Evhb: Difference between revisions
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imported>Leoetlino No edit summary |
imported>Leoetlino (→Header) |
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|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) |