TREE (File Format): Difference between revisions
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=== SCND (Category) === | === SCND (Category) === | ||
The <code>SCND</code> object represents a category. Categories don't have very many properties; they do most of their work through the connections system instead. Category nodes are able to use their connections to mark other nodes as children. They do this by sending the message ''Attach'' (<code>ATCH</code>) to the target child node on state ''Connect'' (<code>CONN</code>). The progress bars that appear on the right side of the | The <code>SCND</code> object represents a category. Categories don't have very many properties; they do most of their work through the connections system instead. Category nodes are able to use their connections to mark other nodes as children. They do this by sending the message ''Attach'' (<code>ATCH</code>) to the target child node on state ''Connect'' (<code>CONN</code>). The progress bars that appear on the right side of the pause screen are set up automatically based on how many children the category has and how many of them are visible. | ||
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Revision as of 22:11, 14 September 2015
The TREE format is used to set up the pause menu hierarchy in Metroid Prime 2: Echoes. It's found in 95b61279.DUMB in LogBook.pak. The format name comes from the TREE
fourCC at the beginning of the file.
This file format is almost completely documented Unknown properties on SCSL and SCMN. |
Format
After the file header, the TREE format embeds a script layer using the scriptable layers format.
Header
Offset | Type | Name | Notes |
---|---|---|---|
0x0 | char[4] | Magic | TREE
|
0x4 | u32 | Root Node Index | Points to a SCND object named RootTreeNode. |
0x8 | u8 | Unknown | Value is 1 |
0x9 | u32 | Instance Count |
Script Objects
The TREE format uses script objects to set up the hierarchy. There are five object types present, each representing a different node type in the hierarchy: a category, a scan, an inventory item description, an options slider, or an options menu. There are a few common parameters to all these object types:
- They all include EditorProperties, which contains an instance name, an "active" flag, and a position/rotation/scale, even though none of them actually needs it.
- Every node has a name. In the data, this is represented with a resource ID for a STRG file and the name of one of the strings in that file. The name is used to look up the actual string, which is then displayed ingame in the pause menu.
SCND (Category)
The SCND
object represents a category. Categories don't have very many properties; they do most of their work through the connections system instead. Category nodes are able to use their connections to mark other nodes as children. They do this by sending the message Attach (ATCH
) to the target child node on state Connect (CONN
). The progress bars that appear on the right side of the pause screen are set up automatically based on how many children the category has and how many of them are visible.
Property ID | Type | Name |
---|---|---|
0x255A4580 | struct | EditorProperties |
0x46219BAC | STRG | Name String Table |
0x32698BD6 | string | Name String Name |
SCSN (Scan)
SCSN
represents a scan node in the logbook. They're initially invisible, but they appear when the player obtains the corresponding scan.
Property ID | Type | Name |
---|---|---|
0x255A4580 | struct | EditorProperties |
0x46219BAC | STRG | Name String Table |
0x32698BD6 | string | Name String Name |
0x2DA1EC33 | struct | ScannableParameters |
SCIN (Inventory)
SCIN
works basically the same way as SCSN
, except it's used to display descriptions of inventory items instead of logbook scans. The main difference is that SCIN
nodes have an inventory slot parameter; they're initially hidden, and they appear when the player collects an upgrade in the corresponding slot.
Property ID | Type | Name |
---|---|---|
0x255A4580 | struct | EditorProperties |
0x46219BAC | STRG | Name String Table |
0x32698BD6 | string | Name String Name |
0x3D326F90 | enum | Inventory Slot |
0x2DA1EC33 | struct | ScannableParameters |
SCSL (Slider)
SCSL
is used to represent a slider for the options menu.
Property ID | Type | Name |
---|---|---|
0x255A4580 | struct | EditorProperties |
0x46219BAC | STRG | Name String Table |
0x32698BD6 | string | Name String Name |
0x0261A4E0 | u32 | Unknown |
SCMN (Menu)
SCMN
represents a multiple-choice menu for the options menu. It supports up to four menu options, although the game only uses three.
Property ID | Type | Name |
---|---|---|
0x255A4580 | struct | EditorProperties |
0x46219BAC | STRG | Name String Table |
0x32698BD6 | string | Name String Name |
0x0261A4E0 | u32 | Unknown |
0xA6A874E9 | STRG | Menu Options String Table |
0x30531924 | string | Option 1 String Name |
0x50BCE632 | u32 | Unknown |
0x01BB03B9 | string | Option 2 String Name |
0x420949DC | u32 | Unknown |
0xA7CC080D | string | Option 3 String Name |
0xFAB52EB9 | u32 | Unknown |
0x626B3683 | string | Option 4 String Name |
0x67621600 | u32 | Unknown |