ROOM (File Format): Difference between revisions
Jump to navigation
Jump to search
>Aruki |
>Aruki m (→Connection) |
||
(9 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
The '''ROOM format''' is used to store object layout data in Tropical Freeze. | The '''ROOM format''' is used to store object layout data in Tropical Freeze. | ||
{{research| | {{research|moderate|Still a lot of unknown values and a lot of things that aren't known about how objects interact with each other.}} | ||
__TOC__ | __TOC__ | ||
Line 7: | Line 7: | ||
== Format == | == Format == | ||
=== | {| class="wikitable" | ||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | |||
| 1 | |||
| '''ROOM Form Descriptor''' | |||
| Data type is <code>ROOM</code> | |||
|- | |||
| [[#Header|Header]] | |||
| 1 | |||
| '''Header''' | |||
| | |||
|- | |||
| [[#Layer|Layer]] | |||
| Varying | |||
| '''Layers''' | |||
| Each layer is under its own form. Unsure if the format has a layer count anywhere. | |||
|} | |||
=== Header === | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| [[ | | [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | ||
| | | 1 | ||
| '''" | | '''Header Descriptor''' | ||
| Data type is <code>HEAD</code> | |||
|- | |||
| [[#Room Header|Room Header]] | |||
| 1 | |||
| '''Room Header''' | |||
| | |||
|- | |||
| [[#Performance Groups|Performance Groups]] | |||
| 1 | |||
| '''Performance Groups''' | |||
| | |||
|- | |||
| [[#Generated Object Map|Generated Object Map]] | |||
| 1 | |||
| '''Generated Object Map''' | |||
| | |||
|- | |||
| [[#Load Unit|Load Unit]] | |||
| Varies | |||
| '''Load Units''' | |||
| Unsure whether there's a count of these | |||
|} | |||
==== Room Header ==== | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | |||
| 1 | |||
| '''Room Header Descriptor''' | |||
| Data type is <code>RMHD</code> | |||
|- | |- | ||
| u16 | | u16 | ||
| | | 1 | ||
| {{unknown|'''Unknown''' | | {{unknown|'''Unknown'''}} | ||
| Always 3? | |||
|} | |} | ||
=== | ==== Performance Groups ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| [[ | | [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | ||
| | | 1 | ||
| ''' | | '''Performance Groups Descriptor''' | ||
| Data type is <code>PGRP</code> | |||
|- | |- | ||
| u16 | | u16 | ||
| | | 1 | ||
| '''Count''' | | '''Performance Group Count''' | ||
| | |||
|- | |||
| [[#Performance Group|Performance Group]] | |||
| ''Performance Group Count'' | |||
| '''Performance Groups''' | |||
| | |||
|} | |} | ||
===== Performance Group ===== | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| u32 | | u32 | ||
| | | 1 | ||
| '''Name | | '''Name Length''' | ||
| | |||
|- | |- | ||
| | | char | ||
| | | ''Name Length'' | ||
| '''Name''' | | '''Performance Group Name''' | ||
| Not zero-terminated | |||
|- | |- | ||
| | | GUID | ||
| | | 1 | ||
| ''' | | '''PerformanceGroupController Instance GUID''' | ||
| | |||
|- | |- | ||
| | | bool | ||
| 1 | | 1 | ||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| | |||
|- | |- | ||
| u16 | | u16 | ||
| | | 1 | ||
| ''' | | '''Layer Count''' | ||
| | |||
|- | |- | ||
| | | GUID | ||
| | | ''Layer Count'' | ||
| ''' | | '''Layer GUIDs''' | ||
| | |||
|} | |} | ||
=== | ==== Generated Object Map ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| [[ | | [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | ||
| | | 1 | ||
| ''' | | '''Generated Object Map Descriptor''' | ||
| Data type is <code>LGEN</code> | |||
|- | |- | ||
| u16 | | u16 | ||
| | | 1 | ||
| '''Count''' | | '''Count''' | ||
| | |||
|- | |||
| [[#Generated Object|Generated Object]] | |||
| ''Count'' | |||
| '''Generated Object Array''' | |||
| | |||
|} | |||
===== Generated Object ===== | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| GUID | |||
| 1 | |||
| '''Generated Object ID''' | |||
| | |||
|- | |||
| GUID | |||
| 1 | |||
| '''Layer ID''' | |||
