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. Since the format changes so much between games, each game's MREA format has its own article. |
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| {{researchmoderate
| | * [[MREA (Metroid Prime)]] |
| |reason=Still a few sections we know nothing about.
| | * [[MREA (Metroid Prime 2)]] |
| }}
| | * [[MREA (Metroid Prime 3)]] |
| __TOC__
| | * [[MREA (Donkey Kong Country Returns)]] |
| | |
| =Universal Header=
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| This header is shared between Metroid Prime and Donkey Kong Country, and is fairly straight forward.
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| | |
| {| class="wikitable"
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| !Offset
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| !Size
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| !Description
| |
| |-
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| |0x0
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| |4
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| |'''Magic Number''' 0xDEADBEEF
| |
| |-
| |
| |0x4
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| |4
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| |'''File Version''' See below
| |
| |-
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| |0x8
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| |48
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| |'''Transformation Matrix''' The position of the area in world-space
| |
| |-
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| |0x38
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| |4
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| |'''Mesh Count'''
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| |-
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| |0x3C
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| |4
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| |'''SCLY Count''' ''Note: Not present in Metroid Prime 1''
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| |-
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| |0x40
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| |4
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| |'''Section Count'''
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| |}
| |
| | |
| {|class="wikitable"
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| !Version
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| !Game
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| |-
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| |15
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| |'''Metroid Prime 1'''
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| |-
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| |25
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| |'''Metroid Prime 2'''
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| |-
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| |30
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| |'''Metroid Prime 3'''
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| |-
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| |32
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| |'''Donkey Kong Country Returns'''
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| |}
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| =Metroid Prime 3 & Donkey Kong Header=
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| 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. | |
| | |
| {| class="wikitable"
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| !Offset
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| !Size
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| !Description
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| |-
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| |0x0
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| |4
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| |'''Compressed Block Count''' ''Note: Present in Metroid Prime 2''
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| |-
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| |0x4
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| |4
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| |'''Section Number Count''' ''Note: see below''
| |
| |}
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| | |
| =Section Numbers=
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| ===Metroid Prime 1 and 2===
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| 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"
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| !Description
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| |-
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| |'''Materials'''
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| |-
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| |'''SCLY'''
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| |-
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| |'''SCGN''' ''Note: Not present in Metroid Prime 1''
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| |-
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| |'''Collision'''
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| |-
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| |{{unknown|Unknown}}
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| |-
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| |'''Lights'''
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| |-
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| |'''VISI'''
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| |-
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| |'''PATH'''
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| |-
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| |'''AROT'''
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| |-
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| |'''PTLA''' ''Note: Not present in Metroid Prime 1''
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| |-
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| |'''EGMC''' ''Note: Not present in Metroid Prime 1''
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| |}
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| | |
| ===Metroid Prime 3 and Donkey Kong Country Returns===
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| | |
| 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"
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| !Type
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| !Description
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| |-
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| |FourCC
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| |Section type
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| |-
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| |Long
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| |Section Number
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| |}
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| | |
| 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"
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| !FourCC
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| !Description
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| |-
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| |AABB
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| |Axis Aligned Bounding Boxes
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| |-
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| |APTL
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| |{{unknown|Unknown}}
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| |-
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| |COLI
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| |Collision
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| |-
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| |DEPS
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| |Dependencies
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| |-
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| |EGMC
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| |{{unknown|Unknown}}
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| |-
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| |GPUD
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| |Submesh data, e.g, vertices, normals, etc.
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| |-
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| |LITE
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| |Lights
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| |-
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| |LLTE
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| |{{unknown|Unknown}}
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| |-
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| |PFL2
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| |Path file
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| |-
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| |PVS!
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| |Area vis octree, used for culling unseen geometry
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| |-
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| |ROCT
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| |{{unknown|Unknown}}
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| |-
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| |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
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| |{{unknown|Unknown}}
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| |-
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| |WOBJ
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| |Mesh Header, always 0 and there are usually two.
| |
| |}
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| [[Category:File Formats]] | | [[Category:File Formats]] |