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SpongebobHeavy Squarepants:Iron Battlegames Forstore Bikiniall Bottomof workstheir bydata usingfor each scene in '''assets''', which can be different formats such as models, textures, animations, object placement information, and many others. Assets are defined by AHDR sections in the [[HIP (File Format)|HIP archives]] and uniquely identified by their [[Asset ID]]. It is not yet known what all different asset types do.
 
==Classes of Assets==
There are many different asset types, but they can be grouped into classes that have similar properties.
 
===RenderwareRenderWare Streams===
{{Main|RenderWare}}
These are assets whose data is composed of a Renderware binary stream, with the tree structure commonly found in them. These assets can be opened in [https://www.gta-modding.com/area/file-33-rw-analyze.html RW Analyze]. They are: [[BSP]], [[JSP]], [[MODL]], [[RWTX]].
These are assets whose data is composed of a RenderWare binary stream, with the tree structure commonly found in them. These assets can be opened in [https://www.gta-modding.com/area/file-33-rw-analyze.html RW Analyze]. They are: [[BSP]], [[JSP]], [[MODL]], [[EvilEngine/Texture_Format|RWTX]], [[EvilEngine/Texture_Format|TEXS]].
 
===ObjectBase Assets===
Many assets extend from Base Assets (also referred to as object assets), which define objects in the level that can interact with each other by using [[Events#Links|links]]. Base assets start with an 8 byte header, defined by the <code>xBaseAsset</code> struct:
Object assets are a class which start with the following 8 byte header, and are able to send and recieve [[events]].
 
<source lang=cpp>
struct xBaseAsset
{
unsigned int id;
unsigned char baseType;
unsigned char linkCount;
unsigned short baseFlags;
}
</source>
 
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x00 || [[AssetID]] || '''Asset IDid''' || [[Asset ID]] of entry. Should match the asset ID of the asset in the [[HIP (File Format)#AHDR|AHDR]].
|-
| 0x04 || byte || '''Object IDbaseType''' || Unique to each objectbase asset type. The asset table below shows the objectbase IDtype for each type.
|-
| 0x05 || '''linkCount''' || The number of links present at/near the end of the asset.
| 0x05 || byte || '''Number of Events''' ||
|-
| 0x06 || short || '''FlagsbaseFlags''' || Common flags represented as a 16-bit bitfield although only the 5 lowest bits are ever used.
* 10x1 - '''Enabled''' - Initial enabled/disabled state. 0If =the object is disabled, 1it =won't enabledreceive events.
* 0x2 - '''Persistent''' - If an asset is persistent, it will keep track of its current state and restore it on the next scene prepare (player respawn, level reload, etc.) For example, if you make a [[BUTN|button]] persistent and press it in-game, the next time you load the level the button will automatically re-press itself.
* 2 - unknown
* 40x4 - unknown'''Valid''' - Always 1.
* 0x8 - '''Visible During Cutscenes''' - Whether to keep the object visible or not during cutscenes.
* 8 - unknown
* 160x10 - '''Receive Shadows''' - UsedWhether byto somereceive placeableshadows assetfrom typesthe butplayer, notNPCs, allpickups, etc. Asset types known to use this flag: [[BUTN]], [[PLAT]], [[SIMP]]
|}
 
The data that follows this header differs depending on the asset type. Some objectbase assets are placeableentity assets as well (defined below).
 
These objects have, at the end of their data, an array of [[eventsEvents#Links|links]], with the amount of entries specified in this header. The only exception for this is the [[PLYR]] assets, which still has one field after the events.
 
