Data Types

From Heavy Iron Modding
Revision as of 15:17, 16 September 2022 by Seil (talk | contribs) (→‎Structs: Add official names and source code for data types)

Basic types

Type Description
long, int64, S64 64-bit signed integer
ulong, uint64, U64 64-bit unsigned integer
int, int32, S32 32-bit signed integer
uint, uint32, U32 32-bit unsigned integer
short, int16, S16 16-bit signed integer
ushort, uint16, U16 16-bit unsigned integer
byte, int8, S8 8-bit signed integer
ubyte, uint8, U8 8-bit unsigned integer
char 8-bit unsigned ASCII integer
float, F32 IEEE 754 floating point number

Structs

AssetID

Asset ID is a type derived from uint32 (EvilEngine) or uint64 (GoodEngine). It is considered its own type due to how the game uses Asset IDs to uniquely identify an asset and manage communication between them.

Type Description
uint 32-bit unsigned integer
ulong 64-bit unsigned integer

EvilEngine

To calculate the asset ID for the original game's assets, the game runs the BKDR hash algorithm on the asset's name converted to upper case. This is specially important to know when editing RWTX assets; to be able to refer to them from MODL, BSP and JSP assets, the game calculates the hash at runtime and finds the textures based on that.

This is HipHopTool's implementation of the algorithm in C#:

   public static uint BKDRHash(string str)
   {
       str = str.ToUpper();
       uint seed = 131;
       uint hash = 0;
       int length = str.Length;
       
       if (length > 31)
           length = 31;
       
        for (int i = 0; i < length; i++)
           hash = (hash * seed) + str[i];
       
       return hash;
   }

xVec2

xVec2 is a set of 2 floats, which usually represent a 2D vector on the world; it is used mostly for texture coordinates.

Source code: xMath2.h

struct xVec2
{
    F32 x;
    F32 y;
};
Type Description
float X - The X coordinate of this vector
float Y - The Y coordinate of this vector

xVec3

xVec3 is a set of 3 floats, which usually represent a 3D vector on the world, be it position, rotation or scale.

Source code: xVec3.h

struct xVec3
{
    F32 x;
    F32 y;
    F32 z;
};
Type Description
float X - The X coordinate of this vector
float Y - The Y coordinate of this vector
float Z - The Z coordinate of this vector

xVec4

xVec4 is a set of 4 floats. They can represent a vector in 4D space, and also a color with R, G, B, A components ranging from 0 to 1.

Source code: xMath3.h

struct xVec4
{
    F32 x;
    F32 y;
    F32 z;
    F32 w;
};
Type Description
float X - The X coordinate of this vector
float Y - The Y coordinate of this vector
float Z - The Z coordinate of this vector
float W - The W coordinate of this vector

xColor

xColor is a set of 4 bytes, which represent a 32 bit color with red, blue, green and alpha components.

In the source code, xColor is a typedef for iColor_tag, which can be different per platform (usually not though).

Source code: iColor.h

struct iColor_tag
{
    uint8 r;
    uint8 g;
    uint8 b;
    uint8 a;
};
Type Description
byte R - red (0-255)
byte G - green (0-255)
byte B - blue (0-255)
byte A - alpha (0-255)

Motion

Motion is a 0x30-byte structure (0x3C in TSSM) used in several asset types (PLAT and BUTN) which contains some settings defining how the object should move.

Source code: xEntMotion.h

Offset Type Description
0x00 byte Type
  • 0 - Extend/Retract - Move to one position and back
  • 1 - Orbit - Move around a center point
  • 2 - Spline - Unused, does nothing
  • 3 - Move Point - Move along a Move Point path
  • 4 - Mechanism - Slide along/rotate around a specific axis
  • 5 - Pendulum - Swing from side to side
  • 6 - None? - no movement
0x01 byte (bool?) Use Banking - unknown, always 0
0x02 short Flags
  • 1 - ?
  • 4 - Stopped - If not set, the object starts moving on Scene Prepare.
Extend/Retract only
0x04 Vector3 Retract Position - Start position
0x10 Vector3 Extend Delta Position - Distance to move from start position
0x1C float Extend Time - Move forward time
0x20 float Extend Wait Time - Wait time after moving forward
0x24 float Retract Time - Move backward time
0x28 float Retract Wait Time - Wait time after moving backward
0x2C byte[0x4] null
Orbit only
0x04 Vector3 Center - Point to move around
0x10 float Width - X scale of orbit
0x14 float Height - Z scale of orbit
0x18 float Period - Time it takes to complete one orbit
0x1C byte[0x14] null
Spline only
0x04 int Unknown - Yes, this field is actually called "unknown"
0x08 byte[0x28] null
Move Point only
0x04 unsigned int Flags - Always 0
0x08 Asset ID Move Point ID - Move Point to start at
0x0C float Speed - Speed to move at, in units per second
0x10 byte[0x20] null
Mechanism only (BFBB)
0x04 byte Type
  • 0 - Slide only
  • 1 - Rotate only
  • 2 - Slide and Rotate at the same time
  • 3 - Slide then Rotate
  • 4 - Rotate then Slide

All other values default to Rotate only

0x05 byte Movement Loop Mode Flags
  • 1 - Return to start - If set, the object moves forward and back in one cycle. If not set, the object only moves forward.
  • 2 - Don't loop - If set, the object will run one cycle and stop. If not set, the object will continuously run cycles.
0x06 byte Slide Axis
  • 0 - X
  • 1 - Y
  • 2 - Z
0x07 byte Rotate Axis
  • 0 - X
  • 1 - Y
  • 2 - Z
0x08 float Slide Distance
0x0C float Slide Time
0x10 float Slide Accel Time - Ease in time
0x14 float Slide Decel Time - Ease out time
0x18 float Rotate Distance - In degrees
0x1C float Rotate Time
0x20 float Rotate Accel Time - Ease in time
0x24 float Rotate Decel Time - Ease out time
0x28 float Return Delay - Wait time after moving forward
0x2C float Post-Return Delay - Wait time after moving backward
Mechanism only (TSSM)
0x04 byte Type
  • 0 - Slide only
  • 1 - Rotate only
  • 2 - Slide and Rotate at the same time
  • 3 - Slide then Rotate
  • 4 - Rotate then Slide

All other values default to Rotate only

0x05 byte Flags
  • 1 - Return to start - If set, the object moves forward and back in one cycle. If not set, the object only moves forward.
  • 2 - Don't loop - If set, the object will run one cycle and stop. If not set, the object will continuously run cycles.
0x06 byte Slide Axis
  • 0 - X
  • 1 - Y
  • 2 - Z
0x07 byte Rotate Axis
  • 0 - X
  • 1 - Y
  • 2 - Z
0x08 byte[4] unknown
0x0C float Slide Distance
0x10 float Slide Time
0x14 float Slide Accel Time - Ease in time
0x18 float Slide Decel Time - Ease out time
0x1C float Rotate Distance - In degrees
0x20 float Rotate Time
0x24 float Rotate Accel Time - Ease in time
0x28 float Rotate Decel Time - Ease out time
0x2C float Return Delay - Wait time after moving forward
0x30 float Post-Return Delay - Wait time after moving backward
0x34 float unknown
0x38 float unknown
Pendulum only
0x04 byte Flags
0x05 byte Plane - Unknown
0x06 byte[2] Padding
0x08 float Length - The height of the pivot point
0x0C float Range - The amount (in radians) the pendulum swings on each side
0x10 float Period - The time one full swing takes
0x14 float Phase - Start swing offset (in radians), e.g. 6.28 = 1 full swing
0x18 byte[0x18] null
None only
0x04 byte[0x2C] null