Difference between revisions of "Entity"
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!Value | !Value | ||
|- | |- | ||
− | |Length | + | |Length of this item |
|4 bytes | |4 bytes | ||
− | | | + | |* |
|- | |- | ||
|Unknown | |Unknown | ||
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|es | |es | ||
|- | |- | ||
− | | | + | |Unknown |
|2 bytes | |2 bytes | ||
|* | |* | ||
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|- | |- | ||
|0x4B | |0x4B | ||
− | | | + | |Position |
|List of position points to be used by the entity. Multiple of these can be used to make the entity follow a path (as long as it is programmed to do so) | |List of position points to be used by the entity. Multiple of these 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 |
Revision as of 05:09, 28 December 2015
An entity is an item that stores a collection of values (hereafter referred to as "fields") that can represent a game object/camera rail in Crash 2 and 3.
Format
Crash 2/3
Field | Size | Value | |
---|---|---|---|
Length of this item | 4 bytes | * | |
Unknown | 4 bytes x 2 | * | |
Field count | 4 bytes | * | |
Field Info Structure h | |||
Type | 2 bytes | * | |
Offset relative to 12 bytes at the start of the item | 2 bytes | * | |
Flags | Byte | * | |
Element size | Byte | es | |
Unknown | 2 bytes | * | |
Field Structure f | |||
Element count | 2 bytes | ec | |
Unknown | 2 bytes | * | |
Data | es * ec | * | |
Unknown | ? bytes | * |
Type
The format and usage of the field data depends on the field type. Incomplete list.
Type | Name | Purpose | Format |
---|---|---|---|
0x2C | Name | String of characters for the internal name used to refer to the entity. It has no purpose so whatever you put here won't affect the game | UTF-8 charset |
0x4B | Position | List of position points to be used by the entity. Multiple of these 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 |
0x9F | ID | Value to uniquely identify the entity that is used to draw it, destroy it (see victims below) and other miscellaneous behaviors | Int321 |
0xA4 | General Settings | List of values that can be used to change a certain object's behavior (i.e. flags, delay, speed) | Int32 (UInt8 + Int24) |
0xA9 | Type | Type of the entity | Int32 |
0xAA | Subtype | Variant of the entity | Int32 |
0x287 | Victim | List of entity IDs to destroy on certain occasions (i.e. TNT is undrawn, Nitro Switch activated) | Int16 |
1 - Draw lists store this as an Int16, so setting this to a value higher than that will cause severe issues.