===PlaceableEntity Assets===
PlaceableEntity assets (also referred to as placeable assets) are objectbase assets which have a 3D placement in the world and the following common header (not all objects with a position follow this, though; for example, [[MRKR]] have a position but are not even objectbase assets). They start with thea 80x54 byte objectheader, assetwhich headeris detaileddefined above,by thenthe are<code>xEntAsset</code> followedstruct by(which thisextends from <code>xBaseAsset</code>):
 
<source lang=cpp>
struct xEntAsset : xBaseAsset
{
unsigned char flags;
unsigned char subtype;
unsigned char pflags;
unsigned char moreFlags;
unsigned char pad;
unsigned int surfaceID;
xVec3 ang;
xVec3 pos;
xVec3 scale;
float redMult;
float greenMult;
float blueMult;
float seeThru;
float seeThruSpeed;
unsigned int modelInfoID;
unsigned int animListID;
};
</source>
 
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x08 || byte || '''Visibility flags''' || 0Flags isstored invisiblein a bitfield, 1most islikely visiblerelated to visibility. Can be changed dynamically mid-game through events. Does not apply to every type.(?)
* 1 - '''Visible''', used by [[BOUL]], [[BUTN]], [[DSTR]], [[EGEN]], [[PKUP]], [[PLAT]], [[PLYR]], [[SIMP]], [[TRIG]], [[UI]], [[UIFT]], [[VIL]]
* 2 - '''Stackable'''. Enabling this will cause the object to fall down and stack on top of other objects. This is mainly used for [[DSTR|Destructible Objects]], such as a table with a picture on top of it (when the table is destroyed, the picture falls to the ground). Note that this disables [[PLAT]] movement. Works with [[PLAT]], [[BUTN]], [[DSTR]], [[VIL]] (?), and possibly others. Enabling this on a [[SIMP]] will crash the game.
* 4 - Unused
* 8 - '''Unknown''', used by [[PLAT]]
* 16 - Unused
* 32 - Unused
* 64 - '''No Shadow''', only used by [[VIL]] and doesn't affect tikis. Disables shadow rendering.
* 128 - Unused
|-
| 0x09 || byte || '''Type flagssubType''' || Defines the typesubtype of the asset. (suchUsually as0 whetherexcept the trigger is a sphere or a cube, or iffor the pickup is a shiny object, sock, spatula etc). Does not applyasset totypes everylisted typebelow.
* [[PKUP]] - [[PKUP#Types (0x09)|Pickup types]]
* [[PLAT]] - [[PLAT#Types (0x09)|Platform types]]
* [[TRIG]] - 0 = Box, 1 = Sphere, 2 = Cylinder
|-
| 0x0A || byte || '''Unknown flagspflags''' || Always 0.
|-
| 0x0B || byte || '''Solidity flagsmoreFlags''' || 0Flags =stored unsolid, 1 = collision isin a boxbitfield, aroundmost thelikely model,related 2to = solidcollision. Can be changed dynamically mid-game through events. Does(?) notAlways apply0 tofor [[BOUL]], [[PLYR]], everyand type[[TRIG]].
* 1 - Unused
