Difference between revisions of "Entry"
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|Object Model Vertices/Animation | |Object Model Vertices/Animation | ||
|SVTX | |SVTX | ||
− | |contains | + | |contains frames of shaded vertex animation for an object |
|- | |- | ||
|2 | |2 | ||
− | |Object Model | + | |Object Model Geometry |
|TGEO | |TGEO | ||
|contains polygons used by a Type 1 entry | |contains polygons used by a Type 1 entry | ||
Line 79: | Line 79: | ||
|- | |- | ||
|4 | |4 | ||
− | |Display List | + | |Display List/Sort List |
|SLST | |SLST | ||
|contains delta encoded display lists, describing the change in z-ordering of polygon primitives at each point of a corresponding camera path | |contains delta encoded display lists, describing the change in z-ordering of polygon primitives at each point of a corresponding camera path | ||
Line 106: | Line 106: | ||
|Audio | |Audio | ||
|ADIO | |ADIO | ||
− | |contains audio data for a sound effect | + | |contains audio data for a single sound effect |
|- | |- | ||
|13 | |13 | ||
|MIDI | |MIDI | ||
|MIDI | |MIDI | ||
− | |contains the MIDI sequence(s) for a level's background music and/or a wavebank header (VH) | + | |contains the MIDI sequence(s) for a level's background music (SEP) and/or a wavebank header (VH) |
|- | |- | ||
|14 | |14 | ||
|Instruments | |Instruments | ||
|INST | |INST | ||
− | |describes | + | |describes instrument data used to play a MIDI (VB) |
|- | |- | ||
|15 | |15 | ||
− | |Image Data (Crash 1)<br />Video Collision (Crash 2/3) | + | |Image Data (Crash 1)<br />Video? Collision (Crash 2/3) |
|IMAG (Crash 1)<br />VCOL (Crash 2/3) | |IMAG (Crash 1)<br />VCOL (Crash 2/3) | ||
− | |contains image data (i.e. anti-piracy message, SCE screen)<sup>1</sup> (Crash 1)<br />contains special collision detection rules? (i.e. digging, chased by boulder) (Crash 2/3) | + | |contains raw image data (i.e. anti-piracy message, SCE screen)<sup>1</sup> (Crash 1)<br />contains special collision detection rules? (i.e. digging, chased by boulder) (Crash 2/3) |
|- | |- | ||
|17 | |17 | ||
|Map Data (Crash 1)<br />Raw Data (Crash 3) | |Map Data (Crash 1)<br />Raw Data (Crash 3) | ||
|MDAT (Crash 1)<br />RAWD (Crash 3) | |MDAT (Crash 1)<br />RAWD (Crash 3) | ||
− | |contains data describing how a | + | |contains data describing how a 16-bit image should be displayed on-screen (Crash 1)<br />contains miscellaneous 3D terrain data (scenery in baron levels, water in levels with water) (Crash 3) |
|- | |- | ||
− | | 18 | + | |18 |
− | |Palettes | + | |Palettes |
|IPAL | |IPAL | ||
− | |describes | + | |describes a list of 256-color CLUTs used for IMAG and MDAT entries |
|- | |- | ||
|19 | |19 | ||
Line 139: | Line 139: | ||
|- | |- | ||
|20 | |20 | ||
− | | | + | |Colored Animation |
− | Vertices/Animation (Crash 1)<br /> | + | Vertices/Animation (Crash 1)<br />Stream Audio (Crash 2/3) |
|CVTX (Crash 1)<br />SDIO (Crash 2/3) | |CVTX (Crash 1)<br />SDIO (Crash 2/3) | ||
− | |contains | + | |contains frames of colored but non-shaded colored vertex animation for an object (Crash 1)<br />contains streamable audio (Crash 2/3) |
|- | |- | ||
|21 | |21 | ||
|2D Animation/Video (Crash 2/3) | |2D Animation/Video (Crash 2/3) | ||
|VIDO (Crash 2/3) | |VIDO (Crash 2/3) | ||
− | |contains data for a sprite animated or not (i.e. mount texture while digging, warp portal, save icons) | + | |contains data for a sprite, animated or not (i.e. mount texture while digging, warp portal, save icons) |
|} | |} | ||
− | <sup>1</sup> - NSD files | + | <sup>1</sup> - NSD files may contain these kinds of entries, but without any header. |
== Entry IDs/EIDs == | == Entry IDs/EIDs == |
Latest revision as of 20:16, 14 November 2022
Entries are the intermediate level data containers in NSF files. They are containers for 'items'-the lowest level data containers in NSF files.