| This is the ID of the layer that contains the above generated object | |||
|} | |||
==== Load Unit ==== | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | |||
| 1 | |||
| '''Load Unit Descriptor''' | |||
| Data type is <code>LUNT</code> | |||
|- | |||
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | |||
| 1 | |||
| '''Load Unit Header Descriptor''' | |||
| Data type is <code>LUHD</code> | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Name Length''' | |||
| | |||
|- | |||
| char | |||
| ''Name Length'' | |||
| '''Load Unit Name''' | |||
| For some reason these seem to generally have really short names (sometimes a single character). | |||
|- | |||
| GUID | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| Probably the GUID for this load unit | |||
|- | |||
| u16 | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|- | |||
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | |||
| 1 | |||
| '''Load Unit Resources Descriptor''' | |||
| Data type is <code>LRES</code> | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Resource Count''' | |||
| | |||
|- | |||
| GUID | |||
| ''Resource Count'' | |||
| '''Load Unit Resources Array''' | |||
| Likely a list of all resources that are used by this load unit. | |||
|- | |||
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | |||
| 1 | |||
| '''Load Unit Layers Descriptor''' | |||
| Data type is <code>LLYR</code> | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Layer Count''' | |||
| | |||
|- | |||
| GUID | |||
| ''Layer Count'' | |||
| '''Load Unit Layers Array''' | |||
| Likely a list of all layers that are part of this load unit. (Note that it seems layers can be included in multiple load units.) | |||
|} | |||
=== Layer === | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | |||
| 1 | |||
| '''Layer Form Descriptor''' | |||
| Data type is <code>LAYR</code> | |||
|- | |||
| [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | |||
| 1 | |||
| '''Layer Header Descriptor''' | |||
| Data type is <code>LHED</code> | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Name Length''' | |||
| | |||
|- | |||
| char | |||
| ''Name Length'' | |||
| '''Layer Name''' | |||
| | |||
|- | |||
| GUID | |||
| 1 | |||
| '''Layer ID''' | |||
| | |||
|- | |||
| u32 | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|- | |||
| GUID | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|- | |||
| bool | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|- | |||
| [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | |||
| 1 | |||
| '''Generated Script Object Descriptor''' | |||
| Data type is <code>GSRP</code>. | |||
|- | |||
| [[#Generated Game Object|Generated Game Object]] | |||
| Varies | |||
| '''Generated Game Objects''' | |||
| Unsure if there is a generated object count. | |||
|- | |||
| [[Form Descriptor (Tropical Freeze)|Form Descriptor]] | |||
| 1 | |||
| '''Script Object Descriptor''' | |||
| Data type is <code>SRIP</code> | |||
|- | |||
| [[#Game Object Component|Game Object Component]] | |||
| Varies | |||
| '''Components''' | |||
| Unsure if there is a layer component count. | |||
|} | |} | ||
==== Generated Game Object ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| | | [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | ||
| | | 1 | ||
| ''' | | '''Generated Game Object Descriptor''' | ||
| Data type is <code>GGOB</code> | |||
|- | |- | ||
| | | GUID | ||
| | | 1 | ||
| '''ID''' | | '''Generated Game Object ID''' | ||
| | |||
|- | |||
| u16 | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|- | |||
| [[#Game Object Component|Game Object Component]] | |||
| Varies | |||
| '''Components''' | |||
| | |||
|} | |} | ||
=== | ==== Game Object Component ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| [[ | | [[Chunk Descriptor (Tropical Freeze)|Chunk Descriptor]] | ||
| | | 1 | ||
| ''' | | '''Component Descriptor''' | ||