* 2 - '''Precise Collision''' - When enabled, the collision shape is the exact shape of the model. When disabled, the collision shape is the bounding box of the model. Used by [[BUTN]], [[DSTR]], [[EGEN]], [[PKUP]], [[PLAT]], [[SIMP]], [[UI]], [[UIFT]], [[VIL]]
* 4 - Unknown, used by [[EGEN]]
* 8 - '''Grab''' - When enabled, all [[SIMP]], [[VIL]], [[DEST]] and [[BOUL]] assets are grabbable by Patrick.
* 16 - '''Hittable''' - When enabled, the object detects when it is hit and sends Hit events. It also generates bubbles when hit with the Bubble Spin and destroys the Bubble Bowl and Cruise Bubble immediately upon impact. This flag will automatically enable in-game if the asset is a [[VIL]], [[DSTR]], [[BUTN]], [[BOUL]], or Paddle [[PLAT]], OR if the asset has any [[Essentials Series/Links|Links]] that receive any of the Hit events.
* 32 - '''Animate Collision''' - When enabled, the collision shape will update during the model's [[ANIM|Animation]] if it has one. '''Precise Collision''' must also be enabled, or weird collision effects will occur. Used by [[PLAT]], [[SIMP]]
* 64 - Unused
* 128 - '''Ledge Grab''' - When enabled, the player can ledge grab the object. '''Precise Collision''' must also be enabled. Used by [[PLAT]], [[SIMP]]
|-
| 0x0C || '''pad''' || Always null. '''Not present in some versions of entity assets''', mainly beta/unused assets and non-BFBB assets. Those assets only have a 0x50-byte header.
| 0x0C || [[AssetID]] || Unknown || Varies depending on type, usually null
|-
| 0x10 || '''surfaceID''' || [[SURF]] ID for [[SIMP]], [[PLAT]], [[UI]], [[EGEN]], and possibly others.
| 0x10 || [[AssetID]] || Unknown || Varies depending on type, usually null. '''Present only in BFBB'''.
|-
| 0x14 || Vector3 || '''Rotationang''' || A (YYaw, XPitch, ZRoll) rotation vector (in radians).
|-
| 0x20 || Vector3 || '''Positionpos''' || A (X, Y, Z) position vector.
|-
| 0x2C || Vector3 || '''Scalescale''' || A (X, Y, Z) scale vector.
|-
| 0x38 || Vector4 || '''ColorredMult''' || A (R, G, B, A)Red color vectormultiplier (values range from 0 to 1).
|-
| 0x48 || float0x3C || '''UnknowngreenMult''' || UsuallyGreen 255.color multiplier (0 in allto types1).
|-
| 0x40 || '''blueMult''' || Blue color multiplier (0 to 1).
| 0x4C || [[AssetID]] || '''Model asset ID'''. || Asset ID of [[MINF]] or [[MODL]] of entry. Sometimes null (for triggers, for example).
|-
| 0x44 || '''seeThru''' || Alpha color multiplier (0 to 1).
| 0x50 || [[AssetID]] || Unknown || Related to previous one (secondary model?)
|-
| 0x48 || '''seeThruSpeed''' || Usually 255.0 in all types.
|-
| 0x4C || '''modelInfoID''' || [[MODL]]/[[MINF]] ID for [[BOUL]], [[BUTN]], [[DSTR]], [[EGEN]], [[HANG]], [[PEND]], [[PLAT]], [[PKUP]], [[PLYR]], [[SIMP]], [[UI]] and [[VIL]]
|-
| 0x50 || '''animListID''' || [[ALST]]/[[ANIM]] ID for [[SIMP]], [[PLAT]], [[DSTR]], and possibly others. [[SND]] ID for [[UI]].
|}
 
