Animation Events (File Format): Difference between revisions
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| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Bool Event Count''' | ||
| | | | ||
|- | |- | ||
| [[# | | [[#Bool Event|Bool Event]] | ||
| '' | | ''Bool Event Count'' | ||
| ''' | | '''Bool Events''' | ||
| | | | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Int32 Event Count''' | ||
| | | | ||
|- | |- | ||
| [[# | | [[#Int32 Event|Int32 Event]] | ||
| '' | | ''Int32 Event Count'' | ||
| ''' | | '''Int32 Events''' | ||
| | | | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Particle Event Count''' | ||
| | | | ||
|- | |- | ||
| [[# | | [[#Particle Event|Particle Event]] | ||
| '' | | ''Particle Event Count'' | ||
| ''' | | '''Particle Events''' | ||
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|- | |- | ||
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|} | |} | ||
=== | === Bool Event === | ||
{| class="wikitable" | {| class="wikitable" | ||
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| bool | | bool | ||
| 1 | | 1 | ||
| | | '''Value''' | ||
| | | | ||
|} | |} | ||
=== | === Int32 Event === | ||
==== Metroid Prime 1/2 ==== | ==== Metroid Prime 1/2 ==== | ||
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|- | |- | ||
| | | s32 | ||
| 1 | | 1 | ||
| ''' | | '''Value''' | ||
| | | Numeric value for the event | ||
|- | |- | ||
| string | | string | ||
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|} | |} | ||
=== | === Particle Event === | ||
{| class="wikitable" | {| class="wikitable" |
Latest revision as of 20:17, 9 June 2021
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This file format is almost completely documented Some event parameters need research |
Animation events control functional events synchronized to rigged animations for things like sound effects, visual effects, character messages, and playback control. The events can be found in different places in each game; in Prime 1, they are stored in their own file format, the EVNT format. In Echoes, the format is the same as Prime 1, but was merged in to the ANCS format instead of getting its own file. In Prime 3 and the Donkey Kong Country series, events can be found in the CHAR format, as well as Prime 3's SAND format.
Format
File Structure (Metroid Prime 1/2)
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Version | Either 1 or 2. Both can appear in Prime 1, while Echoes uses version 2 (the version number wasn't updated in Echoes despite format changes). |
u32 | 1 | Bool Event Count | |
Bool Event | Bool Event Count | Bool Events | |
u32 | 1 | Int32 Event Count | |
Int32 Event | Int32 Event Count | Int32 Events | |
u32 | 1 | Particle Event Count | |
Particle Event | Particle Event Count | Particle Events | |
u32 | 1 | Sound Event Count | Not present in version 1 |
Sound Event | Sound Event Count | Sound Events | Not present in version 1 |
Event Type
Table is accurate to Prime 1, unknown for other games.
ID | Type |
---|---|
0 | Loop |
1 | EmptyBool |
2 | EmptyInt32 |
4 | SoundInt32 |
5 | Particle |
6 | UserEvent |
7 | RandRate |
8 | Sound |
Event Base
These parameters are common to every event type.
Type | Count | Name | Notes | MP1/2 | MP3 |
---|---|---|---|---|---|
u16 | 1 | Unknown | ✔ | ✔ | |
string | 1 | Event Name | ✔ | ✔ | |
u16 | 1 | Event Type | Enumerated event type (unknown values) | ✔ | ✔ |
Char Anim Time | 1 | Event Timestamp | Time (in seconds) from start of ANIM to trigger event | ✔ | ✔ |
u32 | 1 | Event Index | Index of event unique from other events (perhaps used to maintain a triggered bitmap) | ✔ | ✔ |
u32 | 1 | Unknown | ✖ | ✔ | |
bool | 1 | Unique | ✔ | ✔ | |
float | 1 | Weight | The likelihood of this event being selected | ✔ | ✔ |
s32 | 1 | Character Index | Character index that this event should trigger for. If -1, this event triggers for all characters. | ✔ | ✔ |
u32 | 1 | Flags | ✔ | ✔ | |
u32 | 1 | Unknown | ✖ | ✔ | |
u32 | 1 | Unknown | ✖ | ✔ | |
u32 | 1 | Unknown | ✖ | ✔ | |
float | 1 | Unknown | ✖ | ✔ | |
float | 1 | Unknown | ✖ | ✔ |
Bool Event
Type | Count | Name | Notes |
---|---|---|---|
Event Base | 1 | Event Base | |
bool | 1 | Value |
Int32 Event
Metroid Prime 1/2
Type | Count | Name | Notes |
---|---|---|---|
Event Base | 1 | Event Base | |
s32 | 1 | Value | Numeric value for the event |
string | 1 | Bone Name | Name of the CINF bone to attach this event to (for applicable events) |
Metroid Prime 3
Type | Count | Name | Notes |
---|---|---|---|
Event Base | 1 | Event Base | |
u8 | 1 | Unknown | |
u16 | 1 | Unknown | |
u16 | 1 | Unknown |
Particle Event
Type | Count | Name | Notes | MP1 | MP2 | MP3 |
---|---|---|---|---|---|---|
Event Base | 1 | Event Base | ✔ | ✔ | ✔ | |
u32 | 1 | Frame Count | Number of frames to run the effect emitter for | ✔ | ✔ | ✖ |
FourCC | 1 | Effect Type | FourCC of effect's type; either PART, SWHC, or ELSC | ✔ | ✔ | ✔ |
Asset ID | 1 | Effect ID | Asset ID of the effect resource | ✔ | ✔ | ✔ |
string | 1 | Bone Name | Name of the CINF bone to attach this effect to | ✔ | ✖ | ✖ |
u32 | 1 | Bone ID | ID of the CINF bone to attach this effect to | ✖ | ✔ | ✖ |
float | 1 | Effect Scale | Uniform scale of the particle effect | ✔ | ✔ | ✖ |
u32 | 1 | Transform Type | Enumerated transform-mode relating effect to actor's bone:
|
✔ | ✔ | ✖ |
float | 1 | Unknown | Probably effect scale? | ✖ | ✖ | ✔ |
u32 | 1 | Unknown | Probably bone ID? | ✖ | ✖ | ✔ |
Sound Event
Metroid Prime 1/2
Type | Count | Name | Notes | MP1 | MP2 |
---|---|---|---|---|---|
Event Base | 1 | Event Base | ✔ | ✔ | |
u32 | 1 | Sound ID | Lower 16 bits are an AGSC sound ID indirected via the ATBL; most significant bit is a looped flag | ✔ | ✔ |
float | 1 | Reference Amplitude | Reference amplitude for audio attenuation | ✔ | ✔ |
float | 1 | Reference Distance | Reference distance for audio attenuation | ✔ | ✔ |
u32 | 1 | Unknown | ✖ | ✔ | |
u16 | 1 | Unknown | ✖ | ✔ | |
u16 | 1 | Unknown | ✖ | ✔ | |
float | 1 | Unknown | ✖ | ✔ |
Metroid Prime 3
Type | Count | Name | Notes |
---|---|---|---|
Event Base | 1 | Event Base | |
Asset ID (CAUD) | 1 | Sound Effect | Sound to be played. |
u32 | 1 | Unknown | |
u32 | 1 | Unknown | |
Unknown Typed Structure | 1 | Unknown | |
Unknown Typed Structure | 1 | Unknown |
Unknown Typed Structure
Contains a 32-bit type value, followed by either:
- Type 0: Nothing
- Type 1: A float
- Type 2: A Maya Spline