Difference between revisions of "Entity"
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<!--Mostly from https://dl.dropboxusercontent.com/s/fu29g6xn97sa4pl/crash2fileformat.html--> | <!--Mostly from https://dl.dropboxusercontent.com/s/fu29g6xn97sa4pl/crash2fileformat.html--> | ||
<!--Majorly incomplete--> | <!--Majorly incomplete--> | ||
− | An ''entity'' is an item that stores a collection of values (hereafter referred to as "fields") that can represent a game [[object]] | + | :''This article is for the ''Crash 2/3'' entity format.'' |
+ | An '''''entity''''' is an item that stores a collection of values (hereafter referred to as "fields") that can represent either a game [[object]] or a camera rail in Crash 2 and 3. | ||
==Format== | ==Format== | ||
− | |||
{|class="article-table" | {|class="article-table" | ||
!Offset | !Offset | ||
Line 16: | Line 16: | ||
|- | |- | ||
|0x4 | |0x4 | ||
− | | | + | |Parent Zone Pointer (reserved) |
− | |4 bytes | + | |4 bytes |
+ | |* | ||
+ | |- | ||
+ | |0x8 | ||
+ | |Parent Entity Pointer (reserved) | ||
+ | |4 bytes | ||
|* | |* | ||
|- | |- | ||
Line 30: | Line 35: | ||
|* | |* | ||
|- | |- | ||
− | |colspan="4"|Field Info Structure | + | |>=0x18 |
+ | |Field data structures (data) | ||
+ | |(varies) | ||
+ | |* | ||
+ | |- | ||
+ | !colspan="4"|''Field Info Structure'' | ||
|- | |- | ||
− | | | + | |0x0 |
|Type | |Type | ||
|2 bytes | |2 bytes | ||
|* | |* | ||
|- | |- | ||
− | | | + | |0x2 |
− | |Offset relative to 12 bytes at the start of the item | + | |Offset to the ''field data'' relative to 12 bytes at the start of the item |
|2 bytes | |2 bytes | ||
|offset | |offset | ||
|- | |- | ||
− | | | + | |0x4 |
|Flags | |Flags | ||
|Byte | |Byte | ||
|* | |* | ||
|- | |- | ||
− | | | + | |0x5 |
|Element size | |Element size | ||
|Byte | |Byte | ||
|es | |es | ||
|- | |- | ||
− | | | + | |0x6 |
− | | | + | |Group count |
|2 bytes | |2 bytes | ||
− | | | + | |rc |
|- | |- | ||
− | + | !colspan="4"|''Field Data Structure'' | |
|- | |- | ||
− | | | + | |0x0 |
|Element count | |Element count | ||
− | |2 bytes | + | |2 bytes * rc |
|ec | |ec | ||
|- | |- | ||
− | | | + | |0x0 + rc * 2 |
− | |Metavalues | + | |Metavalues (not present if flag 32 not set) |
− | |2 bytes | + | |2 bytes * rc |
|* | |* | ||
|- | |- | ||
− | | | + | |0x0 + rc * 4 |
|Data | |Data | ||
− | |es * ec | + | |es * ec * rc |
|* | |* | ||
|- | |- | ||
Line 83: | Line 93: | ||
!Purpose | !Purpose | ||
!Format | !Format | ||
+ | !Uses Metavalues? | ||
+ | |- | ||
+ | |0x29 | ||
+ | |Camera Mode | ||
+ | |Determines the behavior of the camera trail - similar to ''Crash 1'' camera mode | ||
+ | |UInt8 (''Crash 2'')<br />Int32 (''Crash 3'') | ||
+ | |No | ||
|- | |- | ||
|0x2C | |0x2C | ||
|Name | |Name | ||
|String of characters for the internal name used to refer to the entity. Its only purpose is for the devs to distinguish entities so whatever you put here won't directly affect the game | |String of characters for the internal name used to refer to the entity. Its only purpose is for the devs to distinguish entities so whatever you put here won't directly affect the game | ||
− | | | + | |Unspecified |
+ | |No | ||
+ | |- | ||
+ | |0x32 | ||
+ | |Depth modifier | ||
+ | |Modifier optionally applied to the object, usually to correct bad automatic depth sorting (i.e. force objects to appear behind certain scenery) | ||
+ | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x4B | |0x4B | ||
|Position | |Position | ||
− | |List of position points to be used by the entity. | + | |List of position points to be used by the entity. More than one position can be used to make the entity follow a path (as long as it is programmed to do so) |
|Int16 for each X, Y and Z coordinate | |Int16 for each X, Y and Z coordinate | ||
+ | |No | ||
|- | |- | ||
|0x9F | |0x9F | ||
|ID | |ID | ||
− | |Value to uniquely identify the entity that is used to draw it, destroy it | + | |Value to uniquely identify the entity that is used to draw it, destroy it, and other miscellaneous behavior |