==List of asset types==
The following is a list of all asset types found across all 56 games. Columnsas 1well through 5 represent the games ordered by their release dates, and specifyas which asset types are usedpresent in each game, signified by a checkmark (✔).
 
# Scooby-Doo! Night of 100 Frights
# SpongeBob SquarePants: Battle for Bikini Bottom
# The SpongeBob SquarePants Movie
# The Incredibles
# The Incredibles: Rise of the Underminer
 
{| class="wikitable sortable"
|+
! Asset !! Description !! Type !! Base Type !! [[:Category:Scooby|Scooby]] !! [[:Category:BFBB|BFBB]] !! [[:Category:TSSM|TSSM]] !! [[:Category:Incredibles|Incredibles]] !! [[:Category:ROTU|ROTU]] !! [[:Category:RatProto|RatProto]] !! Notes
! Asset
{{AutoAssetTableRow|ALST}}
! Description
{{AutoAssetTableRow|ANIM}}
! Type
{{AutoAssetTableRow|ATBL}}
! Object ID
{{AutoAssetTableRow|ATKT}}
! 1
{{AutoAssetTableRow|BINK}}
! 2
{{AutoAssetTableRow|BOUL}}
! 3
{{AutoAssetTableRow|BSP|BSP level models are unused in BFBB, but still supported.}}
! 4
{{AutoAssetTableRow|BUTN}}
! 5
{{AutoAssetTableRow|CAM}}
{{AutoAssetTableRow|CCRV}}
{{AutoAssetTableRow|CNTR}}
{{AutoAssetTableRow|COLL}}
{{AutoAssetTableRow|COND}}
{{AutoAssetTableRow|CRDT}}
{{AutoAssetTableRow|CSN|Unused in ROTU (cutscenes are FMV's), but still supported.}}
{{AutoAssetTableRow|CSNM|Unused in ROTU, but still supported.}}
|-
| align=center | [[ALSTEvilEngine/Sound_Format|CSSS]]
|| Cutscene Streaming Sound
|| Animation list
|| [[Binary]]
| align=center | -
|| || || ✔ || ✔ || ✔ || || Unused in ROTU, but still supported.
{{AutoAssetTableRow|CTOC|Unused in ROTU, but still supported.}}
{{AutoAssetTableRow|DEST}}
{{AutoAssetTableRow|DPAT}}
{{AutoAssetTableRow|DSCO}}
{{AutoAssetTableRow|DSTR}}
{{AutoAssetTableRow|DTRK}}
{{AutoAssetTableRow|DUPC}}
{{AutoAssetTableRow|DYNA}}
{{AutoAssetTableRow|EGEN}}
{{AutoAssetTableRow|ENV}}
{{AutoAssetTableRow|FLY|FLY assets are only used in cutscenes in The Incredibles}}
{{AutoAssetTableRow|FOG}}
{{AutoAssetTableRow|GRSM}}
{{AutoAssetTableRow|GRUP}}
{{AutoAssetTableRow|GUST}}
{{AutoAssetTableRow|HANG}}
{{AutoAssetTableRow|JAW}}
{{AutoAssetTableRow|JSP}}
{{AutoAssetTableRow|LITE|LITE assets are unused in BFBB, but are still supported.}}
{{AutoAssetTableRow|LKIT}}
{{AutoAssetTableRow|LOBM}}
{{AutoAssetTableRow|LODT}}
{{AutoAssetTableRow|MAPR}}
{{AutoAssetTableRow|MINF}}
{{AutoAssetTableRow|MODL}}
{{AutoAssetTableRow|MPHT}}
{{AutoAssetTableRow|MRKR}}
{{AutoAssetTableRow|MVPT}}
{{AutoAssetTableRow|NGMS|'''Base Type notes:'''<br>0x9A is only used in Rise of the Underminer.<br>0xCD is only used in The Incredibles.}}
{{AutoAssetTableRow|NPC}}
{{AutoAssetTableRow|NPCS}}
{{AutoAssetTableRow|ONEL}}
{{AutoAssetTableRow|PARE}}
{{AutoAssetTableRow|PARP}}
{{AutoAssetTableRow|PARS}}
{{AutoAssetTableRow|PEND|PEND assets are unused in every game past Scooby, but are still supported.}}
{{AutoAssetTableRow|PGRS}}
{{AutoAssetTableRow|PICK}}
{{AutoAssetTableRow|PIPT}}
{{AutoAssetTableRow|PKUP}}
{{AutoAssetTableRow|PLAT}}
{{AutoAssetTableRow|PLYR}}
{{AutoAssetTableRow|PORT}}
{{AutoAssetTableRow|PRJT}}
{{AutoAssetTableRow|RANM}}
{{AutoAssetTableRow|RAW}}
|-
| align=center | [[ANIMEvilEngine/Texture_Format|RWTX]]
|| AnimationTexture
|| [[RenderWare]]