Format
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Magic Number | 4 bytes | 0x100FFFF |
0x4 | ID | 4 bytes | * |
0x8 | Type | 4 bytes | * |
0xC | Item Count | 4 bytes | c |
0x10 | Item Offsets | c x 4 bytes | * |
0x10 + (c x 4) | Items | c x * bytes | * |
Structure
struct entry
{
const unsigned long magic = 0x100FFFF;
unsigned long EID;
unsigned long type;
unsigned long itemcount;
union
{
unsigned long itemoffset[itemcount];
item *itemptr[itemcount];
};
item items[itemcount];
};
Types
An entry's type determines the specific kind of content contained in its items.
Type | Name | Subsystem | Description |
1 | Object Model Vertices/Animation | SVTX | contains frames of shaded vertex animation for an object |
2 | Object Model Geometry | TGEO | contains polygons used by a Type 1 entry |
3 | World Geometry | WGEO | contains polygons and vertices for a section of the level |
4 | Display List/Sort List | SLST | contains delta encoded display lists, describing the change in z-ordering of polygon primitives at each point of a corresponding camera path |
5 | Texture Page | TPAG | describes texture/palette data used by polygons |
6 | Level Data | LDAT | contains a level's initial settings such as Crash's starting location |
7 | Zone Data | ZDAT | contains a 'zone' - a collection of world models to render, objects to spawn, a camera path, collision octree, and misc attributes |
11 | GOOL Executable | GOOL | contains a header, compiled GOOL bytecode, const pool, state map, state descriptors, and animation sequence/text/sprite descriptors for an object |
12 | Audio | ADIO | contains audio data for a single sound effect |
13 | MIDI | MIDI | contains the MIDI sequence(s) for a level's background music (SEP) and/or a wavebank header (VH) |
14 | Instruments | INST | describes instrument data used to play a MIDI (VB) |
15 | Image Data (Crash 1) Video? Collision (Crash 2/3) |
IMAG (Crash 1) VCOL (Crash 2/3) |
contains raw image data (i.e. anti-piracy message, SCE screen)1 (Crash 1) contains special collision detection rules? (i.e. digging, chased by boulder) (Crash 2/3) |
17 | Map Data (Crash 1) Raw Data (Crash 3) |
MDAT (Crash 1) RAWD (Crash 3) |
contains data describing how a 16-bit image should be displayed on-screen (Crash 1) contains miscellaneous 3D terrain data (scenery in baron levels, water in levels with water) (Crash 3) |
18 | Palettes | IPAL | describes a list of 256-color CLUTs used for IMAG and MDAT entries |
19 | Demo playback | PBAK | contains a pre-recorded sequence of button presses for playback |
20 | Colored Animation
Vertices/Animation (Crash 1) |
CVTX (Crash 1) SDIO (Crash 2/3) |
contains frames of colored but non-shaded colored vertex animation for an object (Crash 1) contains streamable audio (Crash 2/3) |
21 | 2D Animation/Video (Crash 2/3) | VIDO (Crash 2/3) | contains data for a sprite, animated or not (i.e. mount texture while digging, warp portal, save icons) |
1 - NSD files may contain these kinds of entries, but without any header.
Entry IDs/EIDs
Like chunks, each entry has also been assigned a unique ID. Unlike CIDs, however, entry IDs (EIDs) have not been precomputed based on index. Each EID encodes a unique 5 character identifier string. Each entry has been assigned an EID that encodes an appropriate identifier.
Encoding scheme
EIDs use the following [32 bit] encoding scheme:
0EEEEEEDDDDDDCCCCCCBBBBBBAAAAAA1
where the [6 bit] fields A, B, C, D, and E, respectively, in that order, are indices of 5 characters in the following conversion table:
Index | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
Char | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | a | b | c | d | e | f |
Index | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 1A | 1B | 1C | 1D | 1E | 1F |
Char | g | h | i | j | k | l | m | n | o | p | q | r | s | t | u | v |
Index | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 2A | 2B | 2C | 2D | 2E | 2F |
Char | w | x | y | z | A | B | C | D | E | F | G | H | I | J | K | L |
Index | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 3A | 3B | 3C | 3D | 3E | 3F |
Char | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | ! |
The conversion table above is used by the EID encoding and decoding routines and is located at the following addresses in each of the Crash games:
- Crash 1 -
0x51728
Null EID
The EID with value 0x6396347F
, which translates to NONE!
, is used frequently throughout the game code. It represents a null EID.