Evhb: Difference between revisions
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imported>Leoetlino No edit summary |
imported>Leoetlino |
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| Line 12: | Line 12: | ||
|0x0 | |0x0 | ||
|char[4] | |char[4] | ||
|Magic (<code>evhb</code> | |Magic (<code>evhb</code>) | ||
After pointer relocation, the magic is set to <code>EVHB</code>. | |||
|- | |- | ||
|0x4 | |0x4 | ||
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|Padding | |Padding | ||
|} | |} | ||
=== Entry === | === Entry === | ||
Latest revision as of 10:20, 12 April 2020
| File format | |
|---|---|
| Magic | evhb |
| Endianness | little |
| Version | 1 |
| This article is about the file format in general. For actual values, check the game RomFS. | |
evhb is a format for storing event actor hierarchy information for event flows.
Format
Header
| Offset | Type | Description |
|---|---|---|
| 0x0 | char[4] | Magic (evhb)
After pointer relocation, the magic is set to |
| 0x4 | u32 | Version (1, unchecked) |
| 0x8 | u32 | Number of entries |
| 0xC | u32 | Padding |
Entry
| Offset | Type | Description |
|---|---|---|
| 0x0 | const char* | Event actor name |
| 0x8 | u32 | Event actor name length |
| 0xC | int | Index of parent event actor (-1 if none) |