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|SCRP|SCRP assets are unused in Scooby and BFBB, but are still supported.<br>(AR codes, and/or IPS patches are required)}}
{{AutoAssetTableRow|SDFX}}
{{AutoAssetTableRow|SFX}}
{{AutoAssetTableRow|SGRP}}
{{AutoAssetTableRow|SHDW}}
{{AutoAssetTableRow|SHRP}}
{{AutoAssetTableRow|SIMP}}
{{AutoAssetTableRow|SLID}}
|-
| align=center | [[ATBLEvilEngine/Sound_Format|SND]]
|| Animation Table
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[ATKT]]
|| Attack Table
|| Binary
| align=center | -
|| || || || ✔ ||
|-
| align=center | [[BINK]]
|| Bink Video?
|| Binary
| align=center | -
|| || || || ✔ || ✔
|-
| align=center | [[BOUL]]
|| Boulder
|| Placeable
| align=center | 0x2F
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[BSP]]
|| Level Model
|| RenderWare
| align=center | -
|| ✔ || || || ||
|-
| align=center | [[BUTN]]
|| Button
|| Placeable
| align=center | 0x18
|| ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[CAM]]
|| Camera
|| Object
| align=center | 0x07
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[CCRV]]
|| Camera Curve
|| Object
| align=center | 0x8D
|| || || || || ✔
|-
| align=center | [[CNTR]]
|| Counter
|| Object
| align=center | 0x16
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[COLL]]
|| Collision Table
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[COND]]
|| Conditional
|| Object
| align=center | 0x1F
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[CRDT]]
|| Credits
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[CSN]]
|| Cutscene
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ ||
|-
| align=center | [[CSNM]]
|| Cutscene Mgr
|| Object
| align=center | 0x28
|| ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[CSSS]]
|| Cutscene Streaming Sound?
|| Binary
| align=center | -
|| || || ✔ || ✔ ||
|-
| align=center | [[CTOC]]
|| Cutscene TOC
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[DEST]]
|| Destructible?
|| Binary
| align=center | -
|| || || ✔ || ✔ || ✔
|-
| align=center | [[DPAT]]
|| Dispatcher
|| Object
| align=center | 0x1E
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[DSCO]]
|| Disco Floor
|| Object
| align=center | 0x00
|| || ✔ || ✔ || ||
|-
| align=center | [[DSTR]]
|| Destructible Object
|| Placeable
| align=center | 0x1B
|| ✔ || ✔ || || ||
|-
| align=center | [[DTRK]]
||
|| Object
| align=center | 0xCD
|| || || || ✔ ||
|-
| align=center | [[DUPC]]
||
|| Object
| align=center | 0x42
|| || || || ✔ ||
|-
| align=center | [[DYNA]]
|| Dynamic Type
|| Object
| align=center | 0x00
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[EGEN]]
|| Electric Arc Generator
|| Placeable
| align=center | 0x29
|| ✔ || ✔ || ✔ || ||
|-
| align=center | [[ENV]]
|| Environment
|| Object
| align=center | 0x05
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[FLY]]
|| Flythrough
|| Binary
| align=center | -
|| || ✔ || ✔ || ||
|-
| align=center | [[FOG]]
|| Fog
|| Object
| align=center | 0x24
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[GRSM]]
|| Grass Mesh
|| Object
| align=center | 0xCD
|| || || || ✔ ||
|-
| align=center | [[GRUP]]
|| Group
|| Object
| align=center | 0x11
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[GUST]]
|| Gust
|| Object
| align=center | 0x1C
|| ✔ || || || ||
|-
| align=center | [[HANG]]
|| Hangable
|| Placeable
