EvilEngine/PICK: Difference between revisions
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<onlyinclude> |
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{{AssetInfobox |
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{{#vardefine:typeid|PICK}}<nowiki/> |
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|subtitle=Pickup Table |
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{{#vardefine:name|Pickup Table}}<nowiki/> |
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|type=[[Binary]] |
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{{#vardefine:type|[[Binary]]}}<nowiki/> |
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|games=Night of 100 Frights<br>Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie<br>Rise of the Underminer |
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{{#vardefine:basetype|}}<nowiki/> |
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⚫ | |||
{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU RatProto}}<nowiki/> |
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{{#vardefine:image|}}<nowiki/> |
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</onlyinclude> |
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{{AutoAssetInfobox}} |
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A '''pickup table''' is an asset which usually has only one instance in the entire game (in boot.hip) and defines information regarding pickups. |
A '''pickup table''' is an asset which usually has only one instance in the entire game (in boot.hip) and defines information regarding pickups. |
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The asset data starts with an 8-byte header: |
The asset data starts with an 8-byte header: |
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===zAssetPickupTable=== |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Description |
! Offset !! Type !! Variable !! Description |
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|- |
|- |
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| 0x00 || |
| 0x00 || uint || '''Magic''' || 0x5049434B ("PICK") |
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|- |
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| 0x04 || |
| 0x04 || uint || '''Count''' || Amount of entries |
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|} |
|} |
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After the header is the entries themselves. Each entry has the following format: |
After the header is the entries themselves. Each entry has the following format: |
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===zAssetPickup=== |
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{| class="wikitable" |
{| class="wikitable" |
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! Offset !! Type !! Description |
! Offset !! Type !! Variable !! Description |
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|- |
|- |
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| 0x00 || |
| 0x00 || uint || '''pickupHash''' || Used by [[PKUP]] assets to define pickup type. |
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|- |
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| 0x04 || |
| 0x04 || byte || '''pickupType''' || Usually 0xCD. |
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|- |
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| 0x05 || |
| 0x05 || byte || '''pickupIndex''' || Usually 0xCD. |
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|- |
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| 0x06 || |
| 0x06 || ushort || '''pickupFlags''' || Usually 0x0000. |
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|- |
|- |
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| 0x08 || |
| 0x08 || uint || '''quantity''' || Usually 1. |
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|- |
|- |
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| 0x0C || |
| 0x0C || [[AssetID]] || '''modelID''' || |
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|- |
|- |
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| 0x10 || |
| 0x10 || [[AssetID]] || '''animID''' || Usually 0. |
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|} |
|} |
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{{Assets}} |
{{Assets}} |
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{{AutoGameNavs}} |
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[[Category:Asset]] |
[[Category:Asset]] |
Latest revision as of 22:47, 15 September 2022
PICK | |
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Pickup Table | |
Type | Binary |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | zPickupTable.h |
A pickup table is an asset which usually has only one instance in the entire game (in boot.hip) and defines information regarding pickups.
Format
The asset data starts with an 8-byte header:
zAssetPickupTable
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | uint | Magic | 0x5049434B ("PICK") |
0x04 | uint | Count | Amount of entries |
After the header is the entries themselves. Each entry has the following format:
zAssetPickup
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | uint | pickupHash | Used by PKUP assets to define pickup type. |
0x04 | byte | pickupType | Usually 0xCD. |
0x05 | byte | pickupIndex | Usually 0xCD. |
0x06 | ushort | pickupFlags | Usually 0x0000. |
0x08 | uint | quantity | Usually 1. |
0x0C | AssetID | modelID | |
0x10 | AssetID | animID | Usually 0. |