CHAR (Metroid Prime 3): Difference between revisions
>Aruki m (Aruki moved page CHAR (File Format) to CHAR (Metroid Prime 3)) |
>Aruki (gettin this started) |
||
Line 1: | Line 1: | ||
The '''CHAR format''' defines | The '''CHAR format''' defines an animation character; together with [[SAND (File Format)|SAND]], it serves as the successor to the [[ANCS (File Format)|ANCS format]] from Prime 1 and 2, and contains much of the same data. The main difference from ANCS is that the file no longer contains multiple characters; instead, every character gets its own CHAR file, and any animation data shared with other characters is stored in SAND. | ||
__TOC__ | __TOC__ |
Revision as of 18:05, 3 March 2017
The CHAR format defines an animation character; together with SAND, it serves as the successor to the ANCS format from Prime 1 and 2, and contains much of the same data. The main difference from ANCS is that the file no longer contains multiple characters; instead, every character gets its own CHAR file, and any animation data shared with other characters is stored in SAND.
Format
Header
Type | Description |
---|---|
char | Unknown |
char | Unknown |
Character Info | Specific settings and resources used by this character |
Animation Set | Events, Animations, and Hitbox related settings |
CharacterInfo
Type | Count | Description |
---|---|---|
string | 1 | Character name |
CMDL | 1 | Character model |
CSKR | 1 | Character skin |
u64 | 1 | Overlay count |
Overlays | overlay_count | Overlays used for various status effects, such as Frozen, Hazard, or Hyper |
CINF | 1 | Character skeleton |
SAND | 1 | Character sand |
PASDatabase | 1 | Parameterized Animation Set Database |
Particle Resource Data | 1 | Various Particle Systems used by this character. |
Overlay
Overlays are external models that are skinned and attached to the rig for certain status effects, the layout simply consists of a FourCC value, a CMDL reference, and a CSKR reference.
Type | Description |
---|---|
FourCC | The type of status effect this overlay is for, FRZN , HYPR , or HZRD are known values, there may be more
|
u64 | CMDL id |
u64 | CSKR id |
ParticleResData
Particle Resource data is simply a list of particle systems that can be used with this character.
Type | Count | Description |
---|---|---|
u32 | 1 | PART count |
u64 | part_count | PART ids |
u32 | 1 | SWHC count |
u64 | swhc_count | SWHC ids |
u32 | 1 | UNKNOWN count |
u64 | unk_count | UNKNOWN ids |
u32 | 1 | ELSC count |
u64 | elsc_count | ELSC ids |
u32 | 1 | SPSC count |
u64 | spsc_count | SPSC ids |
u32 | 1 | UNKNOWN count |
u64 | unk_count | UNKNOWN ids |
AnimationSet
The Animation Set saw the largest change from Metroid Prime 1/2, gone are Transitions, Half Transitions and AdditiveInfo, EVNT was overhauled, AABBs were moved from CharacterInfo, and Hitboxes were added.
Type | Count | Description |
---|---|---|
u32 | 1 | EVNT count |
EVNT | evnt_count | Events available for use by various animations, how events are linked to animations is currently unknown |
u32 | 1 | Animation count |
Animation | animation_count | Animations used by this character |
u32 | 1 | Animation AABB count |
AnimationAABB | animation_aabb_count | Animation bounds |
u8 | 1 | UNKNOWN |
u32 | 1 | Additive Animation count |
bool | additive_animation_count | A true/false value map for additive animations, true if an animation is additive, false otherwise. |
u32 | 1 | HitboxSet count |
HitboxSet | hitbox_set_count | Hitbox Sets for animations |
u32 | 1 | ANIM count |
u64 | anim_count | ANIM ids |
EVNT
Not much is currently known about the actual structure of the new EVNT format, so much of the structure is a complete guess.
Type | Count | Description |
---|---|---|
u32 | 1 | Index of this particular event, how it's currently used is unknown |
u32 | 1 | ParticlePOINode count |
ParticlePOINode | particle_poi_node_count | Particle effects events that can be triggered during the course of the animation |
u32 | 1 | SoundPOINode count |
SoundPOINode | sound_poi_node_count | Sound effect events that can be triggered during the course of the animation |
ParticlePOINode
Type | Description |
---|---|
POI Header | Basic information about this particular event |
FourCC | Type, PART is the most common, not aware of any others being used
|
u64 | Particle ID, file type corresponds to the previous value. |
float | Scale of the particle system. |
u32 | Parent Mode |
SoundPOINode
Type | Count | Description | Notes |
---|---|---|---|
POI Header | 1 | Basic information about this particular event | |
u64 | 1 | CAUD id | |
u32 | 1 | UNKNOWN | |
u32 | 1 | UNKNOWN | |
u32 | 1 | UNKNOWN | Dictates the presence of the following values, if 1, the following float exists, otherwise 35 unknown bytes. |
float | 1 | UNKNOWN | Only present if the previous value is 1 |
u8 | 35 | UNKNOWN | Only present if the value above does not exist |
POI Header
Type | Description |
---|---|
string | UNKNOWN |
u16 | UNKNOWN |
string | UNKNOWN |
u16 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u8 | UNKNOWN |
float | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
AnimationAABB
Type | Description |
---|---|
u64 | ANIM |
float2x3 | Axis Aligned Bounding Box |
HitboxSet
Type | Count | Description |
---|---|---|
string | 1 | Name |
u32 | 1 | Hitbox count |
Hitbox | hitbox_count | Hitboxes for bones used in an animation |
Hitbox
Type | Description |
---|---|
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
u32 | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
float | UNKNOWN |
string | Bone name |
float | UNKNOWN |