Bundle (original): Difference between revisions

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Separate data chunks are used to define what memory type resources are loaded into. These chunks are platform specific (see [[#Base resource types|base resource types]]). Keep these in mind when viewing the structures.
 
Resources always have data in Main Memory. If the resource is split, headers are loaded into Main Memory, while the other portion is typically loaded into into Graphics Local on PS3 and Physical on Xbox 360. '''In resource documentation, these will be simplified to a "secondary" type.''' Resources only ever have primary and secondary portions. On PS3, some resources' secondary portion may be loaded into Graphics System; in that case, it will be listed separately.
 
Keep these in mind when viewing the structures.
 
= Structures =
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| 0x3C || 0x18 || [[#rw::Resource|Resource]][6] || mAllocatedResource || Memory address of each chunk ||
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| 0x54 || 0x4 || uint32_t || mHashTableOffset || Resource IDs offset || List of [[Resource ID|resource IDs]]
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| 0x58 || 0x4 || uint32_t || mResourceEntriesOffset || Resource entries offset || See [[#CgsResource::Bundle::ResourceEntry|ResourceEntry]]
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| 0x34 || 0x14 || [[#rw::Resource|Resource]][5] || mAllocatedResource || Memory address of each chunk ||
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| 0x48 || 0x4 || uint32_t || mHashTableOffset || Resource IDs offset || List of [[Resource ID|resource IDs]]
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| 0x4C || 0x4 || uint32_t || mResourceEntriesOffset || Resource entries offset || See [[#CgsResource::Bundle::ResourceEntry|ResourceEntry]]
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| 0x2C || 0x10 || [[#rw::Resource|Resource]][4] || mAllocatedResource || Memory address of each chunk ||
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| 0x3C || 0x4 || uint32_t || mHashTableOffset || Resource IDs offset || List of [[Resource ID|resource IDs]]
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| 0x40 || 0x4 || uint32_t || mResourceEntriesOffset || Resource entries offset || See [[#CgsResource::Bundle::ResourceEntry|ResourceEntry]]
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