| Data type is <code>COMP</code> | |||
|- | |- | ||
| u32 | | u32 | ||
| | | 1 | ||
| ''' | | '''[[#Component Types|Component Type]]''' | ||
| This appears to be a hash of the component name. | |||
|- | |- | ||
| | | GUID | ||
| | | 1 | ||
| '''Instance ID''' | | '''Instance ID''' | ||
| | |||
|- | |- | ||
| u32 | | u32 | ||
| | | 1 | ||
| ''' | | '''Name Length''' | ||
| | |||
|- | |- | ||
| | | char | ||
| | | ''Name Length'' | ||
| '''Instance | | '''Instance Name''' | ||
| | |||
|} | |||
The remaining data seems to have two structures; one that's used by most objects and one that's specific to GameObject components. | |||
''Regular structure:'' | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |- | ||
| u16 | | u16 | ||
| | | 1 | ||
| '''Connection | | '''Connection Count''' | ||
| | |||
|- | |||
| [[#Connection|Connection]] | |||
| ''Connection Count'' | |||
| '''Connection Array''' | |||
| These establish links to other components to allow them to interact | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Property Count''' | |||
| | |||
|- | |||
| [[#Property|Property]] | |||
| ''Property Count'' | |||
| '''Object Properties''' | |||
| | |||
|} | |} | ||
''GameObject structure:'' | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Sub-Component Count''' | |||
| | |||
|- | |||
| [[#Sub-Component|Sub-Component]] | |||
| ''Sub-Component Count'' | |||
| '''Sub-Component Array''' | |||
| Seems to describe other script components that are children of this one. | |||
|- | |||
| bool | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| This is likely the Active flag that appears on every object in the previous games. | |||
|- | |||
| vector3 | |||
| 1 | |||
| '''Position''' | |||
| | |||
|- | |||
| vector3 | |||
| 1 | |||
| '''Rotation''' | |||
| Euler XYZ angles in degrees (presumably in ZYX order like the previous games). | |||
|- | |- | ||
| | | vector3 | ||
| char | | 1 | ||
| '''Scale''' | |||
| | |||
|} | |||
===== Connection ===== | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| char | |||
| 4 | | 4 | ||
| ''' | | '''Event''' | ||
| Event that causes the connection to trigger. (These are what were called States in the previous games.) | |||
|- | |- | ||
| char | |||
| char | |||
| 4 | | 4 | ||
| ''' | | '''Action''' | ||
| Action that the connected object should execute when the connection triggers. (These are what were called Messages in the previous games.) | |||
|- | |- | ||
| | | GUID | ||
| | | 1 | ||
| '''Target Instance ID''' | | '''Target Instance ID''' | ||
| Instance ID of the target object. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | |||
| {{unknown|'''Unknown'''}} | |||
| | |||
|} | |||
===== Property ===== | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Property ID''' | |||
| 32-bit hash of the property name. | |||
|- | |||
| u16 | |||
| 1 | |||
| '''Property Size''' | |||
| | |||
|- | |||
| {{unknown|}} | |||
| {{unknown|}} | |||
| '''Property Data''' | |||
| Varies depending on the type of the property (which is hardcoded depending on the property ID). | |||
|} | |||
===== Sub-Component ===== | |||
This structure is used to define sub-components that are attached to GameObject components. | |||
{| class="wikitable" | |||
! Type | |||
! Count | |||
! Name | |||
! Notes | |||
|- | |||
| char | |||
| 4 | | 4 | ||
| '''Type''' | |||
| Usually <code>COMP</code>, but sometimes other things like <code>IL00</code>. Not sure what it means. | |||
|- | |||
| GUID | |||
| 1 | |||
| '''Component ID''' | |||
| | |||
|- | |||
| bool | |||
| 1 | |||
| {{unknown|'''Unknown'''}} | | {{unknown|'''Unknown'''}} | ||
| Might be an Active/Enabled flag. | |||
|} | |} | ||
== Component Types == | |||
{| class="wikitable" | {| class="wikitable" |
Latest revision as of 11:24, 6 June 2016
The ROOM format is used to store object layout data in Tropical Freeze.
