Common Data Types (Burnout Paradise)
Some of the more commonly seen data types in Burnout Paradise.
CgsSet/CgsArray[edit | edit source]
A CgsSet
, or Set
, and CgsArray
, or Array
, 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 | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
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 |
CgsBitArray/CgsFastBitArray[edit | edit source]
A CgsBitArray
, or BitArray
, and CgsFastBitArray
, or FastBitArray
, is a contiguous 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
has a length which is a multiple of 8 bytes.
The below is the structure of BitArray<200>
. Notice how even though the bits only take up 0x19 bytes, 0x20 bytes are allocated.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x20 | uint64_t[4] | maxBits | The elements in the array |
CgsID[edit | edit source]
![]() | CgsID Functions C++ functions for encoding and decoding CgsIDs. |
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.
A CgsID
can be encoded and decoded using CgsID Tool, which uses the functions listed in the subpage, or with BurnoutHasher. Both are command-line applications. Use -d
or -e
followed by the desired value to decode or encode; e.g. CgsID_Tool.exe -d PUSMC01
.
Name | Type | Length | Comments |
---|---|---|---|
CgsID | uint64_t | 0x8 |
Vectors[edit | edit source]
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 under the vector name.
The below structures represent the data held. Some use the FPU model, where the vectors are represented by a series of float fields. Others use the VPU model where a 128-bit space is used (the VectorIntrinsic
type), causing them to be 0x10 long regardless of their structure.
VectorIntrinsic[edit | edit source]
Name | Type | Length | Comments |
---|---|---|---|
VectorIntrinsic | float[4] | 0x10 | Note that this will actually be implemented as a low level vector instrinsic type, such as SSE2's __m128 on x86. |
VecFloat[edit | edit source]
Name | Type | Length | Comments |
---|---|---|---|
VecFloat | float | 0x4 |
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: value (float) unused unused unused |
Vector2[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | float | x | X value | |
0x4 | 0x4 | float | y | Y value |
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: X (float) Y (float) unused unused |
Vector3[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | float | x | X value | |
0x4 | 0x4 | float | y | Y value | |
0x8 | 0x4 | float | z | Z value |
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: X (float) Y (float) Z (float) unused |
Vector3Plus[edit | edit source]
The FPU version of Vector3Plus does not appear to exist, or is never used.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: X (float) Y (float) Z (float) Plus (float) |
Vector4[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | float | x | X value | |
0x4 | 0x4 | float | y | Y value | |
0x8 | 0x4 | float | z | Z value | |
0xC | 0x4 | float | w | W value |
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: X (float) Y (float) Z (float) W (float) |
Mask4[edit | edit source]
Mask4 is like a Vector4, but using unsigned integers or bools instead of floats.
No FPU version is known to exist.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | VectorIntrinsic | mV | Components: X (uint32_t or bool) Y (uint32_t or bool) Z (uint32_t or bool) W (uint32_t or bool) |
Matrices[edit | edit source]
Matrices are structures made up of vectors. They see similar use to vectors but are three-dimensional rather than planar.
Matrix33[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | Vector3 | xAxis | X axis | |
0x10 | 0x10 | Vector3 | yAxis | Y axis | |
0x20 | 0x10 | Vector3 | zAxis | Z axis |
Matrix44[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
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[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
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[edit | edit source]
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x10 | Vector4 | xAxis | X axis | |
0x10 | 0x10 | Vector4 | yAxis | Y axis | |
0x20 | 0x10 | Vector4 | zAxis | Z axis |
Hashes[edit | edit source]
Burnout Paradise uses several different forms of hash. This section is meant to give a brief synopsis of them; their parent pages contain more information and context.
This list is incomplete and will be added to as time goes on.
Resource ID[edit | edit source]
A CgsResourceID
is a 64-bit field storing a CRC32 hash of a given Bundle resource name converted to lowercase. The 4 bytes preceding the hash are unused in Bundle 2 V2 and older, though later versions add fields which make extensive use of them. Most IDs' resource names can be determined by viewing the Bundle debug data, if present. Hashes can be generated using any of a variety of online or local calculators, such as crccalc.com.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | uint64_t | mHash | CRC32 hash |
Attribute hash[edit | edit source]
HashInt
is a typedef of uint64_t
. It is used in AttribSys Vault resources to refer to GameDB IDs which have been lookup8 encoded. This type has several aliases, including ExportID
, Key
, AssetID
, Type
, and TypeID
.
Name | Type | Length | Comments |
---|---|---|---|
HashInt | uint64_t | 0x8 |
Sound hash[edit | edit source]
This type is used in Registry resources and anything accessing streams through a Registry resource. It is a custom hash which was either developed in-house or at EA. Though it has its own type, it may be stored as a standard uint32_t
.
The same hash is used by the Voice Hierarchy resource type in the VoiceId
and QueueElement
types.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uintptr_t | mHash | Custom hash |
Language hash[edit | edit source]
A Language hash, though not explicitly defined as a type, is a JAMCRC CRC32 hash of the name of an entry in a Language resource. This name can usually be determined via the game's executable. You can encode to JAMCRC using a website such as Sunshine's CRC Calculator or crccalc.com, or you can calculate the CRC locally while either performing a bitwise NOT on the result or using an output XOR of 0.
CgsRandom[edit | edit source]
Generates a random value.
Offset | Length | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x20 | anon_union_0 | field_0 | ||
0x20 | 0x8 | uint64_t | muSeed | ||
0x28 | 0x4 | uint32_t | muOldestBufferIndex | ||
0x2C | 0x4 | padding |
Length | Type | Name | Description | Comments |
---|---|---|---|---|
0x20 | float32_t[8] | mafFloatBuffer | ||
0x20 | uint32_t[8] | mauIntegerBuffer | ||
0x20 | VectorIntrinsic[2] | mvVector |
CgsUtf8[edit | edit source]
Used for some strings, such as those in Language resources.
Name | Type | Length | Comments |
---|---|---|---|
CgsUtf8 | uint8_t | 0x1 |