− | |Int32<sup>1</sup> | + | |Int32'''<sup>1</sup>''' |
+ | |No | ||
|- | |- | ||
|0xA4 | |0xA4 | ||
− | | | + | |Arguments |
− | |List of values that | + | |List of values that affect an object's behavior (i.e. flags, timings, speed, etc.). These are the arguments pushed to GOOL stack before the object's appropriate spawn code runs. |
− | |Int32 | + | |Int32 |
+ | |No | ||
|- | |- | ||
|0xA9 | |0xA9 | ||
|Type | |Type | ||
− | |Type of the entity | + | |Type of the entity (index of GOOL entry in GOOL entry list in the [[NSD]]) |
|Int32 | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0xAA | |0xAA | ||
|Subtype | |Subtype | ||
− | |Variant of the entity | + | |Variant of the entity - used as an index to the subtype table when spawning the object |
+ | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0xC9 | ||
+ | |Camera movement unit | ||
+ | |Specifies the amount of "distance" between two camera points. This "distance" translates to a multiplication of the direction vector for Crash-linked camera modes, is not necessary on automatic trails | ||
|Int32 | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x103 | |0x103 | ||
|SLST EID | |SLST EID | ||
− | |EID of the SLST [[entry]] to be used by this camera | + | |EID of the SLST [[entry]] to be used by this camera trail |
+ | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0x109 | ||
+ | |Neighbor camera trails | ||
+ | |Contains information about neighboring camera trails. If one position contains multiple trails, special collision nodes may determine which to use. Trail settings are same as ''Crash 1'', in reverse order. | ||
|Int32 | |Int32 | ||
+ | |Yes | ||
|- | |- | ||
|0x118 | |0x118 | ||
|Misc Settings 1 | |Misc Settings 1 | ||
− | | | + | |??? |
+ | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0x130 | ||
+ | |Field-of-View timeline | ||
+ | |Determines the field of view. A value of 288 is the "normal" field of view. The end result is interpolated between the "keyframes" of this property. It is unknown if multiple FOV values can be used on the same position. | ||
|Int32 | |Int32 | ||
+ | |Yes | ||
|- | |- | ||
|0x13B | |0x13B | ||
|Draw List A | |Draw List A | ||
− | |List of values that determine which entities should despawn while the camera is in this zone | + | |List of values that determine which entities should despawn while the camera is in this zone - includes zone index and entity index'''<sup>2</sup>''' |
|Int32 | |Int32 | ||
+ | |Yes | ||
|- | |- | ||
|0x13C | |0x13C | ||
|Draw List B | |Draw List B | ||
− | |List of values that determine which entities should spawn while the camera is in this zone | + | |List of values that determine which entities should spawn while the camera is in this zone - includes zone index and entity index'''<sup>2</sup>''' |
+ | |Int32 | ||
+ | |Yes | ||
+ | |- | ||
+ | |0x173 | ||
+ | |Camera index | ||
+ | |Specifies the index of this entity within the zone's list of cameras | ||
|Int32 | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0x174 | ||
+ | |Camera sub-index | ||
+ | |Specifies the index of this entity within the camera's list of entities (i.e. values should be 0, 1 or 2) | ||
+ | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x208 | |0x208 | ||
|Load List A | |Load List A | ||
− | |List of EIDs to load when the camera is in this zone | + | |List of EIDs to load when the camera is in this zone'''<sup>2</sup>''' |
|Int32 | |Int32 | ||
+ | |Yes | ||
|- | |- | ||
|0x209 | |0x209 | ||
|Load List B | |Load List B | ||
− | |List of EIDs to deload when the camera is in this zone | + | |List of EIDs to deload when the camera is in this zone'''<sup>2</sup>''' |
|Int32 | |Int32 | ||
+ | |Yes | ||
|- | |- | ||
|0x277 | |0x277 | ||
|Misc Settings 2 | |Misc Settings 2 | ||
− | |Value that can be used to change a certain object's DDA behavior (i.e. deaths until DDA checkpoint) or other settings like Y rotation. | + | |Value that can be used to change a certain object's DDA behavior (i.e. deaths until DDA checkpoint) or other settings like Y rotation.(?) |
