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trs:psx:gamewad [2019/08/09 23:47] – [Hidden messages] zdimensiontrs:psx:gamewad [2021/04/29 21:37] (current) zdimension
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 //By: Gh0stBlade// //By: Gh0stBlade//
- 
 <code cpp> <code cpp>
- 
 //The number of file entries stored in GAMEWAD.OBJ. //The number of file entries stored in GAMEWAD.OBJ.
 #define NUM_GAMEWAD_FILE_ENTRIES 51 #define NUM_GAMEWAD_FILE_ENTRIES 51
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 struct GamewadEntry struct GamewadEntry
 { {
- int fileOffset; +    int fileOffset; 
- int fileSize;+    int fileSize;
 }; };
  
 struct GamewadHeader struct GamewadHeader
 { {
- struct GamewadEntry entries[NUM_GAMEWAD_FILE_ENTRIES]; +    struct GamewadEntry entries[NUM_GAMEWAD_FILE_ENTRIES]; 
- char reserved[GAMEWAD_HEADER_MAX_LENGTH - (NUM_GAMEWAD_FILE_ENTRIES * sizeof(GamewadEntry))];+    char reserved[GAMEWAD_HEADER_MAX_LENGTH - (NUM_GAMEWAD_FILE_ENTRIES * sizeof(GamewadEntry))];
 }; };
  
 enum GamewadFiles enum GamewadFiles
 { {
- NONE,    // Used to initialise Gamewad offset to 0. +    NONE,    // Used to initialise Gamewad offset to 0. 
- CUTSEQ, +    CUTSEQ, 
- TITLE, +    TITLE, 
- ANDREA1, // Guessed +    ANDREA1, // Guessed 
- ANDREA2, +    ANDREA2, 
- ANDREA3, +    ANDREA3, 
- JOBY2, +    JOBY2, 
- JOBY3, +    JOBY3, 
- JOBY4, +    JOBY4, 
- JOBY5, +    JOBY5, 
- ANDY1, +    ANDY1, 
- ANDY2, +    ANDY2, 
- ANDY3, +    ANDY3, 
- RICH1, +    RICH1, 
- RICH2, +    RICH2, 
- RICHCUT2, +    RICHCUT2, 
- RICH3,   // End Guessed +    RICH3,   // End Guessed 
- RESERVED_17, // 0 bytes +    GIBBY, // 0 bytes 
- RESERVED_18, // 0 bytes +    DEL, // 0 bytes 
- RESERVED_19, // 0 bytes +    TOM, // 0 bytes 
- RESERVED_20, // 0 bytes +    RESERVED_20, // 0 bytes 
- RESERVED_21, // 0 bytes +    RESERVED_21, // 0 bytes 
- RESERVED_22, // 0 bytes +    RESERVED_22, // 0 bytes 
- RESERVED_23, // 0 bytes +    RESERVED_23, // 0 bytes 
- RESERVED_24, // 0 bytes +    RESERVED_24, // 0 bytes 
- RESERVED_25, // 0 bytes +    RESERVED_25, // 0 bytes 
- RESERVED_26, // 0 bytes +    RESERVED_26, // 0 bytes 
- RESERVED_27, // 0 bytes +    RESERVED_27, // 0 bytes 
- RESERVED_28, // 0 bytes +    RESERVED_28, // 0 bytes 
- RESERVED_29, // 0 bytes +    RESERVED_29, // 0 bytes 
- UNKNOWN_30, // 16bpp TR5 Extras Storyboards (ENG) 512x +    STORY1, // 16bpp TR5 Extras Storyboards (ENG) 512x 
- UNKNOWN_31, // 16bpp TRN Extras Storyboards 512x +    STORY2, // 16bpp TRN Extras Storyboards 512x 
- UNKNOWN_32, // 16bpp TR5 Extras Storyboards (ENG) 512x +    STORY3, // 16bpp TR5 Extras Storyboards (ENG) 512x 
- RESERVED_33, // 0 bytes +    RESERVED_33, // 0 bytes 
- RESERVED_34, // 0 bytes +    RESERVED_34, // 0 bytes 
- RESERVED_35, // 0 bytes +    RESERVED_35, // 0 bytes 
- RESERVED_36, // 0 bytes +    RESERVED_36, // 0 bytes 
- RESERVED_37, // 0 bytes +    RESERVED_37, // 0 bytes 
- RESERVED_38, // 0 bytes +    RESERVED_38, // 0 bytes 
- RESERVED_39, // 0 bytes +    RESERVED_39, // 0 bytes 
- RESERVED_40, // 0 bytes +    RESERVED_40, // 0 bytes 
- UNKNOWN_41, // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) +    UKPIK_START, // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) 
- UNKNOWN_42, // 16bpp TR4 Legal Screen (FR)   512x256 & 16bpp Placeholder loading CD (64x64) +    FRANCEPIK_START, // 16bpp TR4 Legal Screen (FR)   512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_43, // 16bpp TR4 Legal Screen (US)   512x256 & 16bpp Placeholder loading CD (64x64) +    GERMANPIK_START, // 16bpp TR4 Legal Screen (US)   512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_44, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) +    ITALYPIK_START, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_45, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) +    SPAINPIK_START, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_46, // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) +    USAPIK_START, // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) 
- UNKNOWN_47, // 16bpp TR4 Legal Screen (US)   512x256 & 16bpp Placeholder loading CD (64x64) +    JAPPIK_START, // 16bpp TR4 Legal Screen (US)   512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_48, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) +    DUTCHPIK_START, // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_49, // 4bpp  TR4 Logo         (FR)   256x58 +    FRLOGO_START, // 4bpp  TR4 Logo         (FR)   256x58 
- UNKNOWN_50  // 4bpp  TR4 Logo         (ENG)  256x58+    GERLOGO_START// 4bpp  TR4 Logo         (ENG)  256x58
 }; };
 +
 </code> </code>
  
