GoodEngine/Assets: Difference between revisions

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<u>'''Note:'''</u> Current documentation/research is limited to SpongeBob's Truth or Square only.
 
==Classes of Assets==
===Base assets===
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! Offset !! Type !! Variable !! Description
|-
| 0x00 || long[[AssetID]] || '''id''' || Asset ID of corresponding asset
|-
| 0x08 || uintu32 || '''baseType''' || [[#List of Asset Types|Asset Type]] of corresponding asset
|-
| 0x0C || shortu16 || '''linkCount''' || Leftover from EvilEngine, unused in GoodEngine.
|-
| 0x0E || shortu16 || '''baseFlags''' ||
|}
 
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! Offset !! Type !! Variable !! Description
|-
| 0x10 || byteu8 || '''flags''' ||
|-
| 0x11 || byteu8 || '''subtype'''||
|-
| 0x12 || byteu8 || '''pad''' ||
|-
| 0x13 || byteu8 || '''Targettable''' || Boolean
|-
| 0x14 || byteu8 || '''Pad0''' ||
|-
| 0x15 || byteu8 || '''moreFlags''' ||
|-
| 0x18 || [[AssetID]] || '''surfaceID''' ||
|-
| 0x20 || [[Vector3]] || '''Orientation''' || Yaw, Pitch, Roll rotation vector (in radians)
|-
| 0x2C || [[Vector3]] || '''Pos''' || X, Y, Z position vector
|-
| 0x38 || [[Vector3]] || '''Scale''' || X, Y, Z scale vector
|-
| 0x50 || [[#ModelInstanceAsset|ModelInstanceAsset]] || '''modelInstance''' ||
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! 0x98 || colspan="3" | PhysicsDataStruct
|-
| 0x98 || floatf32 || '''mass''' ||
|-
| 0x9C || floatf32 || '''friction''' ||
|-
| 0xA0 || floatf32 || '''elasticity''' ||
|-
| 0xA4 || floatf32 || '''linearDamping''' ||
|-
| 0xA8 || floatf32 || '''angularDamping''' ||
|-
| 0xAC || floatf32 || '''settleTimer''' ||
|-
| 0xB0 || byteu8 || '''magnetic_Charge''' ||
|-
| 0xB1 || byteu8 || '''pad1''' ||
|-
| 0xB2 || byteu8 || '''pad2''' ||
|-
| 0xB3 || byteu8 || '''pad3''' ||
|-
! 0xB4 || colspan="3" | '''SoundSourcesPhysics'''
|-
| 0xB4 || [[#GoodEngine/SoundBankSource|SoundBankSource]] || '''SoundHit''' ||
|-
| 0xC0 || [[#GoodEngine/SoundBankSource|SoundBankSource]] || '''SoundScrape''' ||
|-
| 0xCC || [[#GoodEngine/SoundBankSource|SoundBankSource]] || '''SoundRoll''' ||
|-
! 0xD8 || colspan="3" | '''PhysicsData'''
|-
| 0xD8 || floatf32 || '''MinVelocity''' ||
|-
| 0xDC || floatf32 || '''MaxVelocity''' ||
|-
| 0xE0 || floatf32 || '''MinRun''' ||
|-
| 0xE4 || floatf32 || '''MaxRun''' ||
|-
| 0xE8 || floatf32 || '''MaxRise''' ||
|-
! colspan="4" |
|-
| 0xEC || uintu32 || '''Pad1''' ||
|-
| 0xF0 || uint || '''Pad2''' ||
|-
| 0xF4 || uint || '''Pad3''' ||
|}
 
====SoundBankSource====
{| class="wikitable"
|-
! Offset !! Type !! Variable !! Description
|-
| 0x00 || byte || '''streamed''' ||
|-
| 0x01 || byte || '''pad1''' || ''0x33''
|-
| 0x02 || byte || '''pad2''' || ''0x33''
|-
| 0x03 || byte || '''pad3''' || ''0x33''
|-
| 0x040xF0 || intu32 || '''sourceStringPad2''' ||
|-
| 0x080xF4 || intu32 || '''indicesPad3''' ||
|}
 
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| 0x08 || [[AssetID]] || '''lightKitID''' ||
|-
| 0x10 || uintu32 || '''instanceParamCount''' ||
|-
| 0x14 || uintu32 || '''renderCustomizerCount''' ||
|-
| 0x18 || uintp32 || '''instanceParams''' ||
|-
| 0x1C || uintp32 || '''renderCustomizers''' ||
|-
| 0x20 || shortu16 || '''shadowType''' ||
|-
| 0x22 || shortu16 || '''shadowFlags''' ||
|-
| 0x24 || floatu32 || '''shadowColorOverride''' ||
|-
| 0x28 || floatf32 || '''shadowMaxDepthOverride''' ||
|-
| 0x2C || floatf32 || '''shadowStartDepthOverride''' ||
|-
| 0x30 || floatu32 || '''shadowMinBlurOverride''' ||
|-
| 0x34 || floatu32 || '''shadowMaxBlurOverride''' ||
|-
| 0x38 || [[AssetID]] || '''parentID''' ||
|}
 
==List of assetAsset typesTypes==
The following is a list of all asset types found across all 7 games as well as which asset types are present in each game, signified by a checkmark (✔).
{| class="wikitable sortable"
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