Difference between revisions of "GOOL Executable"
m (→Item 1: Header) |
(→Format) |
||
(One intermediate revision by the same user not shown) | |||
Line 22: | Line 22: | ||
|- | |- | ||
|0x8 | |0x8 | ||
− | | | + | |Is main executable |
|4 bytes | |4 bytes | ||
| | | | ||
Line 37: | Line 37: | ||
|- | |- | ||
|0x14 | |0x14 | ||
− | | | + | |Static linked Entry count |
|4 bytes | |4 bytes | ||
| | | | ||
Line 67: | Line 67: | ||
|0x0 | |0x0 | ||
|Data | |Data | ||
− | |* x 4 bytes | + | |(Static linked Entry count) x 4 bytes + * x 4 bytes |
|* | |* | ||
|} | |} | ||
Line 230: | Line 230: | ||
|} | |} | ||
− | Type 3 - Font Map | + | ==== Type 3 - Font Map ==== |
Type 3 descriptors associate with each ascii character, in lexicographic order, a separate region (location/dimensions determined by texture and color info) of a specified Texture Page. Also specified for each region are the dimensions of a textured blended quad to be rendered, with that [region of the texture page as its] texture. Type 4 descriptors, which specify a string of text, will reference a type 3 descriptor. As characters in the type 4 descriptor string are stepped through, the referenced type 3 descriptor will determine the corresponding quads to be rendered. The Type 3 descriptor may additionally specify a separate region of the texture page as [the texture for] a text backdrop [quad]. | Type 3 descriptors associate with each ascii character, in lexicographic order, a separate region (location/dimensions determined by texture and color info) of a specified Texture Page. Also specified for each region are the dimensions of a textured blended quad to be rendered, with that [region of the texture page as its] texture. Type 4 descriptors, which specify a string of text, will reference a type 3 descriptor. As characters in the type 4 descriptor string are stepped through, the referenced type 3 descriptor will determine the corresponding quads to be rendered. The Type 3 descriptor may additionally specify a separate region of the texture page as [the texture for] a text backdrop [quad]. |
Latest revision as of 20:06, 14 November 2022
A GOOL Executable is a type of entry that describes the behavior or application of a particular type of game object. GOOL executables contain a header, executable compiled [GOOL] bytecode, a constant pool, a mapping of subtypes to [initial] states, a mapping of events to states/interrupts, state descriptors, and animation sequence, text, and sprite descriptors. They are Type 11 entries.
Contents
Format
Item 1: Header
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Object Type | 4 bytes | |
0x4 | Object Category | 4 bytes | |
0x8 | Is main executable | 4 bytes | |
0xC | Initial Stack Frame Offset | 4 bytes | |
0x10 | Subtype->State Map Index Max Interrupt Offset |
4 bytes | s |
0x14 | Static linked Entry count | 4 bytes |
Item 2: Executable Bytecode
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Code | * x 4 bytes | * |
Item 3: Constant Data Pool
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Data | (Static linked Entry count) x 4 bytes + * x 4 bytes | * |
Item 4: State Map
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Event->State/Interrupt Map | s x 2 bytes | * |
0x0 + (2 x s) | Subtype->State Map | * x 2 bytes | * |
*0xFF is a null state
Item 5: State Descriptors/Definitions
Offset | Field | Size | Value |
---|---|---|---|
0x0 | State Descriptors | * x 16 bytes | * |
(format of state descriptor d) | |||
(d x 16) + 0x0 | State Flags | 4 bytes | * |
(d x 16) + 0x4 | Object Status C Flags | 4 bytes | * |
(d x 16) + 0x8 | External Executable EID (*index in const pool) | 2 bytes | * |
(d x 16) + 0xA | Event Block Program Counter Offset | 2 bytes | * |
(d x 16) + 0xC | Trans Block Program Counter Offset | 2 bytes | * |
(d x 16) + 0xE | Code Block Program Counter Offset | 2 bytes | * |
Item 6: Animation Descriptors
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Animation Descriptors | * x * bytes |
Animation descriptors are stored contiguously, occupying the 6th item of the GOOL executable entry. Each type of animation descriptor has a different structure; the size of an animation descriptor is entirely dependent upon its type.
Type 1 - Vertex Animation
Type 1 animation descriptors simply specify an SVTX entry that contains their representative vertex animation. This is the most frequently used type.
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Type | 1 byte | 1 |
0x1 | Unused | 1 byte | * |
0x2 | Frame Count | 1 byte | c |
0x3 | Unused | 1 byte | * |
0x4 | SVTX Model EID | 4 bytes | * |
Type 2 - Sprite Animation
Type 2 descriptors specify a separate square for each frame of animation, each square to be transformed and rendered as a blended textured quad. Square dimensions are not specified in the descriptor but are calculated from the instanced object's scale vector.
