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| [MM] Actor Rotation and Actor Time Schedule | |
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| Topic Started: Apr 2 2016, 09:56 AM (1,413 Views) | |
| Dzeko | Apr 2 2016, 09:56 AM Post #1 |
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When it was created: April/2nd/2016 The Actor Rotation is very straight-forward, you adjust the rotation of a actor how you want, in this topic there's documentation for the most important rotations, The Actor Time Schedule is a lot more complicated, you can choose when you want a actor to be existing, When a actor is in the game, the actor's Time Schedule determines if the actor needs to appear depending what day it is and if it is daytime or nighttime. Three bits of Time Schedule: - During the daytime of the first day (1st-Daytime). - During the nighttime of the day before the first day (0th-Nighttime). - During the daytime of the day before the first day (0th-Daytime). Seven bits of Time Schedule: - During the nighttime of the day after the third day (4th-Nighttime). - During the daytime of the day after the third day (4th-Daytime). - During the nighttime of the third day (3rd-Nighttime). - During the daytime of the third day (3rd-Daytime). - During the nighttime of the second day (2nd-Nighttime). - During the daytime of the second day (2nd-Daytime). - During the nighttime of the first day (1st-Nighttime). X Rotation-Three bits of Time Schedule: XXTT XX [X Rotation] ... TT [Three bits of Time Schedule] ... Y Rotation-Unrelated: YY~~ YY [Y Rotation] ... Z Rotation-Seven bits of Time Schedule: ZZSS ZZ [Z Rotation] ... ~S [~0-~F of the Seven bits of Time Schedule] ... S~ [0~-7~ of the Seven bits of Time Schedule] ... Actor Rotation, 12 examples: X Rotation 00 https://i.cubeupload.com/XqbmxS.png 2D https://i.cubeupload.com/LutRe6.png 5A https://i.cubeupload.com/cy6JVO.png 87 https://i.cubeupload.com/hZGakP.png Y Rotation 00 https://i.cubeupload.com/Tixeiy.png 2D https://i.cubeupload.com/ctOWYT.png 5A https://i.cubeupload.com/KV2qhO.png 87 https://i.cubeupload.com/KQgj5N.png Z Rotation 00 https://i.cubeupload.com/9yeA7V.png 2D https://i.cubeupload.com/kbs2lh.png 5A https://i.cubeupload.com/CfWq17.png 87 https://i.cubeupload.com/f4RT7p.png Actor Time Schedule example: In this video, I edit 3 actors that by default does not disappear during nighttime: https://www.youtube.com/watch?v=sCVdiBzDlco It was really time consuming doing this topic, I hope it is useful. Edited by Dzeko, Jun 11 2018, 12:03 PM.
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| mzxrules | Apr 11 2016, 04:32 PM Post #2 |
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This discrepancy is already documented on the cloudmodding wiki. In MM, rotations are stored as a single byte value, where each increment represents a rotation of 2 degrees. The smaller rotation data makes room for extra data, namely the flags used to spawn actors depending on the current half day. |
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| Dzeko | Apr 12 2016, 05:05 AM Post #3 |
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Oh thanks a lot Mzxrules, I rewrote the topic.
Edited by Dzeko, Apr 12 2016, 06:35 AM.
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| mzxrules | Apr 12 2016, 09:54 AM Post #4 |
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1) Rotation isn't 4 bytes per axis in OoT. You're messing up the length of a byte. 2) I just told you that MM's rotation per axis variables aren't the same length as OoT's. Why are you saying otherwise? |
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| Dzeko | Apr 12 2016, 12:50 PM Post #5 |
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I messed up with the bytes, sorry I was hurry. The rotation in MM is still 2 bytes lenght but this just the first byte who defines the rotation, no? Edited by Dzeko, Apr 12 2016, 12:56 PM.
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| mzxrules | Apr 12 2016, 11:36 PM Post #6 |
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If the second byte has nothing to do with rotation (which it doesn't), it's not part of the rotation variable, and shouldn't be counted as being part of it. |
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| Dzeko | Apr 13 2016, 04:57 AM Post #7 |
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Alright I understand, this is better now? |
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| Garo-Mastah | Apr 13 2016, 04:48 PM Post #8 |
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$99 Ninja Spy From Ikana
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oh thanks, but one thing, and the values for the 1st, 2nd, final and the new day? |
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| Dzeko | Apr 14 2016, 01:44 AM Post #9 |
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I don't really know in fact, if I really understand how it works it the X Time Flag + Z Time Flag = Value But you should look at the wiki maybe it could help otherwise look at the Time Flag of the actor. ^^ |
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| mzxrules | Apr 15 2016, 10:35 PM Post #10 |
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the page I linked to explains it, but I guess I could explain it again. There are 5 days recognized by the engine: the 0th day which takes place before you enter Termina, the usual days 1, 2, and 3, then the 4th day, which is the "Dawn of a New Day". Each bit relevant to the Time Flag of an actor spawn determines whether the engine should spawn it for a particular half-day. What makes things tougher for casuals is that the variable itself is split into two parts, the first being between the x and y rotations, and the second between the y and z rotations. We'll call them e and f to keep consistency with the wiki. If you want an actor to always spawn regardless of the current time of day, you simply just set e to 0x07, and f to 0x7F, but if you want to prevent an actor from spawning on certain days/half days, you need to break these two variables down to their bits.
Consider just the 1 bits. From left to right, starting with e, you have the 0th day "day" flag, the 0th day "night" flag, and the 1st day "day" flag. Then, moving on to f, you have the 1st day "night" flag, the 2nd day "day" flag, and so on. |
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