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''This article is for the CHAR format from Metroid Prime 3: Corruption. See [[CHAR (File Format)]] for the other revisions of this format.'' | |||
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__ | ||
== Format == | == Format == | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Count | ||
! Name | |||
! Notes | |||
|- | |- | ||
| | | u8 | ||
| | | 1 | ||
| '''Version''' | |||
| Always 0x5. | |||
|- | |- | ||
| | | u8 | ||
| | | 1 | ||
| '''Character ID''' | |||
| | | This is an ID unique to each character sharing the same [[SAND (File Format)|SAND file]]. | ||
| | |||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
| '''Character | | '''Character Name''' | ||
| Name of the character. Likely included for debugging purposes. | |||
|- | |- | ||
| [[CMDL ( | | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) | ||
| 1 | | 1 | ||
| '''Character | | '''Character Model''' | ||
| ID of the model used by this character. | |||
|- | |- | ||
| [[CSKR (File Format)|CSKR]] | | Asset ID ([[CSKR (File Format)|CSKR]]) | ||
| 1 | | 1 | ||
| '''Character | | '''Character Skin''' | ||
| ID of the skin used by this character. | |||
|- | |- | ||
| | | u32 | ||
| 1 | | 1 | ||
| Overlay | | '''Overlay Count''' | ||
| Number of overlay models. | |||
|- | |- | ||
| [[#Overlay| | | [[#Overlay Model|Overlay Model]] | ||
| | | ''Overlay Count'' | ||
| | | '''Overlay Array''' | ||
| Array defining overlay models that this character can use. | |||
|- | |- | ||
| [[CINF (File Format)|CINF]] | | Asset ID ([[CINF (File Format)|CINF]]) | ||
| 1 | | 1 | ||
| '''Character | | '''Character Skeleton''' | ||
| ID of the skeleton used by this character. | |||
|- | |- | ||
| [[SAND (File Format)|SAND]] | | Asset ID ([[SAND (File Format)|SAND]]) | ||
| 1 | | 1 | ||
| '''Character | | '''Character Animation Data''' | ||
| ID of the animation data used by this character. | |||
|- | |- | ||
| [[ | | [[PAS Database]] | ||
| 1 | | 1 | ||
| | | '''PAS Database''' | ||
| Not much known about how this data is used. | |||
|- | |- | ||
| [[# | | [[#Particle Resource Data|Particle Resource Data]] | ||
| 1 | | 1 | ||
| | | '''Particle Resource Data''' | ||
| List of particle assets being used by this character. This primarily contains particles used by animation events. | |||
|- | |- | ||
| | | u32 | ||
| | | 1 | ||
| '''Anim Event Set Count''' | |||
| Count of anim event sets used by this character. There'll be one set per animation that uses events (unless the animation has its events in the [[SAND (File Format)|SAND file]]). | |||
|- | |- | ||
| [[#Anim Event Set|Anim Event Set]] | |||
| [[ | | ''Anim Event Set Count'' | ||
| | | '''Anim Event Set Array''' | ||
| Array of animation event sets. | |||
| | |||
| | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Animation Count''' | ||
| Count of animations used by this character. | |||
|- | |- | ||
| | | [[#Animation|Animation]] | ||
| | | ''Animation Count'' | ||
| | | '''Animations Array''' | ||
| Array of animations used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Animation Bounds Count''' | ||
| Count of animation bounding boxes in the next array. | |||
|- | |- | ||
| | | [[#Animation Bounding Box|Animation Bounding Box]] | ||
| | | ''Animation Bounds Count'' | ||
| | | '''Animation Bounding Box Array''' | ||
| Array of bounding boxes for animations used by this character. | |||
|- | |||
| bool | |||
| 1 | |||
| {{unknown}} | |||
| | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| {{unknown| | | {{unknown|Unknown Array Count}} | ||
| Size of the following array. | |||
|- | |- | ||
| | | bool | ||
| | | ''Unknown Array Count'' | ||
| {{unknown| | | {{unknown|Unknown Bool Array}} | ||
| Unknown array of bools. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Collision Primitive Set Count''' | ||
| Number of animation collision primitive sets. | |||
|- | |- | ||
| | | [[#Collision Primitive Set|Collision Primitive Set]] | ||
| | | ''Collision Primitive Set Count'' | ||
| | | '''Collision Primitive Sets''' | ||
| Array of collision primitives used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Sound Resource Count''' | ||
