CMDL (Donkey Kong Country Returns): Difference between revisions

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>Aruki
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{{research|moderate|Where to begin? Materials need a lot of research (they're very similar if not the same as Metroid Prime 3). A lot of the visibility group data is unknown. The submesh headers contain a lot of unknowns, and the possible vertex format settings are unknown. Geometry should be split off into a separate article if it's confirmed that it's the same format that's used in MREA (which is fairly likely). Materials should also be split off once more is known about them.}}
{{research|moderate|Where to begin? Materials need a lot of research (they're very similar if not the same as Metroid Prime 3). A lot of the visibility group data is unknown. The submesh headers contain a lot of unknowns, and the possible vertex format settings are unknown. Geometry should be split off into a separate article if it's confirmed that it's the same format that's used in MREA (which is fairly likely). Materials should also be split off once more is known about them.}}
{{research|moderate|The visibility group data in the header has a lot of unknown values.}}


__TOC__
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|-
|-
| 0x0
| 0x0
| u32
| u16
| 4
| 4
| {{unknown|'''Unknown'''; always 0x9381000A - likely either magic value or 16-bit magic/version}}
| {{unknown|'''Unknown'''; always 0x9381000A - likely either magic value or 16-bit magic/version}}
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=== Geometry ===
=== Geometry ===


==== Vertex Coordinates ====
''See [[Geometry (Donkey Kong Country Returns)]]''
 
Vertex coords can be stored as either floats or signed shorts, depending whether flag 0x20 is set in the header. If they're shorts, then they need to be divided by 0x2000 to get the corresponding float value. Since they're signed numbers, that means that 0 to 0x7FFF correspond to the range 0.0-4.0, and 0x8000 to 0xFFFF correspond to the range -4.0-0.0.
 
==== Normals ====
 
Vertex normals are usually stored as shorts. To get the corresponding float value, read as a signed short and divide by 0x4000.
 
==== Vertex Color ====
 
Normally unused, so this section is typically empty and zeroed out.
 
==== Float UV Coordinates ====
 
These are stored as a sequence of two floats.
 
==== Short UV Coordinates ====
 
Like the short vertex coordinates, these are stored as signed shorts that should be divided by 0x2000 to get the corresponding float value. The short UVs section has received a fairly significant increase in usage in DKCR compared to the Prime series; in the Prime games, they were generally only used for lightmaps, whereas in DKCR they're often used by pretty much anything.
 
==== Submesh Definitions ====
 
This section is very small and simple; it simply declares a submesh count and then lists the offsets to the end of each submesh. Following this section, there'll be one additional section per submesh.
 
{| class="wikitable"
! Offset
! Type
! Size
! Description
|-
| 0x0
| u32
| 4
| '''Submesh count''' (SC)
|-
| 0x4
| u32[]
| 4 × SC
| '''Submesh offsets''' (relative to the start of the first submesh)
|-
| colspan=4 {{unknown|Submesh sections begin}}
|}
 
==== Submesh ====
 
There will be one of these sections per submesh. Each submesh starts with a small 0x20-byte header; after that, the primitive data begins.
 
{| class="wikitable"
! Offset
! Type
! Size
! Description
|-
| 0x0
| float[3]
| 0xC
| '''Position''' (or pivot location); unknown purpose
|-
| 0xC
| u16
| 2
| '''Mantissa'''  - always 0x8000
|-
| 0xE
| u16
| 2
| '''Primitive table size''' (''this value may not be reliable'')
|-
| 0x10
| u32
| 4
| {{unknown|'''Unknown'''; always 0?}}
|-
| 0x14
| u32
| 4
| {{unknown|'''Unknown'''; always 0?}}
|-
| 0x18
| u16
| 2
| {{unknown|'''Unknown'''; value varies, but is sometimes 0xFFFF}}
|-
| 0x1A
| u16
| 2
| '''Material ID'''
|-
| 0x1C
| u8
| 1
| {{unknown|'''Unknown'''; always 0xFF?}}
|-
| 0x1D
| u8
| 1
| '''Visibility Group index'''
|-
| 0x1E
| u16
| 2
| '''UV array flag'''; 0 indicates this submesh uses float UVs, 1 indicates it uses short UVs
|-
| 0x20
| colspan=3 {{unknown|End of header; primitive data starts}}
|}
 
The primitive data is a standard GX display list. Each primitive begins with a byte that contains the primitive type in the upper 5 bits, and the vertex format setting in the lower 3. After that is a 16-bit vertex count, followed by a series of 16-bit vertex attribute indices.
 
You'll need to check some settings on the material to read the primitive data properly; the material determines which vertex attributes are present.
 
There is no primitive count value; you'll need to continue reading data until you hit the end of the primitive table. There are a couple values you can use for reference; either the submesh's section size, or the submesh's end offset. It's not recommended to use the primitive table size value because that value has been shown to be inaccurate in some cases in the Prime series and this may be the case in DKCR as well.
 
There are 7 primitive types supported by GX, indicated in the upper 5 bits of the flag value. Note that the game only ever actually uses triangles, triangle strips, and triangle fans; however, all of these primitives are supported by GX and are therefore supported by the game, and so they could be used in custom model files.
 
{| class="wikitable"
! Value
! Primitive
|-
| 0x80
| Quads
|-
| 0x90
| Triangles
|-
| 0x98
| Triangle strip
|-
| 0xA0
| Triangle fan
|-
| 0xA8
| Lines
|-
| 0xB0
| Line strip
|-
| 0xB8
| Points
|}


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Donkey Kong Country Returns]]
[[Category:Donkey Kong Country Returns]]
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