For the brave souls attempting to mod this stage: improper edits of numshb and numdlb files WILL cause your stage not to load. To avoid crashes:
bone_005planeAShape
)It seems that some combination of map1 and uvSet controls when a vertex gets drawn in. The motion file uses Vector31’s X coordinate to create the drawing effect44. There is also an erasing animation, probably leave the material part of these motion files alone if possible? Not sure how to extend the duration of these animations.
For map1, the further the UV coordinate is to the right, the later it gets drawn.
erase_wait controls when the scene ends. Most animations rely on the maximum being 1200
Draw 1st is the wait range for the first rotation
The last draw is the wait range after the first cycle finishes. By cycle, I mean 20 scenes have been played, it resets. Ya it’s…kinda weird…
Stage scenes are in the order they appear in internal files. SNA: Should not attempt, probably make it another FD.
# | Original | Notes | Change | New | |
---|---|---|---|---|---|
0 | Platforms that move up and down and wander around | ||||
1 | Collision animation is most likely hardcoded? 0x1ae8d0ec87 refers to their wander range. 0x1e18f52878 and 0x1ecf1e9a39 might control time for each jump? |
Turned noses into platforms. I would love them to move around randomly, but the jump contains hard coded collision so…it’s gotta go :( | |||
2 | 0x0e97f09501 could refer to spawns, 0x185e7df818 to something? |
NC | |||
3 | 0x22dfd9ae4b could be barrel spawn time, 0x134ab3b224 cam pos |
(Sorry TNN, this gotta go) Warioware! | |||
4 | 0x141ed28149 the speed of pac1 , 0x1422dfbe10 speed of other pacs. Unsure about these, but: 0x17329e7064 onward deal with pac coordinates. 0x170ffe59d4 is x 0x141ed28149 is y |
Hardcoded collision, pacmen will spawn offscreen | |||
5 | Plane spawn order is randomized | Fountain of Dreams (except middle platform also rises) | |||
6 | Remove center box because of Cave of Life | ||||
7 | Rigged hitbox and burybox. Motion handled internally? | hitboxes removed, not sure what to do with this | |||
8 | 0x1b54f707a7 / 0x1a00b4c840 frame plats descend |
Remain the same | |||
9 | 0x1880339f33-0x18c216984e cloud speed. A=middle. B=bottom. C=top. |
One cloud removed, other cloud raised up | |||
10 | Lowkey keep the same | ||||
11 | 0x0d16ab9468 determines boundaries. Rigged electric hitbox; plats share model |
Smashville but huge | |||
12 | Conveyor belt + LVD material change? | Water is brighter | |||
13 | Windbox? 0x164b50cfc7 / 0x1735f08633 correlate to left and right tornado power |
Tornado greyed and inactive | |||
14 | Windbox? area_rect_info |
smaller gus, added platform | |||
15 | 0x156d69d853 could be restart timer |
Removed heart/spark | |||
16 | Each pipe has a skeleton attached to it. Could be used for something CRAZY… | Remove warp mechanic | |||
17 | Hollow Bastion | ||||
18 | Time delay likely tied to this. Position controlled via animation | Platforms come into the stage randomly | |||
19 | Conveyor Belt | BF | |||
20 | clock controls position of hands. Clock can spawn on the left or right. Might be controlled by bin files, same with rotation. 0x17c9f8dcb6 controls how long this lasts. 0x19b99af1fd speed of drawing? |
Not sure how to control the spawn so we’re removing it | |||
21 | Hardcoded collision | Nothing can be done about this :( | |||
22 | Chooses a random set of platforms to be active | Walls | |||
23 | 0x15d3a58fe2 start time. Writes one line, dabs ink, writes the next line. Lines appear in random? spots disappear eventually. 0x17d8af066b should refer to this. |
||||
24 | Background for the last 3. This scene can also load on its own without any of the next 3 gimmicks. Only one of these four scenes will load per cycle. | Background is lighter to accommodate GnW,C4,Enderman | |||
25 | Hardcoded collision (but WHY). Params start at 0x1a796fa1b0 ? 0x1518a1ffbc star angle. 0x253d141992 control when to split into two stars. |
attempting to remove stars | |||
26 | 0x186ce6a6ec scene length. 0x1f0bc8f27d has some influence on blackout effect |
Remove final dark phase | |||
27 | removed hitboxes/watchmen |