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Type | 1 byte | 2 |
0x1 | Unused | 1 byte | * |
0x2 | Frame Count | 1 byte | c |
0x3 | Unused | 1 byte | * |
0x4 | Texture Page EID | 4 bytes | * |
0x8 | CLUT/Texture info | c x 2 x 4 bytes |
Type 3 - Font Map
Type 3 descriptors associate with each ascii character, in lexicographic order, a separate region (location/dimensions determined by texture and color info) of a specified Texture Page. Also specified for each region are the dimensions of a textured blended quad to be rendered, with that [region of the texture page as its] texture. Type 4 descriptors, which specify a string of text, will reference a type 3 descriptor. As characters in the type 4 descriptor string are stepped through, the referenced type 3 descriptor will determine the corresponding quads to be rendered. The Type 3 descriptor may additionally specify a separate region of the texture page as [the texture for] a text backdrop [quad].
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Type | 1 byte | 2 |
0x1 | Unused | 1 byte | * |
0x2 | Font Map Length | 1 byte | c |
0x3 | Unused | 1 byte | * |
0x4 | Texture Page EID | 4 bytes | * |
0x8 | Font Map | c x 12 bytes | * |
(font mapping structure d) | |||
0x8 + (d x 12) + 0x0 | CLUT info | 4 bytes | * |
0x8 + (d x 12) + 0x4 | Texture info | 4 bytes | * |
0x8 + (d x 12) + 0x8 | Character Width | 2 bytes | * |
0x8 + (d x 12) + 0xA | Character Height | 2 bytes | * |
(end) | |||
0x8 + (c x 12) + 0x0 | Backdrop CLUT info | 4 bytes | * |
0x8 + (c x 12) + 0x4 | Backdrop Texture info | 4 bytes | * |
Type 4 - Text Animation
Type 4 descriptors specify a separate string of text for each frame of animation. They also specify the offset of a source font map (Type 3 descriptor) to use to render that text.
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Type | 1 byte | 4 |
0x1 | Unused | 1 byte | * |
0x2 | String/Frame Count | 1 byte | c |
0x3 | Unused | 1 byte | * |
0x4 | Unknown | 4 bytes | * |
0x8 | Font Map Offset | 4 bytes | * |
0xC | Strings | c x * bytes | * |
Each string ends with a null terminator character (\0) and can have up to 4 individual format specifiers (beginning with %); they are processed with a call to printf, with 4 corresponding arguments the 2nd, 3rd, 4th, and 5th words, respectively, before (or below) the top of the instanced object's stack.
These strings can also contain several types of extended format specifiers. These begin with a tilde '~' and can be specified as one of the following:
Specifier | Output/Function |
---|---|
~n | Newline |
~% | Newline |
~c0 | Disable shading (inst. obj's. color matrices will not affect proceeding chars) |
~c1 | Enable shading (inst. obj's. color matrices will affect proceeding chars) |
~p# | Skips the following character if the value at (2 + #) count words before/below
the top of the instanced objects stack is 1. Used to auto change from singular to plural forms of the noun(s) introduced by the corresponding cardinal determiner (i.e. 1 'box' to n 'boxes' for n != 1) |
~sx#### | Set width of following character to # (min 1, max 4 digits) |
~sy#### | Set height of following character to # (min 1, max 4 digits) |
* if the instanced object has bit 11 of its statusb flags set, rendering of the text will include a backdrop that spans the area occupied by the text.
Type 5 - Fragment Animation
Type 5 descriptors specify a number of rectangles that compose a miniature model for each frame of animation. These are to be transformed and rendered as multiple blended textured quads.
This type is typically used for smaller objects such as fragments of exploding TNT and sparkling specks spawned by Aku Aku and by Warp Panels.
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Type | 1 byte | 5 |
0x1 | Unused | 1 byte | * |
0x2 | Frame Count | 1 byte | c |
0x3 | Unused | 1 byte | * |
0x4 | Texture Page EID | 4 bytes | * |
0x8 | Rectangle Count | 4 bytes | r |
0xC | Rectangles | c x r x 16 bytes | * |
(Rectangle structure d, frame f) | |||
0xC + (d x f x 16) + 0x0 | CLUT info | 4 bytes | * |
0xC + (d x f x 16) + 0x4 | Texture info | 4 bytes | * |
0xC + (d x f x 16) + 0x8 | X1 | 2 bytes | * |
0xC + (d x f x 16) + 0xA | Y1 | 2 bytes | * |
0xC + (d x f x 16) + 0xC | X2 | 2 bytes | * |
0xC + (d x f x 16) + 0xE | Y2 | 2 bytes | * |