Difference between revisions of "Entry"
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== Types == | == Types == | ||
An entry's type determines the specific kind of content contained in its items. | An entry's type determines the specific kind of content contained in its items. | ||
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|Type | |Type | ||
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Revision as of 15:41, 25 August 2018
Entries are the intermediate level data containers in NSF files. They are containers for 'items'-the lowest level data containers in NSF files.
Format
Offset | Field | Size | Value |
---|---|---|---|
0x0 | Magic Number | 4 bytes | 0x100FFFF |
0x4 | ID | 4 bytes | * |
0x8 | Type | 4 bytes | * |
0xC | Item Count | 4 bytes | c |
0x10 | Item Offsets | c x 4 bytes | * |
0x10 + (c x 4) | Items | c x * bytes | * |
Structure
struct entry
{
const unsigned long magic = 0x100FFFF;
unsigned long EID;
unsigned long type;
unsigned long itemcount;
union
{
unsigned long itemoffset[itemcount];
item *itemptr[itemcount];
};
item items[itemcount];
};
Types
An entry's type determines the specific kind of content contained in its items.
Type | Name | Subsystem | Description |
1 | Object Model Vertices/Animation | SVTX | contains multiple key frames of animation for an object |
2 | Object Model Polygons | TGEO | contains polygons used by a Type 1 entry |
3 | World Geometry | WGEO | contains polygons and vertices for a section of the level |
4 | Display List | SLST | contains delta encoded display lists, describing the change in z-ordering of polygon primitives at each point of a corresponding camera path |
5 | Texture Page | TPAG | describes texture/palette data used by polygons |
6 | Level Data | LDAT | contains a level's initial settings such as Crash's starting location |
7 | Zone Data | ZDAT | contains a 'zone' - a collection of world models to render, objects to spawn, a camera path, collision octree, and misc attributes |
11 | GOOL Executable | GOOL | contains a header, compiled GOOL bytecode, const pool, state map, state descriptors, and animation sequence/text/sprite descriptors for an object |
12 | Audio | ADIO | contains audio data for a sound effect |
13 | MIDI | MIDI | contains the MIDI sequence(s) for a level's background music and/or a wavebank header (VH) |
14 | Instruments | INST | describes instruments used to play a MIDI |
15 | Image Data (Crash 1) Video Collision (Crash 2/3) |
IMAG (Crash 1) VCOL (Crash 2/3) |
contains image data (i.e. anti-piracy message, SCE screen)1 (Crash 1) contains special collision detection rules? (i.e. digging, chased by boulder) (Crash 2/3) |
17 | Map Data (Crash 1) Raw Data (Crash 3) |
MDAT (Crash 1) RAWD (Crash 3) |
contains data describing how a new level should be loaded when selected (Crash 1) contains miscellaneous 3D terrain data (scenery in baron levels, water in levels with water) (Crash 3) |
18 | Palettes for fading transitions | IPAL | describes the CLUTs used during a fade transition |
19 | Demo playback | PBAK | contains a pre-recorded sequence of button presses for playback |
20 | Cutscene Model
Vertices/Animation (Crash 1) |
CVTX (Crash 1) SDIO (Crash 2/3) |
contains vertices for cutscene models (Crash 1) contains speech audio (Crash 2/3) |
21 | 2D Animation/Video (Crash 2/3) | VIDO (Crash 2/3) | contains data for a sprite animated or not (i.e. mount texture while digging, warp portal, save icons) |
1 - NSD files in Crash 1 contain these kinds of entries, but without any header.
Entry IDs/EIDs
Like chunks, each entry has also been assigned a unique ID. Unlike CIDs, however, entry IDs (EIDs) have not been precomputed based on index. Each EID encodes a unique 5 character identifier string. Each entry has been assigned an EID that encodes an appropriate identifier.
Encoding scheme
EIDs use the following [32 bit] encoding scheme:
0EEEEEEDDDDDDCCCCCCBBBBBBAAAAAA1
where the [6 bit] fields A, B, C, D, and E, respectively, in that order, are indices of 5 characters in the following conversion table:
Index | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F |
Char | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | a | b | c | d | e | f |
Index | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 1A | 1B | 1C | 1D | 1E | 1F |
Char | g | h | i | j | k | l | m | n | o | p | q | r | s | t | u | v |
Index | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 2A | 2B | 2C | 2D | 2E | 2F |
Char | w | x | y | z | A | B | C | D | E | F | G | H | I | J | K | L |
Index | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 3A | 3B | 3C | 3D | 3E | 3F |
Char | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | _ | ! |
The conversion table above is used by the EID encoding and decoding routines and is located at the following addresses in each of the Crash games:
- Crash 1 -
0x51728
Null EID
The EID with value 0x6396347F
, which translates to NONE!
, is used frequently throughout the game code. It represents a null EID.