Difference between revisions of "Entity"
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Revision as of 19:17, 7 May 2019
- 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 | Unknown | 4 bytes x 2 | * |
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 | 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? |
---|---|---|---|---|
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 |
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 (see victims below) and other miscellaneous behaviors | Int321 | No |
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, but can be combined in different ways) | No |
0xA9 | Type | Type of the entity | Int32 | No |
0xAA | Subtype | Variant of the entity | Int32 | No |
0x103 | SLST EID | EID of the SLST entry to be used by this camera rail | Int32 | No |
0x109 | Neighbor camera rails (untested) | Contains information about neighboring zones | Int32 | Yes |
0x118 | Misc Settings 1 | ??? | Int32 | No |
0x13B | Draw List A | List of values that determine which entities should despawn while the camera is in this zone2 | Int32 | Yes |
0x13C | Draw List B | List of values that determine which entities should spawn while the camera is in this zone2 | Int32 | Yes |
0x208 | Load List A | List of EIDs to load when the camera is in this zone | Int32 | Yes |
0x209 | Load List B | List of EIDs to deload when the camera is in this zone | 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 | Victim | 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; Should only be used in obj_willy |
Int32 | No |
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 | No |
0x336 | Time Trial crate type | BoxOC-only. Affects what the crate will turn into during time trial mode. Crash 3-only | Int32 | No |
0x337 | Bonus box count | Number of boxes in the level's bonus; Should only be used in obj_willy. Crash 3-only |
Int32 | No |
1 Other lists store this as an Int16, so setting this to a value higher than the maximum value that can be stored in a 16-bit field (65535) may cause serious issues.
2 The roles of draw 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.