EvilEngine/PICK: Difference between revisions
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{{#vardefine:type|[[Binary]]}}<nowiki/> |
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{{#vardefine:games|Scooby BFBB TSSM ROTU}}<nowiki/> |
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{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zPickupTable.h zPickupTable.h]}}<nowiki/> |
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Game/zPickupTable.h zPickupTable.h]}}<nowiki/> |
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Revision as of 13:59, 3 June 2022
PICK | |
---|---|
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:
Offset | Type | Description |
---|---|---|
0x00 | unsigned int | Magic - 0x5049434B ("PICK") |
0x04 | unsigned int | Count - amount of entries |
After the header is the entries themselves. Each entry has the following format:
Offset | Type | Description |
---|---|---|
0x00 | unsigned int | pickupHash. Used by PKUP assets to define pickup type. |
0x04 | unsigned char | pickupType. Usually 0xCD. |
0x05 | unsigned char | pickupIndex. Usually 0xCD. |
0x06 | unsigned short | pickupFlags. Usually 0x0000. |
0x08 | unsigned int | quantity. Usually 1. |
0x0C | unsigned int (Model AssetID) | modelID |
0x10 | unsigned int (AssetID) | animID. Usually 0. |