| Number of sound resources used by this character. | |||
|- | |- | ||
| | | Asset ID ([[CAUD (File Format)|CAUD]]) | ||
| ''Sound Resource Count'' | |||
| '''Sound Resource List''' | |||
| List of sound resources used by this character. | |||
|} | |||
=== Overlay Model === | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |||
| {{FourCC}} | |||
| '''Overlay Type''' | |||
| Possible values: | |||
* <code>FRZN</code>: Overlay used when the character is frozen (eg. by Ice Missiles) | |||
* <code>HYPR</code>: Overlay used when the character is in hypermode | |||
* <code>ACID</code>: Overlay used when the character is in acid rain | |||
* <code>XRAY</code>: Overlay used something related to the X-Ray Visor | |||
|- | |- | ||
| | | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) | ||
| | | '''Overlay Model''' | ||
| Model used by the overlay. | |||
|- | |- | ||
| | | Asset ID ([[CSKR (File Format)|CSKR]]) | ||
| | | '''Overlay Skin''' | ||
| | | Skin that rigs the ''Overlay Model'' to the character's skeleton. | ||
|} | |} | ||
=== | === Particle Resource Data === | ||
{|class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Generic Particle Count''' | ||
| Count of generic particle systems. | |||
|- | |- | ||
| [[ | | Asset ID ([[PART (File Format)|PART]]) | ||
| | | ''Generic Particle Count'' | ||
| | | '''Generic Particle List''' | ||
| List of generic particle systems used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Swoosh Particle Count''' | ||
| Count of swoosh particle systems. | |||
|- | |- | ||
| [[ | | Asset ID ([[SWHC (File Format)|SWHC]]) | ||
| | | ''Swoosh Particle Count'' | ||
| | | '''Swoosh Particle List''' | ||
| List of swoosh particle systems used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Electric Particle Count''' | ||
| Count of electric particle systems. | |||
|- | |- | ||
| [[ | | Asset ID ([[ELSC_(File_Format)|ELSC]]) | ||
| | | ''Electric Particle Count'' | ||
| '''Electric Particle List''' | |||
| List of electric particle systems used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Spawn Particle Count''' | ||
| Count of spawn particle systems. | |||
|- | |- | ||
| | | Asset ID ([[SPSC (File Format)|SPSC]]) | ||
| | | ''Spawn Particle Count'' | ||
| | | '''Spawn Particle List''' | ||
| List of spawn particle systems used by this character. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| Always 0. | |||
| | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| Always 0. | |||
| | |||
|} | |} | ||
=== | === Anim Event Set === | ||
{|class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| Likely animation ID that this set corresponds to | |||
|- | |||
| string | |||
| 1 | |||
| '''Set Name''' | |||
| Name of this event set. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Effect Event Count''' | ||
| Number of effect events in this set. | |||
|- | |- | ||
| [[# | | [[#Effect Event|Effect Event]] | ||
| | | ''Effect Event Count'' | ||
| | | '''Effect Events''' | ||
| Effect events contained in this set. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Sound Event Count''' | ||
| Number of sound events in this set. | |||
|- | |- | ||
| [[# | | [[#Sound Event|Sound Event]] | ||
| | | ''Sound Event Count'' | ||
| Sound | | '''Sound Events''' | ||
| Sound events contained in this set. | |||
|} | |} | ||
==== | ==== Effect Event ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| | | string | ||
| '''Event Name''' | |||
| | | Same as the event name in the event data. | ||
| | |||
|- | |- | ||
| | | [[Animation Events (File Format)#Effect Event|Effect Event]] | ||
| | | '''Effect Event Data''' | ||
| | | Actual event data. | ||
| | |||
|} | |} | ||
==== | |||
==== Sound Event ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
! Notes | ! Notes | ||
|- | |- | ||
| | | string | ||
| '''Event Name''' | |||
| Same as the event name in the event data. | |||
| | |||
|- | |- | ||
| | | [[Animation Events (File Format)#Sound Event|Sound Event]] | ||
| | | '''Sound Event Data''' | ||
| Actual event data. | |||
| | |||
|} | |} | ||
