Difference between revisions of "Entity"

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(Type)
(Type: Adding 2 types (0x277 and 0x288) related to DDA.)
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|List of EIDs to load when the camera is in this zone
 
|List of EIDs to load when the camera is in this zone
 
|Int32
 
|Int32
 +
|-
 +
|0x277
 +
|DDA Settings
 +
|List of values that can be used to change a certain object's DDA behavior (i.e. deaths until DDA checkpoint)
 +
|Int32 (UInt8 + Int24)
 
|-
 
|-
 
|0x287
 
|0x287
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|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
 +
|-
 +
|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<sup>1</sup>
 
|-
 
|-
 
|0x30E
 
|0x30E

Revision as of 00:11, 20 June 2016

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

Offset Field Size Value
0x0 Length of this item 4 bytes *
0x4 Unknown 4 bytes x 2 *
0xC Field count 4 bytes hc
0x10 Field info structures (headers) hc * 8 bytes *
Field Info Structure h
0x10 + (h * 0x8) + 0x0 Type 2 bytes *
0x10 + (h * 0x8) + 0x2 Offset relative to 12 bytes at the start of the item 2 bytes offset
0x10 + (h * 0x8) + 0x4 Flags Byte *
0x10 + (h * 0x8) + 0x5 Element size Byte es
0x10 + (h * 0x8) + 0x6 Row Count 2 bytes r
Field Structure f
offset + 0xC + f * 2 Element count 2 bytes ec
offset + 0xC + 0x2 + r * 2 + f * 2 Metavalues 2 bytes *
Extra Row Structure e
offset + 0xC + 0x4 + e * 0x2 Unknown 4 bytes *
offset + 0xC + 0x4 Data es * ec bytes *
offset + 0xC + 0x4 + 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
0x13B Draw List A List of values that determine which entities should despawn while the camera is in this zone;
Uses metavalues
Int32
0x13C Draw List B List of values that determine which entities should spawn while the camera is in this zone;
Uses metavalues
Int32
0x208 Load List A List of EIDs to load when the camera is in this zone Int32
0x209 Load List B List of EIDs to load when the camera is in this zone Int32
0x277 DDA Settings List of values that can be used to change a certain object's DDA behavior (i.e. deaths until DDA checkpoint) Int32 (UInt8 + Int24)
0x287 Victim List of entity IDs to destroy on certain occasions (i.e. TNT is despawned, Nitro Switch activated) Int16
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.) Int321
0x30E Scale Indicates the scale of the object. Crash 3-only;
1 = Position/4 in-game; 2 = Position/2 in-game; 3 = Normal; 4 = Position*2 in-game; etc.
Int32

1 - Draw lists store this as an Int16, so setting this to a value higher than that will cause severe issues.

The roles of draw lists is reversed when the camera is going backwards. When proceeding from one camera path to the next, all entities should be despawned at the "connection" point to use proper disposal of resources.