This file format needs more research Still a lot of unknown values and a lot of things that aren't known about how objects interact with each other. |
Format
Type | Count | Name | Notes |
---|---|---|---|
Form Descriptor | 1 | ROOM Form Descriptor | Data type is ROOM
|
Header | 1 | Header | |
Layer | Varying | Layers | Each layer is under its own form. Unsure if the format has a layer count anywhere. |
Header
Type | Count | Name | Notes |
---|---|---|---|
Form Descriptor | 1 | Header Descriptor | Data type is HEAD
|
Room Header | 1 | Room Header | |
Performance Groups | 1 | Performance Groups | |
Generated Object Map | 1 | Generated Object Map | |
Load Unit | Varies | Load Units | Unsure whether there's a count of these |
Room Header
Type | Count | Name | Notes |
---|---|---|---|
Chunk Descriptor | 1 | Room Header Descriptor | Data type is RMHD
|
u16 | 1 | Unknown | Always 3? |
Performance Groups
Type | Count | Name | Notes |
---|---|---|---|
Chunk Descriptor | 1 | Performance Groups Descriptor | Data type is PGRP
|
u16 | 1 | Performance Group Count | |
Performance Group | Performance Group Count | Performance Groups |
Performance Group
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Name Length | |
char | Name Length | Performance Group Name | Not zero-terminated |
GUID | 1 | PerformanceGroupController Instance GUID | |
bool | 1 | Unknown | |
u16 | 1 | Layer Count | |
GUID | Layer Count | Layer GUIDs |
Generated Object Map
Type | Count | Name | Notes |
---|---|---|---|
Chunk Descriptor | 1 | Generated Object Map Descriptor | Data type is LGEN
|
u16 | 1 | Count | |
Generated Object | Count | Generated Object Array |
Generated Object
Type | Count | Name | Notes |
---|---|---|---|
GUID | 1 | Generated Object ID | |
GUID | 1 | Layer ID | This is the ID of the layer that contains the above generated object |
Load Unit
Type | Count | Name | Notes |
---|---|---|---|
Form Descriptor | 1 | Load Unit Descriptor | Data type is LUNT
|
Chunk Descriptor | 1 | Load Unit Header Descriptor | Data type is LUHD
|
u32 | 1 | Name Length | |
char | Name Length | Load Unit Name | For some reason these seem to generally have really short names (sometimes a single character). |
GUID | 1 | Unknown | Probably the GUID for this load unit |
u16 | 1 | Unknown | |
Chunk Descriptor | 1 | Load Unit Resources Descriptor | Data type is LRES
|
u32 | 1 | Resource Count | |
GUID | Resource Count | Load Unit Resources Array | Likely a list of all resources that are used by this load unit. |
Chunk Descriptor | 1 | Load Unit Layers Descriptor | Data type is LLYR
|
u32 | 1 | Layer Count | |
GUID | Layer Count | Load Unit Layers Array | Likely a list of all layers that are part of this load unit. (Note that it seems layers can be included in multiple load units.) |
Layer
Type | Count | Name | Notes |
---|---|---|---|
Form Descriptor | 1 | Layer Form Descriptor | Data type is LAYR
|
Chunk Descriptor | 1 | Layer Header Descriptor | Data type is LHED
|
u32 | 1 | Name Length | |
char | Name Length | Layer Name | |
GUID | 1 | Layer ID | |
u32 | 1 | Unknown | |
GUID | 1 | Unknown | |
bool | 1 | Unknown | |
Form Descriptor | 1 | Generated Script Object Descriptor | Data type is GSRP .
|
Generated Game Object | Varies | Generated Game Objects | Unsure if there is a generated object count. |
Form Descriptor | 1 | Script Object Descriptor | Data type is SRIP
|
Game Object Component | Varies | Components | Unsure if there is a layer component count. |
Generated Game Object
Type | Count | Name | Notes |
---|---|---|---|
Chunk Descriptor | 1 | Generated Game Object Descriptor | Data type is GGOB
|
GUID | 1 | Generated Game Object ID | |
u16 | 1 | Unknown | |
Game Object Component | Varies | Components |
Game Object Component
Type | Count | Name | Notes |
---|---|---|---|
Chunk Descriptor | 1 | Component Descriptor | Data type is COMP
|
u32 | 1 | Component Type | This appears to be a hash of the component name. |
GUID | 1 | Instance ID | |
u32 | 1 | Name Length | |
char | Name Length | Instance Name |
The remaining data seems to have two structures; one that's used by most objects and one that's specific to GameObject components.
Regular structure:
Type | Count | Name | Notes |
---|---|---|---|
u16 | 1 | Connection Count | |
Connection | Connection Count | Connection Array | These establish links to other components to allow them to interact |
u32 | 1 | Property Count | |
Property | Property Count | Object Properties |
GameObject structure:
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Sub-Component Count | |
Sub-Component | Sub-Component Count | Sub-Component Array | Seems to describe other script components that are children of this one. |
bool | 1 | Unknown | This is likely the Active flag that appears on every object in the previous games. |
vector3 | 1 | Position | |
vector3 | 1 | Rotation | Euler XYZ angles in degrees (presumably in ZYX order like the previous games). |
vector3 | 1 | Scale |
Connection
Type | Count | Name | Notes |
---|---|---|---|
char | 4 | Event | Event that causes the connection to trigger. (These are what were called States in the previous games.) |
char | 4 | Action | Action that the connected object should execute when the connection triggers. (These are what were called Messages in the previous games.) |
GUID | 1 | Target Instance ID | Instance ID of the target object. |
u32 | 1 | Unknown |
Property
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Property ID | 32-bit hash of the property name. |
u16 | 1 | Property Size | |
Property Data | Varies depending on the type of the property (which is hardcoded depending on the property ID). |
Sub-Component
This structure is used to define sub-components that are attached to GameObject components.
