Entity

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Revision as of 20:24, 1 July 2016 by Wikia>Thaswordster (Type: Added 0x109.)
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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) Type 2 bytes *
0x12 + (h * 0x8) Offset relative to 12 bytes at the start of the item 2 bytes offset
0x14 + (h * 0x8) Flags Byte *
0x15 + (h * 0x8) Element size Byte es
0x16 + (h * 0x8) Row Count 2 bytes r
Field Structure f
offset + 0xC + f * 2 Element count 2 bytes ec
offset + 0xE + r * 2 + f * 2 Metavalues 2 bytes *
offset + 0xE + r * 4 + f * 2 Data es * ec *

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. Its only purpose is for the devs to distinguish entities so whatever you put here won't directly 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
0x103 SLST EID EID of the SLST entry to be used by this camera rail Int32
0x109 Neighbor camera rails (untested) Contains information about neighboring zone Int32
0x118 Misc Settings 1 X rotation? 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;
Uses metavalues
Int32
0x209 Load List B List of EIDs to deload when the camera is in this zone;
Uses metavalues
Int32
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
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.