MAPA (File Format): Difference between revisions
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The '''.MAPA file format''' defines the minimap models used in the Metroid Prime series. MAPA or '''MAP A'''rea consists of several sections: The header, | The '''.MAPA file format''' defines the minimap models used in the Metroid Prime series. MAPA or '''MAP A'''rea consists of several sections: The header, Mappable Object entries, Vertices, Primitive Headers, and the primitives. | ||
{{research|2|A few things are unknown in the header and | {{research|2|A few things are unknown in the header and Mappable Object Entries}} | ||
__TOC__ | __TOC__ | ||
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|u32 | |u32 | ||
|''' | |'''Mappable Object Count''' | ||
|{{check}} | |{{check}} | ||
|{{check}} | |{{check}} | ||
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|{{Transform4f}} | |{{Transform4f}} | ||
|''' | |'''Transform Matrix''' The Mappable Object's position in '''world''' space. | ||
|{{check}} | |{{check}} | ||
|{{check}} | |{{check}} |
Revision as of 05:19, 27 April 2017
The .MAPA file format defines the minimap models used in the Metroid Prime series. MAPA or MAP Area consists of several sections: The header, Mappable Object entries, Vertices, Primitive Headers, and the primitives.
This file format needs more research A few things are unknown in the header and Mappable Object Entries |
Format
Header
The header is very straight forward, and has some minor differences depending on version, the unknown values don't seem to do anything, however not much research has been put into them.
Type | Description | MP1 | MP2 | MP3 |
---|---|---|---|---|
u32 | Magic; Always 0xDEADD00D | ✔ | ✔ | ✔ |
u32 | Version; See below | ✔ | ✔ | ✔ |
u32 | Type; unknown function in MP1/3, specifies whether the area appears on the Light (0) or Dark (1) map in MP2 | ✔ | ✔ | ✔ |
u32 | Visibility Mode;
|
✔ | ✔ | ✔ |
AABox | Bounding Box | ✔ | ✔ | ✔ |
u32 | Unknown | ✖ | ✔ | ✔ |
u32 | Unknown | ✖ | ✔ | ✔ |
u32 | Unknown | ✖ | ✔ | ✔ |
u32 | Unknown | ✖ | ✖ | ✔ |
u32 | Mappable Object Count | ✔ | ✔ | ✔ |
u32 | Vertex Count | ✔ | ✔ | ✔ |
u32 | Primitive Count | ✔ | ✔ | ✔ |
Version
The version value listed above can have the following values:
Game | Value |
---|---|
Metroid Prime 1 | 2 |
Metroid Prime 2: Echoes | 3 |
Metroid Prime 3: Corruption | 5 |
Mappable Objects
A Mappable Object in the Metroid Prime series can include: Elevators, Doors, and Save/Missile Stations. Each Mappable Object entry consists of the following struct:
Type | Description | MP1 & MP2 | MP3 |
---|---|---|---|
u32 | Unknown | ✖ | ✔ |
u32 | Type; See table below for MP1 types | ✔ | ✔ |
u32 | Visibility Mode;
|
✔ | ✔ |
u32 | Editor ID; Same ID format as SCLY, indicates associated world object | ✔ | ✖ |
Template:Vector4f | Unknown | ✖ | ✔ |
u32 | Padding; always -1 | ✔ | ✔ |
Template:Transform4f | Transform Matrix The Mappable Object's position in world space. | ✔ | ✔ |
u32 * 4 | Padding; four values of -1 | ✔ | ✔ |
MP1 Types
Type | Description |
---|---|
0 | Normal Door |
1 | Shield Door |
2 | Ice Door |
3 | Wave Door |
4 | Plasma Door |
5 | Big Door |
6 | Big Door 2 |
7 | Ice Door Ceiling |
8 | Ice Door Floor |
9 | Wave Door Ceiling |
10 | Wave Door Floor |
11 | Plasma Door Ceiling |
12 | Plasma Door Floor |
13 | Ice Door Floor 2 |
14 | Wave Door Floor 2 |
15 | Plasma Door Floor 2 |
27 | Down Arrow Yellow (Maintenance Tunnel) |
28 | Up Arrow Yellow (Phazon Processing Center) |
29 | Down Arrow Green (Elevator A) |
30 | Up Arrow Green (Elite Control Access) |
31 | Down Arrow Red (Elevator B) |
32 | Up Arrow Red (Fungal Hall Access) |
33 | Elevator |
34 | Save Station |
37 | Missile Station |
Vertices
Vertices are a simple array of CVector3f. Geometry in MAPAs is, almost always, centered around the origin (0, 0, 0) and are simplified, full sized, versions of the map they replicate. Each vertex is referenced at least twice: once for the primitive, once for the line border.
Primitive Headers
The Primitive headers are extremely simple, they merely have a bounding box followed by the primitive table start and end point, relative to the end of the current primitive header. In other words: read in the header, seek to the start of the table from the current position, then read the primitives tables.
Type | Description |
---|---|
Vector3f | Normal |
Vector3f | Center of Mass |
u32 | Primitive Table Start; relative to the end of the header |
u32 | Border Table Start; relative to the end of the header |
Primitive Table
The Primitive is also fairly simple, each one consists of two parts: The GX Primitive list, and the Border list.
Type | Description |
---|---|
u32 | Primitive Count (PC) |
Primitive * PC | Primitives |
u32 | Border Count (BC) |
Border * (BC) | Borders |
Primitive
A primitive in a MAPA is a simple 4 byte aligned list of indices into the vertex list, starting with the GX Primitive type, a count, then an array of indices, each index taking up one byte.
Border
A border in a MAPA is a simple count followed by a 4 byte aligned list indices into the vertex list, each index taking up one byte. A border is simply drawn using GX_LINESTRIP.