Common Data Types (Burnout Paradise): Difference between revisions
(Created page.) |
(Vectors and matrices.) |
||
Line 2:
= Set/Array =
A <code>Set</code> or <code>Array</code>, sometimes called <code>CgsSet</code> and <code>CgsArray</code>, is a contiguous series of elements of a specified data type, followed by the number of elements in use.
Though technically separate, <code>Set</code> and <code>Array</code> have the same structure.
As an example, the below is the structure of <code>Set<uint16_t, 8></code>.
Line 13:
| 0x0 || 0x10 || uint16_t[8] || maElements || The elements in the array
|-
| 0x10 || 0x4 || uint32_t || muLength || The number of elements in
|-
| 0x14 || 0x4 || || || padding
Line 19:
= BitArray =
As the name would suggest, a <code>BitArray</code>, sometimes called <code>CgsBitArray</code>, is an array of bits. Unlike an <code>Array</code>, the element count is not part of the structure, making it hardcoded.
Note that a <code>BitArray</code> is stored as a series of <code>uint64_t</code>. This can be confusing if the data is in little endian byte order. Due to this, every <code>BitArray</code>, even when below 64 bits in length, is padded to 64 bits.
Line 32:
= CgsID =
A <code>CgsID</code>
{| class="wikitable"
|-
Line 40:
|}
=
Vectors in Burnout Paradise are structures made up of floats. They are primarily used for positional values but have been used in other cases, such as colors and gear ratios. Though a number of types besides floats are technically supported, they are seemingly never used.
The below structures represent the data held, but many vectors use the <code>VectorIntrinsic</code> type, causing them to be 0x10 long regardless of their structure.
=== VectorIntrinsic ===
{| class="wikitable"
|-
! Name !! Type !! Size
|-
| VectorIntrinsic || float[4] || 0x10
|}
=== Vector2 ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x4 || float || x || X value
|-
| 0x4 || 0x4 || float || y || Y value
|}
=== Vector3 ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x4 || float || x || X value
|-
| 0x4 || 0x4 || float || y || Y value
|-
| 0x8 || 0x4 || float || z || Z value
|}
=== Vector3Plus/Vector4 ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x4 || float || x || X value
|-
| 0x4 || 0x4 || float || y || Y value
|-
| 0x8 || 0x4 || float || z || Z value
|-
| 0xC || 0x4 || float || w || W value
|}
= Matrix =
Matrices are structures made up of vectors. They see similar use to vectors but are three-dimensional rather than planar.
=== Matrix33 ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x10 || Vector3 || xAxis || X axis
|-
| 0x10 || 0x10 || Vector3 || yAxis || Y axis
|-
| 0x20 || 0x10 || Vector3 || zAxis || Z axis
|}
=== Matrix44 ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x10 || Vector4 || xAxis || X axis
|-
| 0x10 || 0x10 || Vector4 || yAxis || Y axis
|-
| 0x20 || 0x10 || Vector4 || zAxis || Z axis
|-
| 0x30 || 0x10 || Vector4 || wAxis || W axis
|}
=== Matrix44Affine ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x10 || Vector3 || xAxis || X axis
|-
| 0x10 || 0x10 || Vector3 || yAxis || Y axis
|-
| 0x20 || 0x10 || Vector3 || zAxis || Z axis
|-
| 0x30 || 0x10 || Vector3 || wAxis || W axis
|}
=== Matrix44AffinePacked ===
{| class="wikitable"
|-
! Offset !! Size !! Type !! Name !! Description
|-
| 0x0 || 0x10 || Vector4 || xAxis || X axis
|-
| 0x10 || 0x10 || Vector4 || yAxis || Y axis
|-
| 0x20 || 0x10 || Vector4 || zAxis || Z axis
|}
= Hashes =
|
Revision as of 22:10, 2 November 2021
Some of the more commonly seen data types in Burnout Paradise. This list is WIP.
