Param +/*0x34*/   ​ptr ​   Opt_Param_1_Offset 
- 0x38: Optional Param +/*0x38*/   ​U32 ​   Opt_Param_1_Value 
- 0x3C: Optional Param +/*0x3C*/   ​ptr ​   Opt_Param_2_Offset 
- 0x40: Optional Param+/*0x40*/   ​U32 ​   Opt_Param_2_Value
 } }
 </​code>​ </​code>​
  
-===== Camera ​=====+===== Header_1 ​=====
  
-The camera is referred to by the second index in the main header.+The level nodes are referred to by the second index in the main header
 +This section tells the game how to move kirby as you progress through the level and how the camera should act.
kirby64_the_crystal_shards/level_settings_blocks.1580075215.txt.gz · Last modified: 2020/01/26 21:46 by jesusyoshi54