imported>Antidote |
>Aruki |
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| The '''.MREA file format''' is used to define areas in Metroid Prime and Donkey Kong Country Returns. MREA files are broken up into many sections, and each section serves a specific purpose. However for the sake of brevity this article will only cover each revision of the MREA header. | | The '''MREA format''' is a massive format used to define areas in the Metroid Prime trilogy and Donkey Kong Country Returns. MREA files are broken up into many sections, and each section serves a different purpose. |
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| __TOC__
| | * [[MREA (Metroid Prime)]] |
| | * [[MREA (Metroid Prime 2)]] |
| | * [[MREA (Metroid Prime 3)]] (also used in DKCR) |
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| =Universal Header=
| | Every MREA format has a version number, and each corresponds to the following games: |
| | |
| This header is shared between Metroid Prime and Donkey Kong Country, and is fairly straight forward.
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| {| class="wikitable" | | {| class="wikitable" |
| !Offset | | ! Version |
| !Size
| | ! Game |
| !Description | |
| |-
| |
| |0x0
| |
| |4
| |
| |'''Magic Number''' 0xDEADBEEF
| |
| |-
| |
| |0x4
| |
| |4
| |
| |'''File Version''' See below
| |
| |- | | |- |
| |0x8 | | | 0xC |
| |48 | | | Metroid Prime Kiosk Demo |
| |'''Transformation Matrix''' The position of the area in world-space
| |
| |- | | |- |
| |0x38 | | | 0xF |
| |4 | | | Metroid Prime |
| |'''Mesh Count'''
| |
| |-
| |
| |0x3C
| |
| |4
| |
| |'''SCLY Count''' ''Note: Not present in Metroid Prime 1''
| |
| |-
| |
| |0x40
| |
| |4
| |
| |'''Section Count'''
| |
| |}
| |
| | |
| {|class="wikitable"
| |
| !Version
| |
| !Game
| |
| |- | | |- |
| |15 | | | 0x15 |
| |'''Metroid Prime 1''' | | | Metroid Prime 2 Demo Disk |
| |- | | |- |
| |25 | | | 0x19 |
| |'''Metroid Prime 2''' | | | Metroid Prime 2: Echoes |
| |- | | |- |
| |30 | | | 0x1D |
| |'''Metroid Prime 3''' | | | Metroid Prime 3 E3 prototype |
| |- | | |- |
| |32 | | | 0x1E |
| |'''Donkey Kong Country Returns''' | | | Metroid Prime 3: Corruption |
| |}
| |
| | |
| =Metroid Prime 3 & Donkey Kong Header=
| |
| | |
| Metroid Prime 3 and Donkey Kong Country Returns share the same header, also Metroid Prime 2 contains the Compressed Block Count present in this header as well.
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| | |
| {| class="wikitable"
| |
| !Offset
| |
| !Size
| |
| !Description
| |
| |- | | |- |
| |0x0 | | | 0x20 |
| |4 | | | Donkey Kong Country Returns |
| |'''Compressed Block Count''' ''Note: Present in Metroid Prime 2''
| |
| |0x4
| |
| |'''Section Number Count''' ''Note: see below''
| |
| |} | | |} |
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| =Section Numbers=
| | [[Category:File Formats]] |
| | | [[Category:Hub Articles]] |
| ===Metroid Prime 1 and 2===
| |
| | |
| In metroid Prime 1 and 2 Immediately following the header each section in an MREA is given it's own number, the following is the order in which they appear:
| |
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| {|class="wikitable"
| |
| !Description
| |
| |-
| |
| |'''Materials'''
| |
| |-
| |
| |'''SCLY'''
| |
| |-
| |
| |'''SCGN''' ''Note: Not present in Metroid Prime 1''
| |
| |-
| |
| |'''Collision'''
| |
| |-
| |
| |{{unknown|Unknown}}
| |
| |-
| |
| |'''Lights'''
| |
| |-
| |
| |'''VISI'''
| |
| |-
| |
| |'''PATH'''
| |
| |-
| |
| |'''AROT'''
| |
| |-
| |
| |'''PTLA''' ''Note: Not present in Metroid Prime 1''
| |
| |-
| |
| |'''EGMC''' ''Note: Not present in Metroid Prime 1''
| |
| |}
| |
| | |
| ===Metroid Prime 3 and Donkey Kong Country Returns===
| |
| | |
| Metroid Prime 3 and Donkey Kong Country Returns does it differently, and it is also preceded by the compressed blocks, each section is designated in the following:
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| <code>let N=Section Number Count</code>
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| {| class="wikitable"
| |
| !Type
| |
| !Description
| |
| |-
| |
| |FourCC
| |
| |Section type
| |
| |-
| |
| |Long
| |
| |Section Number
| |
| |}
| |
| | |
| Repeat <code>N</code> times, one for each section, and the sections sections are associated with the following FourCC values:
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| | |
| {|class="wikitable"
| |
| !FourCC
| |
| !Description
| |
| |-
| |
| |AABB
| |
| |Axis Aligned Bounding Boxes
| |
| |-
| |
| |APTL
| |
| |{{unknown|Unknown}}
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| |-
| |
| |COLI
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| |Collision
| |
| |-
| |
| |DEPS
| |
| |Dependencies
| |
| |-
| |
| |EGMC
| |
| |{{unknown|Unknown}
| |
| |-
| |
| |GPUD
| |
| |Submesh data, e.g, vertices, normals, etc.
| |
| |-
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| |LITE
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| |Lights
| |
| |-
| |
| |LLTE
| |
| |{{unknown|Unknown}}
| |
| |-
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| |PFL2
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| |Path file
| |
| |-
| |
| |PVS!
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| |Area vis octree, used for culling unseen geometry
| |
| |-
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| |ROCT
| |
| |{{unknown|Unknown}}
| |
| |-
| |
| |RSOS
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| |Revolution Shared Objects
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| |-
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| |SOBJ
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| |SCLY Layer data, there can be multiple copies, but only the first is indicated.
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| |-
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| |SGEN
| |
| |{{unknown|Unknown}}
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| |-
| |
| |WOBJ
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| |Mesh Header, always 0 and there are usually two.
| |
| |}
| |