The SHT format defines a character and its shots in PCB.
typedef struct { uint16_t unknown1; // Seems ignored uint16_t level_count; // All hitboxes have only one value, the same for the width and the height. float bombs; // Why is it a float? float unknown2; //TODO float hitbox; float graze_hitbox; float autocollected_item_speed; // Applies to all items going towards us float item_hitbox; float percentage_of_cherry_loss_on_die; //TODO: verify the formula float point_of_collection; float horizontal_vertical_speed; float horizontal_vertical_focused_speed; float diagonal_speed; float diagonal_focused_speed; thsht_offset_t offsets[level_count]; thsht_shot_type_t shots[]; } thsht_header_t;
typedef struct { uint32_t offset; uint32_t power; } thsht_offset_t;
typedef struct { // If these 2 are 0xffff, then end the parsing. uint16_t interval; uint16_t unknown1; float x; float y; float hitbox_x; float hitbox_y; float angle; float speed; uint16_t damage; uint8_t orb; // 0 = character, 1 = left orb, 2 = right orb uint8_t unknown2; uint16_t sprite; uint16_t unknown3; // These 4 are actually booleans. uint32_t unknown4; uint32_t homing; // accelerates too uint32_t unknown5; uint32_t unknown6; } thsht_shot_type_t;