MREA (Metroid Prime): Difference between revisions
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Like [[CMDL (Metroid Prime)|CMDL]], MREA files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file. | Like [[CMDL (Metroid Prime)|CMDL]], MREA files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file. | ||
These are the sections that appear in each MREA file, in the order they appear in the file: | |||
{| class="wikitable" | |||
! Identifier | |||
! Name | |||
|- | |||
| {{none}} | |||
| [[#World Geometry|World Geometry]] | |||
|- | |||
| <code>AROT</code> | |||
| [[#Area Octree|Area Octree]] | |||
|- | |||
| <code>SCLY</code> | |||
| [[#Script Layers|Script Layers]] | |||
|- | |||
| <code>0xDEAFBABE</code> | |||
| [[#Collision|Collision]] | |||
|- | |||
| {{none}} | |||
| {{unknown|[[#Unknown Section|Unknown]]}} | |||
|- | |||
| <code>0xBABEDEAD</code> | |||
| [[#Lights|Lights]] | |||
|- | |||
| <code>VISI</code> | |||
| [[#Visibility Tree|Visibility Tree]] | |||
|- | |||
| {{none}} | |||
| [[#Path|Path]] | |||
|} | |||
=== Header === | === Header === | ||
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|} | |} | ||
=== | === World Geometry === | ||
''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]'' | ''See [[Materials (Metroid Prime)]] and [[Geometry (Metroid Prime)]]'' | ||
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|} | |} | ||
==== Visor Flags ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
=== Area Octree === | |||
{{main|AROT (MREA Section)}} | {{main|AROT (MREA Section)}} | ||
The AROT section stores the area's octree, accelerating back-to-front rendering of contained meshes | The AROT section stores the area's octree, accelerating back-to-front rendering of contained meshes. It is also used for spacial queries such as collision. | ||
=== Script Layers === | |||
{{todo| | {{todo|Format known, needs documentation written up.}} | ||
The SCLY section contains data for objects. | The SCLY section contains data for objects. | ||
=== Collision === | |||
''Main article: [[Area Collision (File Format)]]'' | |||
=== Unknown Section === | |||
This one is sandwiched between collision and lights, and usually just contains a single 32-bit "1". Purpose is unknown. In the Prime 3/DKCR MREA format, this section is labelled <code>LLTE</code>. | |||
=== Lights === | |||
This section is for dynamic lights. See the [[Lights_(Metroid_Prime)|Light]] article for details. | |||
=== Visibility Tree === | |||
{{main|VISI (MREA Section)}} | |||
This section is labeled "VISI". | This section is a PVS octree labeled "VISI". Some areas don't have visibility octrees; in that case this section will be completely empty and listed with a size of 0. | ||
=== Path === | |||
This is the final section in the file; | This is the final section in the file; its only value is a single [[PATH (File Format)|PATH]] file ID. | ||
= | {| class="wikitable" | ||
! Offset | |||
! Type | |||
! Name | |||
|- | |||
| 0x0 | |||
| Asset ID | |||
| '''Area PATH Resource''' | |||
|- | |||
| 0x4 | |||
| colspan=2 {{unknown|End of section}} | |||
|} | |||
[[Category:File Formats]] | [[Category:File Formats]] | ||
[[Category:Metroid Prime]] | [[Category:Metroid Prime]] |