WPSC (File Format): Difference between revisions
Jump to navigation
Jump to search
>Embyr 75 m ({{research}}) |
>Aruki m (→WPSC Keys) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
The '''WPSC | {{research|2|Key parameters need reverse-engineering}} | ||
The '''WPSC''' [[Effect Script|effect script]] format is used to build weapon-projectiles in the ''Metroid Prime'' series. | |||
Projectile appearance, audio and motion are controlled by the keys in this script. | |||
{ | == WPSC Keys == | ||
'''Scope''' is one of (''Constant'', ''System'') | |||
* ''Constant'' parameters are evaluated once initially and retained within the system. | |||
* ''System'' parameters are evaluated per-system, per-frame. | |||
{| class="wikitable" | |||
!FourCC | |||
!Scope | |||
!Data Type | |||
!Description | |||
!Notes | |||
|- | |||
|<code>LWTR</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
| | |||
|- | |||
|<code>EWTR</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
| | |||
|- | |||
|<code>SWTR</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
| | |||
|- | |||
|<code>PJFX</code> | |||
| | |||
|<code>int</code> ([[ATBL (File Format)|ATBL]] entry) | |||
| | |||
| | |||
|- | |||
|<code>TRAT</code> | |||
| | |||
|<code>float</code> | |||
| | |||
| | |||
|- | |||
|<code>HOMG</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
| | |||
|- | |||
|<code>OFST</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>COLR</code> | |||
| | |||
|<code>int</code> ([[CRSC (File Format)|CRSC]] ref) | |||
|Projectile collision-response | |||
| | |||
|- | |||
|<code>PCOL</code> | |||
| | |||
|<code>float4</code> | |||
| | |||
| | |||
|- | |||
|<code>POFS</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>PSCL</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>PSLT</code> | |||
| | |||
|<code>int</code> | |||
| | |||
| | |||
|- | |||
|<code>OHEF</code> | |||
| | |||
|<code>int</code> ([[CMDL (File Format)|CMDL]] ref) | |||
| | |||
| | |||
|- | |||
|<code>APSM</code> | |||
| | |||
|<code>int</code> ([[PART (File Format)|PART]] ref) | |||
|Primary particle-system for projectile | |||
| | |||
|- | |||
|<code>APSO</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>APSM</code> | |||
|If set, <code>APSM</code> particles will be continuously-transformed to projectile | |||
|- | |||
|<code>APS1</code> | |||
| | |||
|<code>int</code> ([[PART (File Format)|PART]] ref) | |||
|Secondary particle-system for projectile | |||
| | |||
|- | |||
|<code>AP11</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>APS1</code> | |||
|If set, <code>APS1</code> particles will be continuously-transformed to projectile | |||
|- | |||
|<code>APS2</code> | |||
| | |||
|<code>int</code> ([[PART (File Format)|PART]] ref) | |||
|Tertiary particle-system for projectile | |||
| | |||
|- | |||
|<code>AP21</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>APS2</code> | |||
|If set, <code>APS2</code> particles will be continuously-transformed to projectile | |||
|- | |||
|<code>ASW1</code> | |||
| | |||
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref) | |||
|Primary swoosh-system for projectile | |||
| | |||
|- | |||
|<code>AS11</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>ASW1</code> | |||
|If set, <code>ASW1</code> strips will be continuously-transformed to projectile | |||
|- | |||
|<code>ASW2</code> | |||
| | |||
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref) | |||
|Secondary swoosh-system for projectile | |||
| | |||
|- | |||
|<code>AS12</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>ASW2</code> | |||
|If set, <code>ASW2</code> strips will be continuously-transformed to projectile | |||
|- | |||
|<code>ASW3</code> | |||
| | |||