|Int32 | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x287 | |0x287 | ||
− | | | + | |Victims |
|List of entity IDs to destroy on certain occasions (i.e. TNT is despawned, Nitro Switch activated) | |List of entity IDs to destroy on certain occasions (i.e. TNT is despawned, Nitro Switch activated) | ||
|Int16 | |Int16 | ||
+ | |No | ||
|- | |- | ||
|0x288 | |0x288 | ||
Line 158: | Line 225: | ||
|Value to uniquely identify a "section" of the level and is used in checkpoints for the game to know which DDA checkpoints have been triggered and at what point in the level the player is (i.e. First real checkpoint has this set to 1, the next DDA checkpoint will have a 1 too, the next real checkpoint will have a 2, etc.) | |Value to uniquely identify a "section" of the level and is used in checkpoints for the game to know which DDA checkpoints have been triggered and at what point in the level the player is (i.e. First real checkpoint has this set to 1, the next DDA checkpoint will have a 1 too, the next real checkpoint will have a 2, etc.) | ||
|Int32 | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x28B | |0x28B | ||
|Box count | |Box count | ||
− | |Number of boxes in the level;<br> | + | |Number of boxes in the level;<br>Only used by obj_willy |
+ | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0x2A0 | ||
+ | |Parent box ID | ||
+ | |Parent box ID, passed to spawned fruit from a box | ||
|Int32 | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x30E | |0x30E | ||
− | |Scale | + | |Scale modifier |
− | |Indicates the scale of the object. Crash 3-only;<br/> | + | |Indicates the scale of the object. ''Crash 3''-only;<br/>0 = Position/4 in-game; 1 = Position/2 in-game; 2 = Normal; 3 = Position*2 in-game; etc. |
|Int32 | |Int32 | ||
+ | |No | ||
+ | |- | ||
+ | |0x336 | ||
+ | |Time Trial reward | ||
+ | |Affects what the crate will reward (and consequentially turn into) during time trial mode. ''Crash 3''-only | ||
+ | |Int32 | ||
+ | |No | ||
|- | |- | ||
|0x337 | |0x337 | ||
|Bonus box count | |Bonus box count | ||
− | |Number of boxes in the level's bonus;<br> | + | |Number of boxes in the level's bonus;<br>Only used by obj_willy. ''Crash 3''-only |
|Int32 | |Int32 | ||
+ | |No | ||
|} | |} | ||
− | ''' | + | '''<sup>1</sup>''' Should fall within Int16 boundaries, as it is the common type used for entity ID-related operations. |
+ | |||
+ | '''<sup>2</sup>''' The roles of these lists is reversed when the camera is going backwards. | ||
− | + | '''NOTE:''' When proceeding from one camera path to the next, all entities should be despawned at the "connection" point for proper disposal of resources. Same applies to entry loading and disposal, as the game seems smart enough not to dispose of resources it's also immediately told to load. |
Latest revision as of 22:57, 14 April 2020
- This article is for the Crash 2/3 entity format.
An entity is an item that stores a collection of values (hereafter referred to as "fields") that can represent either a game object or a camera rail in Crash 2 and 3.
Format
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Length of this item | 4 bytes | * |
0x4 | Parent Zone Pointer (reserved) | 4 bytes | * |
0x8 | Parent Entity Pointer (reserved) | 4 bytes | * |
0xC | Field count | 4 bytes | hc |
0x10 | Field info structures (headers) | hc * 8 bytes | * |
>=0x18 | Field data structures (data) | (varies) | * |
Field Info Structure | |||
0x0 | Type | 2 bytes | * |
0x2 | Offset to the field data relative to 12 bytes at the start of the item | 2 bytes | offset |
0x4 | Flags | Byte | * |
0x5 | Element size | Byte | es |
0x6 | Group count | 2 bytes | rc |
Field Data Structure | |||
0x0 | Element count | 2 bytes * rc | ec |
0x0 + rc * 2 | Metavalues (not present if flag 32 not set) | 2 bytes * rc | * |
0x0 + rc * 4 | Data | es * ec * rc | * |
Type
The format and usage of the field data depends on the field type. Incomplete list.
