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