=== | === Animation === | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| string | | string | ||
| '''Name''' | |||
| Animation name. | |||
|- | |- | ||
| | | [[Meta-Animation]] | ||
| '''Animation''' | |||
| Meta-animation data. | |||
|} | |||
=== Animation Bounding Box === | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |- | ||
| | | Asset ID ([[ANIM (File Format)|ANIM]]) | ||
| '''Animation Asset ID''' | |||
| Asset ID of the animation that this bounding box corresponds to. | |||
|- | |- | ||
| {{AABox}} | |||
| '''Animation Bounding Box''' | |||
| Bounding box of the animation when applied to this character. | |||
| {{ | |||
| | |||
|} | |} | ||
=== | === Collision Primitive Set === | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
| Name | | '''Set Name''' | ||
| Name of this primitive set. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Primitive Count''' | ||
| Number of primitives contained in this set. | |||
|- | |- | ||
| [[# | | [[#Collision Primitive|Collision Primitive]] | ||
| | | ''Primitive Count'' | ||
| | | '''Primitive Array''' | ||
| Array of collision primitives contained in this set. | |||
|} | |} | ||
==== | ==== Collision Primitive ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Offset | |||
! Type | ! Type | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| 0x0 | |||
| u32 | | u32 | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x4 | |||
| u32 | | u32 | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x8 | |||
| u32 | | u32 | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0xC | |||
| u32 | | u32 | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x10 | |||
| u32 | | u32 | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x14 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x18 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x1C | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x20 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x24 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x28 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x2C | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x30 | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|- | |- | ||
| 0x34 | |||
| string | | string | ||
| | | '''Primitive Name''' | ||
| Name of the collision primitive. | |||
|- | |- | ||
| {{none}} | |||
| float | | float | ||
| {{unknown | | {{unknown}} | ||
| | |||
|} | |} | ||
[[Category:Metroid Prime 3 Prototype]] | |||
[[Category:Metroid Prime 3: Corruption]] | [[Category:Metroid Prime 3: Corruption]] | ||
[[Category:File Formats]] | [[Category:File Formats]] |
Latest revision as of 23:56, 7 March 2017
This article is for the CHAR format from Metroid Prime 3: Corruption. See CHAR (File Format) for the other revisions of this format.
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
Type | Count | Name | Notes |
---|---|---|---|
u8 | 1 | Version | Always 0x5. |
u8 | 1 | Character ID | This is an ID unique to each character sharing the same SAND file. |
string | 1 | Character Name | Name of the character. Likely included for debugging purposes. |
Asset ID (CMDL) | 1 | Character Model | ID of the model used by this character. |
Asset ID (CSKR) | 1 | Character Skin | ID of the skin used by this character. |
u32 | 1 | Overlay Count | Number of overlay models. |
Overlay Model | Overlay Count | Overlay Array | Array defining overlay models that this character can use. |
Asset ID (CINF) | 1 | Character Skeleton | ID of the skeleton used by this character. |
Asset ID (SAND) | 1 | Character Animation Data | ID of the animation data used by this character. |
PAS Database | 1 | PAS Database | Not much known about how this data is used. |
Particle Resource Data | 1 | Particle Resource Data | List of particle assets being used by this character. This primarily contains particles used by animation events. |
u32 | 1 | Anim Event Set Count | Count of anim event sets used by this character. There'll be one set per animation that uses events (unless the animation has its events in the SAND file). |
Anim Event Set | Anim Event Set Count | Anim Event Set Array | Array of animation event sets. |
u32 | 1 | Animation Count | Count of animations used by this character. |