Type | Name | Purpose | Format | Uses Metavalues? |
---|---|---|---|---|
0x29 | Camera Mode | Determines the behavior of the camera trail - similar to Crash 1 camera mode | UInt8 (Crash 2) Int32 (Crash 3) |
No |
0x2C | Name | String of characters for the internal name used to refer to the entity. Its only purpose is for the devs to distinguish entities so whatever you put here won't directly affect the game | Unspecified | No |
0x32 | Depth modifier | Modifier optionally applied to the object, usually to correct bad automatic depth sorting (i.e. force objects to appear behind certain scenery) | Int32 | No |
0x4B | Position | List of position points to be used by the entity. More than one position can be used to make the entity follow a path (as long as it is programmed to do so) | Int16 for each X, Y and Z coordinate | No |
0x9F | ID | Value to uniquely identify the entity that is used to draw it, destroy it, and other miscellaneous behavior | Int321 | No |
0xA4 | Arguments | List of values that affect an object's behavior (i.e. flags, timings, speed, etc.). These are the arguments pushed to GOOL stack before the object's appropriate spawn code runs. | Int32 | No |
0xA9 | Type | Type of the entity (index of GOOL entry in GOOL entry list in the NSD) | Int32 | No |
0xAA | Subtype | Variant of the entity - used as an index to the subtype table when spawning the object | Int32 | No |
0xC9 | Camera movement unit | Specifies the amount of "distance" between two camera points. This "distance" translates to a multiplication of the direction vector for Crash-linked camera modes, is not necessary on automatic trails | Int32 | No |
0x103 | SLST EID | EID of the SLST entry to be used by this camera trail | Int32 | No |
0x109 | Neighbor camera trails | Contains information about neighboring camera trails. If one position contains multiple trails, special collision nodes may determine which to use. Trail settings are same as Crash 1, in reverse order. | Int32 | Yes |
0x118 | Misc Settings 1 | ??? | Int32 | No |
0x130 | Field-of-View timeline | Determines the field of view. A value of 288 is the "normal" field of view. The end result is interpolated between the "keyframes" of this property. It is unknown if multiple FOV values can be used on the same position. | Int32 | Yes |
0x13B | Draw List A | List of values that determine which entities should despawn while the camera is in this zone - includes zone index and entity index2 | Int32 | Yes |
0x13C | Draw List B | List of values that determine which entities should spawn while the camera is in this zone - includes zone index and entity index2 | Int32 | Yes |
0x173 | Camera index | Specifies the index of this entity within the zone's list of cameras | Int32 | No |
0x174 | Camera sub-index | Specifies the index of this entity within the camera's list of entities (i.e. values should be 0, 1 or 2) | Int32 | No |
0x208 | Load List A | List of EIDs to load when the camera is in this zone2 | Int32 | Yes |
0x209 | Load List B | List of EIDs to deload when the camera is in this zone2 | Int32 | Yes |
0x277 | Misc Settings 2 | Value that can be used to change a certain object's DDA behavior (i.e. deaths until DDA checkpoint) or other settings like Y rotation.(?) | Int32 | No |
0x287 | Victims | List of entity IDs to destroy on certain occasions (i.e. TNT is despawned, Nitro Switch activated) | Int16 | No |
0x288 | Section ID | Value to uniquely identify a "section" of the level and is used in checkpoints for the game to know which DDA checkpoints have been triggered and at what point in the level the player is (i.e. First real checkpoint has this set to 1, the next DDA checkpoint will have a 1 too, the next real checkpoint will have a 2, etc.) | Int32 | No |
0x28B | Box count | Number of boxes in the level; Only used by obj_willy |
Int32 | No |
0x2A0 | Parent box ID | Parent box ID, passed to spawned fruit from a box | Int32 | No |
0x30E | Scale modifier | Indicates the scale of the object. Crash 3-only; 0 = Position/4 in-game; 1 = Position/2 in-game; 2 = Normal; 3 = Position*2 in-game; etc. |
Int32 | No |
0x336 | Time Trial reward | Affects what the crate will reward (and consequentially turn into) during time trial mode. Crash 3-only | Int32 | No |
0x337 | Bonus box count | Number of boxes in the level's bonus; Only used by obj_willy. Crash 3-only |
Int32 | No |
1 Should fall within Int16 boundaries, as it is the common type used for entity ID-related operations.
2 The roles of these lists is reversed when the camera is going backwards.
NOTE: When proceeding from one camera path to the next, all entities should be despawned at the "connection" point for proper disposal of resources. Same applies to entry loading and disposal, as the game seems smart enough not to dispose of resources it's also immediately told to load.