Stage Collision (Smash 4)
From OpenSA: Smash Engine Documentation Wiki
Overview
In Smash 4, stage are built via a system comprised of chunks of both coordinate data and states. There is other files to explore that control lights and item gen.
LVD
LVD file handles collision, grab points, fighter spawn/respawn, item spawn, camera restriction, blast zone, camera points for final smashes.
An odd note is, data is usually separated by 0x01
Offset(in hex) | Type of Data | Note | What Type? |
---|---|---|---|
0x00 | Header Magic | "......LVD1" | Header |
0x0A | Jump to next type | 0x01 | Enter Collision |
0x0B | Number of Collision entry's | u32 int | |
0x0F | Type Entry | 03 04 01 01 | |
0x13 | Entry Magic | w5»u or 77 35 BB 75 00 00 00 02 | |
0x1B | Jump to next type | 0x01 | |
0x1C | Editor Name? | A 38 char string | |
0x54 | Jump to next type | 0x01 | |
0x55 | Another Name | 40 char long | |
0x95 | Jump to next type | 0x01 | |
0x96 | Lots of unknown | 0x68 worth on Miiverse | |
0xFE | Jump to next type | 0x01 | |
0xFF | Number of collision points | u32 int | |
0x103 | Jump to next type | 0x01 | |
0x104 | 2 floats | X float and Y Float | |
0x10C | Next float | 0x01 | |
Skipping the rest | |||
0x15D | Next entry | 0x01 | |
0x15E | Number of collision info | u32 int | |
0x162 | Enter the floats | 0x01 | |
0x163 | Special collision float | X float,Y float (Ref other lvd) | |
Skipping the rest | |||
0x1B3 | Next Object | 0x01 | Cliff entry |