I was wondering if there was someone who could briefly explain the process of setting up warps to different levels in Quad64? There isn't much online that covers anything related to Quad64, at least from what I've seen.
EDIT: I found a post in the Quad64 thread that helps explain it a little better.
Originally posted by David
Instant warps are completely different to the normal warps, so they can't be directly converted into them. Each normal warp takes up 8 bytes of memory, while each instant warp takes up 12 bytes of memory.
Normal warp connections have 4 parameters to them and are triggered by objects:
(1) Warp ID to jump from
(2) Level ID to jump to
(3) Area ID to jump to
(4) Warp ID to jump into
Instant warp connections have 5 parameters to them and are triggered by collision:
(1) Collision Trigger ID
(2) Area ID to jump to
(3) Teleport Mario in the X-direction after warp
(4) Teleport Mario in the Y-direction after warp
(5) Teleport Mario in the Z-direction after warp
The Trigger ID corresponds to the Collision Type in Skelux's SM64 Editor. A trigger ID of 0 will use the Collision Type 0x1B, ID 1 = 0x1C, ID 2 = 0x1D, and ID 3 = 0x1E.
if anyone would like to add to this that would be awesome, this is all I've found so far.
EDIT 2: Upon further investigation I've figured out enough to accomplish what I needed to get done.
Warps are activated through warp objects, whether it's a pipe, door, hole, etc.
The 2nd behavioral parameter of your warp object in 3D Objects must be equal to the Connect Warp 'From ID' of your choosing.
Here I used the value 42 at the 2nd behavioral parameter to assign to the warp pipe.
The 'From ID' refers to the Warp Pipe's 2nd parameter, which must both be 42 for this to work properly. The Level, Area, and 'To ID' values correspond to the level, area, and Warp ID you wish to start to. Here I have Level 5 to go to CCM, Area 1 to start in the first area, and 10 to spawn at the starting point of the level.
Hope this helps if anyone is having issues with this.