Nintendo Badge Arcade/PrizeCollection: Difference between revisions

m Component properties: Add component gravity at start
m Minor improvements
 
(3 intermediate revisions by the same user not shown)
Line 158: Line 158:
| 0xD8
| 0xD8
| 0x8
| 0x8
| Unknown
| Unknown (usually zero?)
|-
|-
| 0xE0
| 0xE0
Line 211: Line 211:
|-
|-
! Value
! Value
! Crane type
! Crane availability
|-
|-
| 0x0
| 0x0
Line 397: Line 397:
|-
|-
| 0x1C
| 0x1C
| 0x10
| 0x4
| Unknown properties
| Unknown property
|-
| 0x20
| 0x4
| Unknown property (usually 0.5?)
|-
| 0x24
| 0x4
| Unknown property (linked with 0x28?)
|-
| 0x28
| 0x4
| Unknown property (linked with 0x24?)
|-
|-
| 0x2C
| 0x2C
| 0x4
| 0x4
| Component gravity at start (0 = gravity, 1 = no gravity)
| Component gravity at start (0x0 = gravity, 0x1 = no gravity)
|-
|-
| 0x30
| 0x30
Line 562: Line 574:
| 0x10
| 0x10
| 0x4
| 0x4
| End address of header data
| End address of header data (ORed with 0x80?)
|-
|-
| 0x14
| 0x14
Line 577: Line 589:
|-
|-
| 0x4C
| 0x4C
| 0x80
| 0xB4
| Unknown (usually zero?)
|-
| 0xCC
| 0x34
| Padding
| Padding
|-
|-
Line 656: Line 664:
| 0x64
| 0x64
| 0x4
| 0x4
| Unknown
| Unknown (related to category ID?)
|-
|-
| 0x68
| 0x68
Line 713: Line 721:
|-
|-
| 0x4C
| 0x4C
| 0xB4
| 0x34
| Padding
| Padding
|-
|-
Line 878: Line 886:
| 0x40
| 0x40
| 0x4
| 0x4
| Unknown (random identifier?)
| Unknown. Same as value in offset 0x0 in [[Home_Menu#BadgeIdentifier|BadgeIdentifier]]
|-
|-
| 0x44
| 0x44
Line 975: Line 983:
| 0x3900
| 0x3900
| 0x800
| 0x800
| 32x32 RGB565 image of full badge (used in badge selector in Home Menu)
| 32x32 RGB565 image of full badge (used in badge selector in Home Menu if badge is 1x1)
|-
|-
| 0x4100
| 0x4100
Line 991: Line 999:
|  
|  
| 0x800
| 0x800
| 32x32 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (unknown use)
| 32x32 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (used in badge selector in Home Menu if badge is not 1x1)
|-
|-
|  
|  
Line 1,059: Line 1,067:
The data of a polygon starts with the number of vertices. The coordinates of each vertice are then stored as float32 values on an allocated 0x40 byte section.
The data of a polygon starts with the number of vertices. The coordinates of each vertice are then stored as float32 values on an allocated 0x40 byte section.


If the coordinates don't fill the 0x40 byte section, the remaining data is set to null bytes.
The vertices can't be next to each other, there is a 2 pixel circular restricted area around each vertice. If the coordinates don't fill the 0x40 byte section, the remaining data is set to null bytes.


{| class="wikitable"
{| class="wikitable"