Difference between revisions of "Entity"
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(→Type: Added 2 more types, related to box counts.) |
(→Type) |
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|0x209 | |0x209 | ||
|Load List B | |Load List B | ||
− | |List of EIDs to | + | |List of EIDs to deload (untested) when the camera is in this zone |
|Int32 | |Int32 | ||
|- | |- | ||
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|Int32 | |Int32 | ||
|} | |} | ||
− | + | '''Note:''' 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 for proper disposal of resources. | 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 for proper disposal of resources. |
Revision as of 01:12, 26 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 deload (untested) 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.) | Int32 |
0x28B | Box count | Number of boxes in the level; Should only be used in obj_willy |
Int32 |
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 |
0x337 | Bonus box count | Number of boxes in the level's bonus; Should only be used in obj_willy; Crash 3 only |
Int32 |
Note: 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 for proper disposal of resources.