...:::VILE:::...
Smash Ace
- Joined
- Apr 15, 2009
- Messages
- 786
My theories on spawn points.
Theory 1:
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#
* represents a letter, either N or E. E meaning vertical and N meaning horizontal.
# represents a number, ranges 0 - 3, add 1 to the number and that's the player number.
In every one of these files, you can edit the value at 5C to change the spawn point area. Editing a file that has the E on it will change the vertical axis and editing a file with the N on it changes the horizontal axis.
Theory 2:
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#
The value for its XYZ coordinates start at 2C, each axis is a 4 byte long segment. 0A0000 is the value of 1.
So for each axis, the formula is:
y = 655360x
Output = y converted to hex.
x being the axis variable.
y being the decimal value of the output.
Those are my theories on spawn points, just from looking at it, but i think the number is in a special type of hex decimal.
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#
* represents a letter, either N or E. E meaning vertical and N meaning horizontal.
# represents a number, ranges 0 - 3, add 1 to the number and that's the player number.
In every one of these files, you can edit the value at 5C to change the spawn point area. Editing a file that has the E on it will change the vertical axis and editing a file with the N on it changes the horizontal axis.
Theory 2:
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#
The value for its XYZ coordinates start at 2C, each axis is a 4 byte long segment. 0A0000 is the value of 1.
So for each axis, the formula is:
y = 655360x
Output = y converted to hex.
x being the axis variable.
y being the decimal value of the output.
Those are my theories on spawn points, just from looking at it, but i think the number is in a special type of hex decimal.