Bundle 2/Burnout Paradise: Difference between revisions

Detail memory types better.
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(Detail memory types better.)
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== Memory types ==
AcrossSeparate alldata Bundlechunks versions,are a common theme is the use of separate data chunksused to define what memory type resources are loaded into. These chunks are platform specific (see [[#CgsResource::ESmallResourceMemType|ESmallResourceMemType]]). 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 Graphics Local on PS3, Physical on X360, and Disposable on PC and all Remastered variants. '''In resource documentation, these will be simplified to a "secondary" type.''' On PS3, some resources' secondary portion may be loaded into Graphics System; in that case, it will be listed separately.
=== PS3 ===
 
Note that resources only ever have primary and secondary portions, never a tertiary one. Even in instances where all three memory types are used, such as <code>SHADERS.BUNDLE</code> on PS3, resources only have two portions.
# Main Memory
# Graphics System
# Graphics Local
 
=== Xbox 360 ===
 
# Main Memory
# Physical
# Dummy (unused)
 
=== PC, PS4, Switch ===
 
# Main Memory
# Disposable
# Dummy (unused)
 
== Structures ==
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=== ResourceType ===
See [[Resource Types]].
 
=== CgsResource::ESmallResourceMemType ===
==== PlayStation 3 ====
{| class="wikitable"
! Name !! Value !! Comments
|-
| E_MEMTYPE_MAINMEMORY || 0 ||
|-
| E_MEMTYPE_GRAPHICS_SYSTEM || 1 ||
|-
| E_MEMTYPE_GRAPHICS_LOCAL || 2 ||
|-
| E_MEMTYPE_NUMTYPES || 3 ||
|}
 
==== PS3Xbox 360 ====
{| class="wikitable"
! Name !! Value !! Comments
|-
| E_MEMTYPE_MAINMEMORY || 0 ||
|-
| ? || 1 || PHYSICAL
|-
| ? || 2 || DUMMY
|-
| E_MEMTYPE_NUMTYPES || 3 ||
|}
 
==== PC, PS4, SwitchRemastered ====
{| class="wikitable"
! Name !! Value !! Comments
|-
| E_MEMTYPE_MAINMEMORY || 0
|-
| ? || 1 || DISPOSABLE
|-
| ? || 2 || DUMMY
|-
| E_MEMTYPE_NUMTYPES || 3 ||
|}