Animation | Animation Count | Animations Array | Array of animations used by this character. |
u32 | 1 | Animation Bounds Count | Count of animation bounding boxes in the next array. |
Animation Bounding Box | Animation Bounds Count | Animation Bounding Box Array | Array of bounding boxes for animations used by this character. |
bool | 1 | Unknown | |
u32 | 1 | Unknown Array Count | Size of the following array. |
bool | Unknown Array Count | Unknown Bool Array | Unknown array of bools. |
u32 | 1 | Collision Primitive Set Count | Number of animation collision primitive sets. |
Collision Primitive Set | Collision Primitive Set Count | Collision Primitive Sets | Array of collision primitives used by this character. |
u32 | 1 | Sound Resource Count | Number of sound resources used by this character. |
Asset ID (CAUD) | Sound Resource Count | Sound Resource List | List of sound resources used by this character. |
Overlay Model
Type | Name | Notes |
---|---|---|
FourCC | Overlay Type | Possible values:
|
Asset ID (CMDL) | Overlay Model | Model used by the overlay. |
Asset ID (CSKR) | Overlay Skin | Skin that rigs the Overlay Model to the character's skeleton. |
Particle Resource Data
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Generic Particle Count | Count of generic particle systems. |
Asset ID (PART) | Generic Particle Count | Generic Particle List | List of generic particle systems used by this character. |
u32 | 1 | Swoosh Particle Count | Count of swoosh particle systems. |
Asset ID (SWHC) | Swoosh Particle Count | Swoosh Particle List | List of swoosh particle systems used by this character. |
u32 | 1 | Electric Particle Count | Count of electric particle systems. |
Asset ID (ELSC) | Electric Particle Count | Electric Particle List | List of electric particle systems used by this character. |
u32 | 1 | Spawn Particle Count | Count of spawn particle systems. |
Asset ID (SPSC) | Spawn Particle Count | Spawn Particle List | List of spawn particle systems used by this character. |
u32 | 1 | Unknown | Always 0. |
u32 | 1 | Unknown | Always 0. |
Anim Event Set
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Unknown | Likely animation ID that this set corresponds to |
string | 1 | Set Name | Name of this event set. |
u32 | 1 | Effect Event Count | Number of effect events in this set. |
Effect Event | Effect Event Count | Effect Events | Effect events contained in this set. |
u32 | 1 | Sound Event Count | Number of sound events in this set. |
Sound Event | Sound Event Count | Sound Events | Sound events contained in this set. |
Effect Event
Type | Name | Notes |
---|---|---|
string | Event Name | Same as the event name in the event data. |
Effect Event | Effect Event Data | Actual event data. |
Sound Event
Type | Name | Notes |
---|---|---|
string | Event Name | Same as the event name in the event data. |
Sound Event | Sound Event Data | Actual event data. |
Animation
Type | Name | Notes |
---|---|---|
string | Name | Animation name. |
Meta-Animation | Animation | Meta-animation data. |
Animation Bounding Box
Type | Name | Notes |
---|---|---|
Asset ID (ANIM) | Animation Asset ID | Asset ID of the animation that this bounding box corresponds to. |
AABox | Animation Bounding Box | Bounding box of the animation when applied to this character. |
Collision Primitive Set
Type | Count | Name | Notes |
---|---|---|---|
string | 1 | Set Name | Name of this primitive set. |
u32 | 1 | Primitive Count | Number of primitives contained in this set. |
Collision Primitive | Primitive Count | Primitive Array | Array of collision primitives contained in this set. |
Collision Primitive
Offset | Type | Name | Notes |
---|---|---|---|
0x0 | u32 | Unknown | |
0x4 | u32 | Unknown | |
0x8 | u32 | Unknown | |
0xC | u32 | Unknown | |
0x10 | u32 | Unknown | |
0x14 | float | Unknown | |
0x18 | float | Unknown | |
0x1C | float | Unknown | |
0x20 | float | Unknown | |
0x24 | float | Unknown | |
0x28 | float | Unknown | |
0x2C | float | Unknown | |
0x30 | float | Unknown | |
0x34 | string | Primitive Name | Name of the collision primitive. |
float | Unknown |