-The original PlayStation engine loads 512 bytes of data (GAMEWAD_HEADER_MAX_LENGTH) into the gamewad buffer. +The original PlayStation engine loads 512 bytes of data (GAMEWAD_HEADER_MAX_LENGTH) into the gamewad buffer. Level file entries contain 3 other files prior to the level file itself. 
-Level file entries contain 3 other files prior to the level file itself. + 
-  - 262144 bytes of data is a 16bpp 512x256 BGR loading screen image. +  - 262144 bytes of data is a 16bpp 512×256 BGR loading screen image. 
-  - 8192 bytes of data is a 16bpp 64x64 BGR spinning CD image.+  - 8192 bytes of data is a 16bpp 64×64 BGR spinning CD image.
   - 42012 is "SETUP.MOD" an external module similar to a DLL file (for the final NTSC version of Tomb Raider Chronicles) the size may vary depending on the version.   - 42012 is "SETUP.MOD" an external module similar to a DLL file (for the final NTSC version of Tomb Raider Chronicles) the size may vary depending on the version.
  
-UNKNOWN_41 and UNKNOWN_46 are identical. UNKNOWN_44 and UNKNOWN_45 are too. Same for UNKNOWN_43 and UNKNOWN_47. And UNKNOWN_44 and UNKNOWN_48.+UKPIK_START and USAPIK_START are identical. ITALYPIK_START and SPAINPIK_START are too. Same for GERMANPIK_START and JAPPIK_START. And ITALYPIK_START and DUTCHPIK_START.
  
 <note tip>For the file to be loadable by the PSX engine, all the file offsets must aligned to 2048 (''0x800''). i.e. they must be aligned to the next multiple of 2048 which is the size of a single CD sector.</note> <note tip>For the file to be loadable by the PSX engine, all the file offsets must aligned to 2048 (''0x800''). i.e. they must be aligned to the next multiple of 2048 which is the size of a single CD sector.</note>
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 <code> <code>
-TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 19:24:00 Monday 23rd of October 2000                                                        +TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 19:24:00 Monday 23rd of October 2000 
 </code> </code>
  
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 <code> <code>
-TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 00:08:25 Thursday 2nd of November 2000.   this version built by Del, second attempt submission, 1/11/2000....        Hiya to Caroline and Abbie!                       lets hope we get to do a nice ONLINE game next... EVERQUEST RULES...                   ADSL ROCKS, when it works... someone really should kill BT , they suck.                                                        +TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 00:08:25 Thursday 2nd of November 2000.   this version built by Del, second attempt submission, 1/11/2000....        Hiya to Caroline and Abbie!                       lets hope we get to do a nice ONLINE game next... EVERQUEST RULES...                   ADSL ROCKS, when it works... someone really should kill BT , they suck. 
 </code> </code>
  
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 EVERQUEST RULES... EVERQUEST RULES...
 ADSL ROCKS, when it works... ADSL ROCKS, when it works...
-someone really should kill BT , they suck.                                                        +someone really should kill BT , they suck. 
 </code> </code>
  
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 <code> <code>
 TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 11:26:20 Thursday 25th of January 2001.   this version built by Del, JAP (before xmas :)....        Hiya to Caroline and Abbie!                       lets hope we get to do a nice ONLINE game next... EVERQUEST RULES...                   ADSL ROCKS, when it works... someone really should kill BT , they suck. TR5 DATA FILE (C) 2000 Core Design... 'gamewad.asm' Compiled by Del - 11:26:20 Thursday 25th of January 2001.   this version built by Del, JAP (before xmas :)....        Hiya to Caroline and Abbie!                       lets hope we get to do a nice ONLINE game next... EVERQUEST RULES...                   ADSL ROCKS, when it works... someone really should kill BT , they suck.
 +
 </code> </code>
  
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 ADSL ROCKS, when it works... ADSL ROCKS, when it works...
 someone really should kill BT , they suck. someone really should kill BT , they suck.
 +
 </code> </code>
 +
 +
trs/psx/gamewad.1565394448.txt.gz · Last modified: 2019/08/09 23:47 by zdimension
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