EvilEngine/SHRP

This asset defines data for shrapnel.

zShrapnelAsset
The asset data starts with a 0xC byte header:

After that, there's an array of shrapnel entries, as defined in the header. Each entry is of variable size:


 * Type 1 (Group)
 * Type 2 (Shrapnel)
 * Type 3 (Particle)
 * BFBB - 0x1D4
 * TSSM - 0x1F8
 * Type 4 (Projectile)
 * BFBB - 0x90
 * TSSM - 0x110
 * Type 5 (Lightning)
 * BFBB - 0x68
 * TSSM - 0x70
 * Type 6 (Sound)
 * BFBB - 0x4C
 * TSSM - 0x44
 * Type 7 (Shockwave)
 * TSSM - 0x54
 * Type 8 (Explosion)
 * TSSM - 0x48
 * Type 9 (Distortion)
 * TSSM - 0x5C
 * Type 10 (Fire)
 * TSSM - 0x5C

zFragAsset
The entries have the following structure:

zFragLocation
Every entry/frag (except shockwave) has this header at a different position. Sometimes it only has 0xCD padding bytes.