superyoshi888
Smash Lord
- Joined
- Apr 8, 2008
- Messages
- 1,026
If anyone has been following my Stage Hacks thread, you may know that I wish to further stage hacking. I believe the key lies in MiscData.
For a moment, take a look at this:
This of two corresponding Stage Builder pieces. As you can see, they are almost identical except with some differences. This is explained easily as you can see by looking to the right of the hex....it gives the name of the parts I looked at.
Ghost Blocks. I copied a bit of hex from a normal stage block onto an ice block, so simply rename the pac STGEDIT_2 and test it out with some ice blocks.
EDIT: PW guide. Just click the blue arrow.
For a moment, take a look at this:
This of two corresponding Stage Builder pieces. As you can see, they are almost identical except with some differences. This is explained easily as you can see by looking to the right of the hex....it gives the name of the parts I looked at.
Ghost Blocks. I copied a bit of hex from a normal stage block onto an ice block, so simply rename the pac STGEDIT_2 and test it out with some ice blocks.
EDIT: PW guide. Just click the blue arrow.
Hex values:Hello, people. Phantom Wings finally released his guide on editing Collision Data (MiscData)
I sent him an PM requesting to show mii how to edit collision data for stages.
And he told and insisted I also post his guide here.
Here it is:
This is the format for the stage collision files. I'm surprised that no one caught me when I posted a product of this knowledge here but I guess I'm getting better at my subtlety
Code:File Start: (10 words) 0x00 Number of Points 0x02 Number of Planes 0x04 Number of Objects 0x06 Unknown 0x08 Point Array Offset 0x0C Plane Array Offset 0x10 Object Array Offset 0x14 - 0x24 Blank(0x00000000) Points: (2 words) 0x0 Floating Point X Coordinate 0x4 Floating Point Y Coordinate Planes: (4 Words) 0x0 Left Point Array Index # 0x2 Right Point Array Index # 0x4 Left Plane Link Array Index # (-1 if null) 0x6 Right Plane Link Array Index #(-1 if null) 0x8 Blank(0xFFFFFFFF) 0xC Type 0xE Effect Objects: (23 Words) 0x00 Start Plane Array Index # 0x02 Number of Planes 0x04 Blank(0x00000000) 0x08 Blank(0x00000000) 0x0C Blank(0x00000000) 0x10 Unknown 0x14 Point: Object Bottom Left 0x1C Point: Object Top Right 0x24 Unknown 0x28 Blank(0x0000) 0x2A Blank(0xFFFF) 0x2C-0x48 Name1 0x4C-0x68 Name2 Types: 0x0000 None 0x0001 Ground 0x0002 Roof 0x0004 Right Wall 0x0008 Left Wall 0x0010 Unknown 0x0040 Unknown Effects: 0x0000 Footstep Sound 1 0x0001 Footstep Sound 2 0x0002 Footstep Sound 3 0x0003 Footstep Sound 4 0x0004 Footstep Sound 5 0x0005 Footstep Sound 6 0x0006 Footstep Sound 7 0x0007 Footstep Sound 8 0x0008 Footstep Sound 9 0x0009 Footstep Sound 10 0x000A Shallow Water Effects 0x000B Bubble Sounds 0x000C Low Friction 0x000D Snow Sounds 0x000E Low Friction + Ice Effects 0x000F Footstep Sound 0x0010 Low Friction 0x0011 Footstep Sound 11 0x0012 *Crash* 0x0013 *Crash 0x0014 *Crash* 0x0015 Loud Bubble Sounds 0x0016 Footstep Sound 12 0x0017 Footstep Sound 13 0x0100 Platform (drop-through) 0x4000 Unknown 0x8000 Unknown Notes: -Planes only work properly if their top side is facing the correct direction relative to what type of plane it is. (The top side is "up" from the left point to the right point) -Objects are composed of the Number of Planes starting from the plane at the Start Plane Array Index # -The Objects don't appear to have any overall effect on the planes or the points - they only appear to be there for grouping them together (I imagine they have a use for stages with moving platforms where an object and it's planes could be moved as a whole)