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref) | |||
|Tertiary swoosh-system for projectile | |||
| | |||
|- | |||
|<code>AS13</code> | |||
| | |||
|<code>bool</code> | |||
|Local-transform for <code>ASW3</code> | |||
|If set, <code>ASW3</code> strips will be continuously-transformed to projectile | |||
|- | |||
|<code>PSOV</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>IORN</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>VMD2</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
| | |||
|- | |||
|<code>PSVM</code> | |||
| | |||
|<code>float3</code> | |||
| | |||
| | |||
|- | |||
|<code>IVEC</code> | |||
| | |||
|<code>float3</code> | |||
|Initial projectile velocity | |||
| | |||
|- | |||
|<code>RNGE</code> | |||
| | |||
|<code>float</code> | |||
|Maximum projectile range | |||
|Optional parameter, range usually controlled by frame-count / lifetime | |||
|- | |||
|<code>FC60</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
|New in Trilogy (and PAL releases probably) | |||
|- | |||
|<code>SPS1</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
|New in Trilogy (and PAL releases probably) | |||
|- | |||
|<code>SPS2</code> | |||
| | |||
|<code>bool</code> | |||
| | |||
|New in Trilogy (and PAL releases probably) | |||
|- | |||
[[Category:File Formats]] | [[Category:File Formats]] |
Latest revision as of 21:05, 26 July 2016
This file format needs more research Key parameters need reverse-engineering |
The WPSC effect script format is used to build weapon-projectiles in the Metroid Prime series. Projectile appearance, audio and motion are controlled by the keys in this script.
WPSC Keys
Scope is one of (Constant, System)
- Constant parameters are evaluated once initially and retained within the system.
- System parameters are evaluated per-system, per-frame.
FourCC | Scope | Data Type | Description | Notes |
---|---|---|---|---|
LWTR
|
bool
|
|||
EWTR
|
bool
|
|||
SWTR
|
bool
|
|||
PJFX
|
int (ATBL entry)
|
|||
TRAT
|
float
|
|||
HOMG
|
bool
|
|||
OFST
|
float3
|
|||
COLR
|
int (CRSC ref)
|
Projectile collision-response | ||
PCOL
|
float4
|
|||
POFS
|
float3
|
|||
PSCL
|
float3
|
|||
PSLT
|
int
|
|||
OHEF
|
int (CMDL ref)
|
|||
APSM
|
int (PART ref)
|
Primary particle-system for projectile | ||
APSO
|
bool
|
Local-transform for APSM
|
If set, APSM particles will be continuously-transformed to projectile
| |
APS1
|
int (PART ref)
|
Secondary particle-system for projectile | ||
AP11
|
bool
|
Local-transform for APS1
|
If set, APS1 particles will be continuously-transformed to projectile
| |
APS2
|
int (PART ref)
|
Tertiary particle-system for projectile | ||
AP21
|
bool
|
Local-transform for APS2
|
If set, APS2 particles will be continuously-transformed to projectile
| |
ASW1
|
int (SWHC ref)
|
Primary swoosh-system for projectile | ||
AS11
|
bool
|
Local-transform for ASW1
|
If set, ASW1 strips will be continuously-transformed to projectile
| |
ASW2
|
int (SWHC ref)
|
Secondary swoosh-system for projectile | ||
AS12
|
bool
|
Local-transform for ASW2
|
If set, ASW2 strips will be continuously-transformed to projectile
| |
ASW3
|
int (SWHC ref)
|
Tertiary swoosh-system for projectile | ||
AS13
|
bool
|
Local-transform for ASW3
|
If set, ASW3 strips will be continuously-transformed to projectile
| |
PSOV
|
float3
|
|||
IORN
|
float3
|
|||
VMD2
|
bool
|
|||
PSVM
|
float3
|
|||
IVEC
|
float3
|
Initial projectile velocity | ||
RNGE
|
float
|
Maximum projectile range | Optional parameter, range usually controlled by frame-count / lifetime | |
FC60
|
bool
|
New in Trilogy (and PAL releases probably) | ||
SPS1
|
bool
|
New in Trilogy (and PAL releases probably) | ||
SPS2
|
bool
|
New in Trilogy (and PAL releases probably) |