Type | Count | Name | Notes |
---|---|---|---|
char | 4 | Type | Usually COMP , but sometimes other things like IL00 . Not sure what it means.
|
GUID | 1 | Component ID | |
bool | 1 | Unknown | Might be an Active/Enabled flag. |
Component Types
ID | Component |
---|---|
0x749749F1 | GameObject |
0x4EC5FA3A | FakePlayerControls |
0x57153AA4 | StaticCollision |
0x41956904 | RenderWorld |
0xB4361E7B | ActorCollision |
0x2BE8BC19 | LightStatic |
0x9EE5541D | LightDynamic |
0xCD098F70 | Effect |
0x8FE0BFC9 | Relay |
0xA7DB53C1 | Counter |
0xADA85938 | SeaLion |
0xAAEBA313 | WarusKing |
0x05DD288E | Switch |
0x9E8A4940 | Timer |
0xD616EE8B | ControllerAction |
0xD898656D | Waypoint |
0xF0240D23 | PathControl |
0x4FE57689 | CameraHint |
0x97E65DDD | TouchableTrigger |
0x1A4117AB | Toucher |
0xC49D730E | TriggerLogic |
0xD47974E4 | FiniteStateMachine |
0x1349E5AC | CustomInterpolation |
0xC1F64515 | CameraTarget |
0xDE522669 | Generator |
0x1383F6D6 | GeneratorDeleter |
0x2C4F2D31 | SplineMotion |
0x1223437C | Creature |
0x21C57D2B | DynamicActorCollision |
0xDF31EC16 | Render |
0xAE921C3B | Player |
0x81A242A0 | DirectionalIrradianceMap |
0xBDE4AB05 | TakeDamage |
0x5453C979 | MasterSlave |
0x07E3137F | TraceObject |
0x046FAD23 | TimerSequence |
0x3175DF36 | ApplyDamage |
0x65E2349B | RelayRandom |
0xABBCFC6A | RelayConditional |
0xEA30E0B1 | SpawnPoint |
0x1FB9AF22 | ActorKeyframe |
0xCB6D9ACE | PlayerProxy |
0x6FB22081 | BarrelCannon |
0xF4567AD7 | RumbleEffect |
0x10EA9EC8 | ObjectFollow |
0x481EA5AF | Pickup |
0xBC9A60AE | CameraManager |
0xDB38B3FB | GroundPoundDetector |
0xBE82DEF3 | Projectile |
0x43C0D52A | ClingPathControl |
0xB85D6790 | ColorModifier |
0x021C14B0 | Explosion |
0x16702F15 | ReloadSetLoader |
0x660FC7C1 | Checkpoint |
0x8C2CCFAC | PlayerRespawn |
0xC0281AE7 | ImpulseDriver |
0xD4538C9B | Bouncer |
0x06E89BE7 | Health |
0xE0AFAF06 | PlayerActionHint |
0x1A90271D | Grabbable |
0x3C23783B | GrabThrow |
0x9373FEC0 | Respawn |
0xAF565E69 | SwingRope |
0xC7B43DA6 | ActorInteraction |
0xC9ED6454 | WindWaker |
0x78D8893A | CameraTargetPlayer |
0xA86E6401 | PoiObject |
0xFDD83489 | Sound |
0xCCAD4BD9 | PerformanceGroupController |
0x502506D6 | TouchSet |
0x88603CF7 | MineCartProxy |
0xE1E1C49C | WaterVolume |
0x6C5D597D | NearVisible |
0x3449A5DF | Swimmer |
0x591D8F55 | CharacterPrimitivesCollision |
0x90D8D3CE | RenderMethodResolver |
0xBD4CFA2F | TriggerForce |
0x3150D2F6 | FuseBomb |
0xAF3A06F2 | PathControlZipline |
0xD32870DF | PolarBear |
0x2131C235 | GroupSpawn |
0x2751EBF2 | AnimationGridController |
0x18B96D29 | TimerAnimationGridParamProvider |
0xB9F9F04C | ActionDetector |
