Difference between revisions of "Subsystem"
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(Created page with "A subsystem is a self-contained system within a larger system. In each of the Crash games, there exist a number of different subsystems. Each subsystem handles a different asp...") |
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== Subsystem Table == | == Subsystem Table == | ||
+ | {| border="1" cellspacing="0" cols="3" rules="NONE" | ||
+ | | align="LEFT" height="47" width="69"|Subsystem ID/Entry Type | ||
+ | | align="LEFT" width="67"|Subsystem Acronym | ||
+ | | align="LEFT" width="215"|Proposed Subsystem Name/Entry Content Description | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="0"|0 | ||
+ | | align="LEFT"|NONE | ||
+ | | align="LEFT"|None | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="1"|1 | ||
+ | | align="LEFT"|SVTX | ||
+ | | align="LEFT"|Object Model Vertices/Animation | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="2"|2 | ||
+ | | align="LEFT"|TGEO | ||
+ | | align="LEFT"|Object Model Polygons | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="3"|3 | ||
+ | | align="LEFT"|WGEO | ||
+ | | align="LEFT"|World Geometry | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="4"|4 | ||
+ | | align="LEFT"|SLST | ||
+ | | align="LEFT"|Display List | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="5"|5 | ||
+ | | align="LEFT"|TPAG | ||
+ | | align="LEFT"|Texture Page | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="6"|6 | ||
+ | | align="LEFT"|LDAT | ||
+ | | align="LEFT"|Level Data | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="7"|7 | ||
+ | | align="LEFT"|ZDAT | ||
+ | | align="LEFT"|Zone Data | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="8"|8 | ||
+ | | align="LEFT"|CPAT | ||
+ | | align="LEFT"|Color Palette | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="9"|9 | ||
+ | | align="LEFT"|BINF | ||
+ | | align="LEFT"|Binary File | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="10"|10 | ||
+ | | align="LEFT"|OPAT | ||
+ | | align="LEFT"|Object/Process Allocation Table | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="11"|11 | ||
+ | | align="LEFT"|GOOL | ||
+ | | align="LEFT"|GOOL Executable | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="12"|12 | ||
+ | | align="LEFT"|ADIO | ||
+ | | align="LEFT"|Audio | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="13"|13 | ||
+ | | align="LEFT"|MIDI | ||
+ | | align="LEFT"|MIDI | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="14"|14 | ||
+ | | align="LEFT"|INST | ||
+ | | align="LEFT"|Instruments | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="15"|15 | ||
+ | | align="LEFT"|IMAG | ||
+ | | align="LEFT"|Image Data | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="16"|16 | ||
+ | | align="LEFT"|LINK | ||
+ | | align="LEFT"|Link to another entry? | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="17"|17 | ||
+ | | align="LEFT"|MDAT | ||
+ | | align="LEFT"|Map Data | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="18"|18 | ||
+ | | align="LEFT"|IPAL | ||
+ | | align="LEFT"|Palettes for fading transitions | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="19"|19 | ||
+ | | align="LEFT"|PBAK | ||
+ | | align="LEFT"|Demo playback | ||
+ | |- | ||
+ | | align="RIGHT" height="17" sdnum="1033;" sdval="20"|20 | ||
+ | | align="LEFT"|CVTX | ||
+ | | align="LEFT"|Cutscene Model Vertices/Animation | ||
+ | |} |
Revision as of 00:16, 27 July 2015
A subsystem is a self-contained system within a larger system. In each of the Crash games, there exist a number of different subsystems. Each subsystem handles a different aspect of the game's function. Many of these subsystems are associated with the type of entry that they primarily operate upon. In fact, an entry's type is just the ID of the subsystem that operates upon its data.
Subsystem Table
Subsystem ID/Entry Type | Subsystem Acronym | Proposed Subsystem Name/Entry Content Description |
0 | NONE | None |
1 | SVTX | Object Model Vertices/Animation |
2 | TGEO | Object Model Polygons |
3 | WGEO | World Geometry |
4 | SLST | Display List |
5 | TPAG | Texture Page |
6 | LDAT | Level Data |
7 | ZDAT | Zone Data |
8 | CPAT | Color Palette |
9 | BINF | Binary File |
10 | OPAT | Object/Process Allocation Table |
11 | GOOL | GOOL Executable |
12 | ADIO | Audio |
13 | MIDI | MIDI |
14 | INST | Instruments |
15 | IMAG | Image Data |
16 | LINK | Link to another entry? |
17 | MDAT | Map Data |
18 | IPAL | Palettes for fading transitions |
19 | PBAK | Demo playback |
20 | CVTX | Cutscene Model Vertices/Animation |