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sm64:macro_objects

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sm64:macro_objects [2019/06/14 17:37]
Andrey [Limitations]
sm64:macro_objects [2019/06/14 20:57] (current)
simer [Limitations] degree sign
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   * They will always appear in every act in the level, as they don't have an act mask.   * They will always appear in every act in the level, as they don't have an act mask.
   * Each macro object contains a preset ID, that references a list that tells the object what model ID and behavior are.   * Each macro object contains a preset ID, that references a list that tells the object what model ID and behavior are.
-  * Because the y-rotation is stored in 7 bits, it allows for a maximum range of 0 to 127. This maps to to 360 in the game for the y-rotation. In order to receive the y-rotation from this number, multiply by ''​2.8125''​. This also means the highest accuracy available for macro objects is 2.8125º.+  * Because the y-rotation is stored in 7 bits, it allows for a maximum range of 0 to 127. This maps to 0° to 360° in the game for the y-rotation. In order to receive the y-rotation from this number, multiply by ''​2.8125''​. This also means the highest accuracy available for macro objects is 2.8125°.
  
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sm64/macro_objects.1560533839.txt.gz · Last modified: 2019/06/14 17:37 by Andrey