0x343A47F7 | CameraShaker |
0x06159C2D | RespawnBalloon |
0x7E6063C8 | PlayerActor |
0x91F22DCF | Tippy |
0x89F426F2 | CinematicCameraShot |
0x1EB2749F | ConveyorModifier |
0x73AECD92 | FogVolume |
0x845E492A | Retronome |
0x23C5DFF4 | WaterRenderVolume |
0x55F80CCE | CinematicSkipHandler |
0xAB5C5D7B | BonusRoom |
0x3A3A6FAD | TireBounce |
0x9D25FE2D | BeatUpHandler |
0x9FC07D01 | Owl |
0xA42F7AB9 | GrabbableGenerator |
0xF34EDD1F | InventoryItem |
0x18C0AD0F | EndGame |
0xEBE92100 | RocketBarrelProxy |
0xB7ADA3EC | BurningBranch |
0x59AB515E | HotCoals |
0xE21D45CB | BarrelBalloon |
0x6302BBB3 | UVTransform |
0x5FEF037B | Baboon |
0x25899782 | MusicData |
0x1AC8C8FD | MusicStateController |
0x47A60DC3 | MusicSystemTransport |
0x5CF17BFE | AdapterManager |
0xCA08C6A4 | WaterRenderDecal |
0x7F6D1CBA | RelayAutoFire |
0x3DAAF68B | BaboonManager |
0xD745DC42 | GraphicalTransition |
0x0FA3899C | RetronomeDriver |
0x57E54B9D | EndLevel |
0x6780941E | SuperCombinedAbilityEmitter |
0xB8B6A22E | SuperCombinedAbilityResponder |
0x0AF8D63C | MapPlayer |
0x8CB5BF7D | MapPathControl |
0xEBE0DAEE | WaterCurrentVolume |
0xA7D1C922 | CausticVolume |
0x35D8F3F0 | PufferFish |
0xBA796FEF | Playlist |
0xC2F2282A | WindWakerImpulser |
0xE03DD39F | MapNode |
0x55AAB5F1 | RambiCrate |
0x24D9D323 | AudioEffect |
0xF7602744 | DSP |
0x160E9AF9 | RoomSettings |
0x5746A908 | DynamicActorControl |
0x59276E0E | HUDAnchor |
0xF442A668 | TimeKeyframe |
0xB6040870 | RelayProbabilityGameMode |
0xF3847DE3 | FlyingPickupEffect |
0x212BCDF5 | SimpleShadow |
0x655C5175 | AudioBusController |
0xF6751A5D | PlayerKeyframe |
0xC04DAF13 | BreathMonitor |
0x4C7B9FC8 | DirectionalIrradianceProbes |
0x0BE7FC29 | SurfaceControl |
0xB6EC1A51 | SimpleSound |
0xD2CAC9A5 | LightGroupProxy |
0xDFD2A23A | DialogPanel |
0xBCCB1B30 | MinecartPathManager |
0xD856F6B9 | Imposter |
0xBD040603 | LevelDarkener |
0xA72A9926 | RenderGroup |
0x3258FD44 | RenderToFlash |
0x3ABCFF68 | SkinSwap |
0xC532AD25 | ScreenCaptureToFlash |
0xB152AD59 | PlayerSound |
0xBFF963D2 | StreamedMovie |
0x7DCAF170 | BloomEffect |
0x1243C3E3 | ProjectedSimpleShadowReceiver |
0x5368FF52 | ShopData |
0xA04F0C68 | ShopInstance |
0x5B0C954B | UICameraSelector |
0x7CC0B7BF | Squawks |
0xB177FA02 | SquawksProxy |
0x4C53A836 | UnitController |
0x008E3AF5 | FlashTextureSwapper |
0xF5D80D1A | Extras |
0xBB449D71 | ExtrasType |
0xA98F9015 | ExtrasCategory |
0xEE0D6FD4 | DynamicLoadManager |
0xFDDB58A1 | MapManagerProxy |
0xA32E718F | Achievement |
0x62913993 | AudioBusMixer |
0xADCD416E | Credits |
0xA4E4FE1D | HUDFadeDetector |
0xAF9DEA76 | ProductionFrontEndProxy |