Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
Toggle main menu visibility
Loading...
Searching...
No Matches
ResCommon.hh
1
#pragma once
2
3
// Credit: kiwi515/ogws
4
5
namespace
Kinoko::Abstract::g3d {
6
7
struct
ResBlockHeaderData
{
8
u32 signature;
9
u32 size;
10
};
11
STATIC_ASSERT(
sizeof
(
ResBlockHeaderData
) == 0x8);
12
13
struct
ResFileHeaderData
{
14
u32 signature;
15
u16 byteOrder;
16
u16 version;
17
u32 fileSize;
18
u16 headerSize;
19
u16 dataBlocks;
20
};
21
STATIC_ASSERT(
sizeof
(
ResFileHeaderData
) == 0x10);
22
23
}
// namespace Kinoko::Abstract::g3d
Kinoko::Abstract::g3d::ResBlockHeaderData
Definition
ResCommon.hh:7
Kinoko::Abstract::g3d::ResFileHeaderData
Definition
ResCommon.hh:13
abstract
g3d
ResCommon.hh
Made by
Malleo
. Logo by
vabold
. Website generated by
Doxygen
1.17.0