HUD Message Sequence
HudMessageSequence | |
---|---|
Resource names | *.hms *Sequence name, e.g. DTArmRvSt |
Type ID | 0x2E |
Category | Generic |
Memory distribution |
Main Memory only |
Editor available? |
No |
Development |
HUD message sequence resources contain a set of HUD message IDs so the messages can be displayed in sequence. It is only used in early development builds. Resources can be found in HUDMESSAGESEQUENCES.HMSC.
This type was removed from Burnout Paradise Remastered on PS4 but reintroduced in the PC and Switch releases.
Structures
No structures are available in the debug data. All data is from user research.
CgsGui::GuiHudMessageSequenceResource
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | CgsID | ? | Sequence ID | |
0x8 | 0xD | char[13] | ? | Sequence name | |
0x15 | 0x3 | Padding | |||
0x18 | 0x4 | uint32_t | ? | Format version? | Always 1 |
0x1C | 0x4 | uint32_t | ? | Resource size | |
0x20 | 0x24 | ? | ? | Always null | |
0x44 | 0x4 | uint32_t | ? | Number of entries used | |
0x48 | 0x180 | Entry[8] | ? | Entries |
Entry
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | CgsID | ? | Message name | |
0x8 | 0x4 | float | ? | Seconds to wait before next message in sequence? | Always 5 |
0xC | 0x20 | ? | ? | All bytes are 0xFF | |
0x2C | 0x4 | ? | ? | Padding? |