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trs:psx [2017/08/29 21:37]
zdimension [GAMEWAD.OBJ (TR5 NTSC 1.0)]
trs:psx [2017/08/29 21:38]
zdimension
Line 2: Line 2:
  
 The PSX versions of the game use different formats than the PC ones. Although the level files and the script files tend to stay consistent between platforms (including Dreamcast and others), some files are only present on console. The PSX versions of the game use different formats than the PC ones. Although the level files and the script files tend to stay consistent between platforms (including Dreamcast and others), some files are only present on console.
- 
-===== GAMEWAD.OBJ (TR5 NTSC 1.0) ===== 
- 
-//By: Gh0stBlade//​ 
- 
-<code cpp> 
- 
-//The number of file entries stored in GAMEWAD.OBJ. 
-#define NUM_GAMEWAD_FILE_ENTRIES 51 
- 
-//Maximum size of the GAMEWAD header struct. 
-#define GAMEWAD_HEADER_MAX_LENGTH 512 
- 
-struct GamewadEntry 
-{ 
- int fileOffset; 
- int fileSize; 
-}; 
- 
-struct GamewadHeader 
-{ 
- struct GamewadEntry entries[NUM_GAMEWAD_FILE_ENTRIES];​ 
- char reserved[GAMEWAD_HEADER_MAX_LENGTH - (NUM_GAMEWAD_FILE_ENTRIES * sizeof(GamewadEntry))];​ 
-}; 
- 
-enum GamewadFiles 
-{ 
- NONE, ​   // Used to initialise Gamewad offset to 0. 
- CUTSEQ, 
- TITLE, 
- ANDREA1, // Guessed 
- ANDREA2, 
- ANDREA3, 
- JOBY2, 
- JOBY3, 
- JOBY4, 
- JOBY5, 
- ANDY1, 
- ANDY2, 
- ANDY3, 
- RICH1, 
- RICH2, 
- RICHCUT2, 
- RICH3, ​  // End Guessed 
- RESERVED_17,​ // 0 bytes 
- RESERVED_18,​ // 0 bytes 
- RESERVED_19,​ // 0 bytes 
- RESERVED_20,​ // 0 bytes 
- RESERVED_21,​ // 0 bytes 
- RESERVED_22,​ // 0 bytes 
- RESERVED_23,​ // 0 bytes 
- RESERVED_24,​ // 0 bytes 
- RESERVED_25,​ // 0 bytes 
- RESERVED_26,​ // 0 bytes 
- RESERVED_27,​ // 0 bytes 
- RESERVED_28,​ // 0 bytes 
- RESERVED_29,​ // 0 bytes 
- UNKNOWN_30,​ // 16bpp TR5 Extras Storyboards (ENG) 512x 
- UNKNOWN_31,​ // 16bpp TRN Extras Storyboards 512x 
- UNKNOWN_32,​ // 16bpp TR5 Extras Storyboards (ENG) 512x 
- RESERVED_33,​ // 0 bytes 
- RESERVED_34,​ // 0 bytes 
- RESERVED_35,​ // 0 bytes 
- RESERVED_36,​ // 0 bytes 
- RESERVED_37,​ // 0 bytes 
- RESERVED_38,​ // 0 bytes 
- RESERVED_39,​ // 0 bytes 
- RESERVED_40,​ // 0 bytes 
- UNKNOWN_41,​ // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) 
- UNKNOWN_42,​ // 16bpp TR4 Legal Screen (FR)   ​512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_43,​ // 16bpp TR4 Legal Screen (US)   ​512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_44,​ // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_45,​ // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_46,​ // 16bpp TR5 Legal Screen (ENG)  512x256 & 16bpp Loading CD (64x64) 
- UNKNOWN_47,​ // 16bpp TR4 Legal Screen (US)   ​512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_48,​ // 16bpp TR4 Legal Screen (ENG)  512x256 & 16bpp Placeholder loading CD (64x64) 
- UNKNOWN_49,​ // 4bpp  TR4 Logo         ​(FR) ​  ​256x58 
- UNKNOWN_50 ​ // 4bpp  TR4 Logo         ​(ENG) ​ 256x58 
-}; 
-</​code>​ 
- 
-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. 
-  - 262144 bytes of data is a 16bpp 512x256 BGR loading screen image. 
-  - 8192 bytes of data is a 16bpp 64x64 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. 
- 
-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. 
- 
-<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>​ 
- 
-==== Hidden messages ==== 
- 
-=== Tomb Raider 4 === 
- 
-Too lazy to download it, someone give me TR4 gamewad.obj plz? 
- 
-=== Tomb Raider 5 === 
- 
-Game : Tomb Raider 5 PSX (US), file : ''​GAMEWAD.OBJ'',​ offset : ''​0x498'',​ length : 451 characters before null 
- 
-<​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.                                                        ​ 
-</​code>​ 
- 
-With newlines: 
- 
-<​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.                                                        ​ 
-</​code>​ 
  
trs/psx.txt · Last modified: 2017/08/29 21:38 by zdimension
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