| align=center | 0x17
|| ✔ || || || || ✔
|-
| align=center | [[JAW]]
|| Jaw Data
|| Binary
| align=center | -
|| || ✔ || ✔ || || ✔
|-
| align=center | [[JSP]]
|| Level Model
|| RenderWare
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[LITE]]
|| Light
|| Object
| align=center | 0x25
|| ✔ || || || ||
|-
| align=center | [[LKIT]]
|| LightKit
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[LOBM]]
|| LobMaster
|| Object
| align=center | 0x23
|| ✔ || || || ||
|-
| align=center | [[LODT]]
|| LOD Table
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[MAPR]]
|| Material Map
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[MINF]]
|| Model Info
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[MODL]]
|| RenderWare DFF
|| RenderWare
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[MPHT]]
|| Morph Target?
|| Binary
| align=center | -
|| ✔ || || || ||
|-
| align=center | [[MRKR]]
|| Marker
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[MVPT]]
|| Move Point
|| Object
| align=center | 0x0D
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[NGMS]]
|| NavMesh
|| Object
| align=center | 0x9A<br>0xCD
|| || || || ✔ || ✔ || '''Object ID notes:'''<br>0x9A is only used in Rise of the Underminer.<br>0xCD is only used in The Incredibles.
|-
| align=center | [[NPC]]
|| NPC
|| Object
| align=center | 0x02
|| ✔ || || || ||
|-
| align=center | [[NPCS]]
|| NPC Settings
|| Binary
| align=center | -
|| || || || ✔ || ✔
|-
| align=center | [[ONEL]]
|| One-Liners
|| Binary
| align=center | -
|| || || || ✔ ||
|-
| align=center | [[PARE]]
|| Particle Emitter
|| Object
| align=center | 0x26
|| ✔ || ✔ || ✔ || || ✔
|-
| align=center | [[PARP]]
|| Particle Emitter Property
|| Object
| align=center | 0x2E
|| || ✔ || ✔ || || ✔
|-
| align=center | [[PARS]]
|| Particle System
|| Object
| align=center | 0x27
|| ✔ || ✔ || ✔ || || ✔
|-
| align=center | [[PEND]]
|| Pendulum
|| Placeable
| align=center | 0x12
|| ✔ || || || ||
|-
| align=center | [[PGRS]]
|| Prog(?) Script
|| Object
| align=center | 0x75
|| || || || ✔ || ✔
|-
| align=center | [[PICK]]
|| Pickup Table
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || || ✔
|-
| align=center | [[PIPT]]
|| Pipe Info Table
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[PKUP]]
|| Pickup
|| Placeable
| align=center | 0x04
|| ✔ || ✔ || ✔ || ||
|-
| align=center | [[PLAT]]
|| Platform
|| Placeable
| align=center | 0x06
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[PLYR]]
|| Player
|| Placeable
| align=center | 0x03
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[PORT]]
|| Portal
|| Object
| align=center | 0x10
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[PRJT]]
|| Projectile
|| Object
| align=center | 0x22
|| ✔ || || || ||
|-
| align=center | [[RANM]]
|| Reactive Animation List
|| Object
| align=center | 0x00
|| || || ✔ || ✔ ||
|-
| align=center | [[RAW]]
|| Raw Image
|| Binary
| align=center | -
|| || ✔ || || ✔ || ✔
|-
| align=center | [[RWTX]]
|| Texture Dictionary
|| RenderWare
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[SCRP]]
|| Script
|| Object
| align=center | 0x2A
|| || || ✔ || ✔ || ✔
|-
| align=center | [[SDFX]]
|| Sound FX
|| Object
| align=center | 0x4B
|| || || ✔ || ✔ || ✔
|-
| align=center | [[SFX]]
|| Sound FX
|| Object
| align=center | 0x13