Set/Array
A Set
or Array
, sometimes called CgsSet
and CgsArray
, is a contiguous series of elements of a specified data type, followed by the number of elements in use. If the elements are 64 bits long, the element count will usually (but not always) be succeeded by 4 bytes of padding; otherwise, it will have no padding.
Though technically separate, Set
and Array
have the same structure.
As an example, the below is the structure of Set<uint16_t, 8>
.
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x10 | uint16_t[8] | maElements | The elements in the array |
0x10 | 0x4 | uint32_t | muLength | The number of elements in use |
0x14 | 0x4 | padding |
BitArray
As the name would suggest, a BitArray
, sometimes called CgsBitArray
, is an array of bits. Unlike an Array
, the element count is not part of the structure, making it hardcoded.
Note that a BitArray
is stored as a series of uint64_t
. This can be confusing if the data is in little endian byte order. Due to this, every BitArray
, even when below 64 bits in length, is padded to 64 bits.
The below is the structure of BitArray<200>
. Notice how even though the bits only take up 0x19 bytes, 0x20 bytes are allocated.
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x20 | uint64_t[4] | maxBits | The elements in the array |
CgsID
A CgsID
is a typedef of uint64_t
which is heavily used across the game. Its original intent appears to be as a new moniker for GtID, Criterion's in-house compressed string type, and it sees extensive use in this role. However, at times, it is also used to store the IDs colloquially referred to as GameDB IDs. Conversely, GameDB IDs are not always stored as a CgsID
, commonly being a normal uint64_t
or uint32_t
instead.
Name | Type | Size |
---|---|---|
CgsID | uint64_t | 0x8 |
Vector
Vectors in Burnout Paradise are structures made up of floats. They are primarily used for positional values but have been used in other cases, such as colors and gear ratios. Though a number of types besides floats are technically supported, they are seemingly never used.
The below structures represent the data held, but many vectors use the VectorIntrinsic
type, causing them to be 0x10 long regardless of their structure.
VectorIntrinsic
Name | Type | Size |
---|---|---|
VectorIntrinsic | float[4] | 0x10 |
Vector2
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x4 | float | x | X value |
0x4 | 0x4 | float | y | Y value |
Vector3
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x4 | float | x | X value |
0x4 | 0x4 | float | y | Y value |
0x8 | 0x4 | float | z | Z value |
Vector3Plus/Vector4
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x4 | float | x | X value |
0x4 | 0x4 | float | y | Y value |
0x8 | 0x4 | float | z | Z value |
0xC | 0x4 | float | w | W value |
Matrix
Matrices are structures made up of vectors. They see similar use to vectors but are three-dimensional rather than planar.
Matrix33
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x10 | Vector3 | xAxis | X axis |
0x10 | 0x10 | Vector3 | yAxis | Y axis |
0x20 | 0x10 | Vector3 | zAxis | Z axis |
Matrix44
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x10 | Vector4 | xAxis | X axis |
0x10 | 0x10 | Vector4 | yAxis | Y axis |
0x20 | 0x10 | Vector4 | zAxis | Z axis |
0x30 | 0x10 | Vector4 | wAxis | W axis |
Matrix44Affine
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x10 | Vector3 | xAxis | X axis |
0x10 | 0x10 | Vector3 | yAxis | Y axis |
0x20 | 0x10 | Vector3 | zAxis | Z axis |
0x30 | 0x10 | Vector3 | wAxis | W axis |
Matrix44AffinePacked
Offset | Size | Type | Name | Description |
---|---|---|---|---|
0x0 | 0x10 | Vector4 | xAxis | X axis |
0x10 | 0x10 | Vector4 | yAxis | Y axis |
0x20 | 0x10 | Vector4 | zAxis | Z axis |
Hashes
Criterion used several hash formats, including HashInt/TypeID
(AttribSys), ID
(Bundle), and CgsSound::PlayBack::Hash
(Registry). Todo.