Difference between revisions of "Subsystem"
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=== Crash 1 === | === Crash 1 === | ||
− | There are a total of 21 subsystems in Crash 1. | + | There are a total of 21 subsystems in Crash 1. |
− | Note that entries of type 0 do not exist. For this reason, the first subsystem has the name NONE. | + | Note that entries of type 0 do not exist. For this reason, the first subsystem has the name NONE. |
+ | |||
+ | Bolded entries in the table indicate that (while the subsystem exists) there do not exist entries of that subsystem type in any NSF file. | ||
{| class="article-table" border="1" cellspacing="0" rules="NONE" cols="3" | {| class="article-table" border="1" cellspacing="0" rules="NONE" cols="3" | ||
! align="LEFT" height="47" width="69" |ID | ! align="LEFT" height="47" width="69" |ID |
Revision as of 02:37, 27 July 2015
A subsystem is a self-contained system within a larger system. In each of the Crash games, there exist a number of different subsystems. Each subsystem handles a different aspect of the game's function. Many of these subsystems are associated with the type of entry that they primarily operate upon. In fact, an entry's type is just the ID of the subsystem that operates upon its data; thus, both terms entry type and subsystem ID are inclusively interchangeable with subsystem type.
Contents
Subsystem Table
Each of the Crash games has a subsystem table. Each entry in the subsystem table contains a 4 character acronym or identifier string, and a number of callback functions specific to the subsystem with that identifier.
Location
The subsystem table is located at the following addresses in each of the Crash games:
- Crash 1 -
0x514DC
Structure
The subsystem table has the following structure in each of the Crash games, with the exception that Crash 2 (and 3?) omit the last callback, (*deinit)()
:
struct subsystem
{
char name[4];
unsigned long pad;
void (*init)();
void (*postinit)();
void (*onload)(entry*);
void (*onfree)(entry*);
void (*deinit)();
} subsystems[NS_COUNT_SUBSYSTEMS];
Subsystem name
Each subsystem specifies a 4 character acronym as its name. See below for a list of the subsystem names in each game.
Callbacks
Each entry in the subsystem table may or may not specify the following callbacks:
init
- Called during subsystem initialization to initialize this subsystempostinit
- Called during subsystem initialization after...onload
- Called after an entry of this subsystem type is paged into memoryonfree
- Called after an entry of this subsystem type is loaded out of memorydeinit
- Called during subsystem deinitialization (Crash 1 only)
The init
and postinit
callbacks of each subsystem are called during Paging and Subsystem Initialization; each of these callbacks refers to a routine that initializes its associated subsystem.
...
All together, a subsystem's callbacks simulate 5 polymorphic functions that would otherwise override a subsystem base class's virtual functions of the same name.
Subsystem names
Crash 1
There are a total of 21 subsystems in Crash 1.
Note that entries of type 0 do not exist. For this reason, the first subsystem has the name NONE.
Bolded entries in the table indicate that (while the subsystem exists) there do not exist entries of that subsystem type in any NSF file.
ID | Name | Proposed Unabbreviated Name/Entry Content Description |
---|---|---|
0 | NONE | None |
1 | SVTX | Object Model Vertices/Animation |
2 | TGEO | Object Model Polygons |
3 | WGEO | World Geometry |
4 | SLST | Display List |
5 | TPAG | Texture Page |
6 | LDAT | Level Data |
7 | ZDAT | Zone Data |
8 | CPAT | Color Palette |
9 | BINF | Binary File |
10 | OPAT | Object/Process Allocation Table |
11 | GOOL | GOOL Executable |
12 | ADIO | Audio |
13 | MIDI | MIDI |
14 | INST | Instruments |
15 | IMAG | Image Data |
16 | LINK | Link to another entry? |
17 | MDAT | Map Data |
18 | IPAL | Palettes for fading transitions |
19 | PBAK | Demo playback |
20 | CVTX | Cutscene Model Vertices/Animation |