RoomObject
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Type | Data Structures |
---|---|
System | Steam (Likely Vita Too) |
Applicable Titles | Danganronpa: Trigger Happy Havoc and Danganronpa 2: Goodbye Despair |
Credit | SPIRAL Server |
Default Signedness | Unsigned |
Default Endianness | Little-Endian |
Implementation Status | 95% (Missing two variables) |
RoomObject files are used by the Steam releases of Danganronpa: Trigger Happy Havoc and Danganronpa 2: Goodbye Despair. This data structure is found within the third file of any map PAK file (also named bg_%03d_00_place.dat), which is itself a PAK structure.
Specification
Room Object | |||||
---|---|---|---|---|---|
Offset | Size | Data Type | Function | Example Value | Notes |
0x00 | 4 Bytes | Int | Object Type | ||
0x04 | 4 Bytes | Int | ID | 20 | This is the character or object ID used in scripts. |
0x08 | 4 Bytes | Int | Model ID | 24 | This is the ID of the model that's used for this object. This is used for determining whether to hide or show an object, but it does not affect the position of the model. |
0x0C | 4 Bytes | Float | x coord | 700 | The "origin" of 0 is in the middle, positive x values go to the left, and negative x values go to the right. |
0x10 | 4 Bytes | Float | y coord | 100 | |
0x14 | 4 Bytes | Float | z coord | 200 | |
0x18 | 4 Bytes | Float | width | 75 | |
0x1C | 4 Bytes | Float | height | 96 | |
0x20 | 4 Bytes | Float | Rotation | The rotation of the collision box. 0 faces away from the camera, operates clockwise. | |
0x24 | 4 Bytes | Int | Unknown |