|| ✔ || ✔ || || ||
|-
| align=center | [[SGRP]]
|| Sound Group
|| Object
| align=center | 0x4A
|| || || ✔ || ✔ || ✔
|-
| align=center | [[SHDW]]
|| Simple Shadow Table
|| Binary
| align=center | -
|| || ✔ || || ||
|-
| align=center | [[SHRP]]
|| Shrapnel
|| Binary
| align=center | -
|| || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[SIMP]]
|| Simple Object
|| Placeable
| align=center | 0x0B
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[SLID]]
|| Slide Property
|| Object
| align=center | 0x46
|| || || || ✔ ||
|-
| align=center | [[SND]]
|| Sound
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[EvilEngine/Sound_Format|SNDI]]
|| Sound Info
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
|-
| align=center | [[EvilEngine/Sound_Format|SNDS]]
|| Streaming Sound
|| [[Binary]]
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|SPLN}}
{{AutoAssetTableRow|SPLP}}
{{AutoAssetTableRow|SSET}}
{{AutoAssetTableRow|SUBT}}
{{AutoAssetTableRow|SURF}}
|-
| align=center | [[SPLNEvilEngine/Texture_Format|TEXS]]
|| Streaming Texture
|| Spline
|| [[RenderWare]]
|| Object
| align=center | 0x49
|| || || ✔ || ✔ || ✔
|-
| align=center | [[SPLP]]
|| Spline Path
|| Binary
| align=center | -
|| || || ✔ || ✔ || ✔ || ✔ ||
{{AutoAssetTableRow|TEXT}}
|-
{{AutoAssetTableRow|TIMR}}
| align=center | [[SSET]]
{{AutoAssetTableRow|TPIK}}
|| Scene Settings
{{AutoAssetTableRow|TRIG}}
|| Object
{{AutoAssetTableRow|TRWT}}
| align=center | 0x54
{{AutoAssetTableRow|UI}}
|| || || || ✔ ||
{{AutoAssetTableRow|UIFT}}
|-
{{AutoAssetTableRow|UIM}}
| align=center | [[SUBT]]
{{AutoAssetTableRow|VIL}}
|| Subtitles
{{AutoAssetTableRow|VILP}}
|| Object
{{AutoAssetTableRow|VOLU|VOLU is not present in The Incredibles, but there is code for it}}
| align=center | 0x00
{{AutoAssetTableRow|WIRE}}
|| || || || ✔ || ✔
{{AutoAssetTableRow|ZLIN}}
|-
| align=center | [[SURF]]
|| Surface
|| Object
| align=center | 0x1A
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[TEXS]]
||
|| Binary
| align=center | -
|| || || ✔ || ✔ || ✔
|-
| align=center | [[TEXT]]
|| Text
|| Binary
| align=center | -
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[TIMR]]
|| Timer
|| Object
| align=center | 0x0E
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[TPIK]]
|| Pickup Types
|| Object
| align=center | 0x00
|| || || || ✔ || ✔
|-
| align=center | [[TRIG]]
|| Trigger
|| Placeable
| align=center | 0x01
|| ✔ || ✔ || ✔ || ✔ || ✔
|-
| align=center | [[TRWT]]
|| Throwables
|| Object
| align=center | 0x00
|| || || || ✔ || ✔
|-
| align=center | [[UI]]
|| UI
|| Placeable
| align=center | 0x20
|| ✔ || ✔ || || ||
|-
| align=center | [[UIFT]]
|| UI Font
|| Placeable
| align=center | 0x21
|| ✔ || ✔ || || ||
|-
| align=center | [[UIM]]
|| UI Motion
|| Object
| align=center | 0x53
|| || || ✔ || ✔ || ✔
|-
| align=center | [[VIL]]
|| NPC
|| Placeable
| align=center | 0x2B
|| || ✔ || || ✔ ||
|-
| align=center | [[VILP]]
|| NPC Properties
|| Binary
| align=center | -
|| || ✔ || || ||
|-
| align=center | [[VOLU]]
|| Volume
|| Object
| align=center | 0x1D
|| ✔ || || || || ✔
|-
| align=center | [[WIRE]]
|| Wireframe
|| Binary
| align=center | -
|| || || || ✔ || ✔
|-
| align=center | [[ZLIN]]
|| Zip Line
|| Object
| align=center | 0x40
|| || || || ✔ ||
|}
 
[[Category:ModdingEvilEngine]]