MREA (File Format): Difference between revisions

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I'm gutting this page since it was agreed MREA should be split into separate articles by game, which means this page should be a disambiguation page.
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>Aruki
(I'm gutting this page since it was agreed MREA should be split into separate articles by game, which means this page should be a disambiguation page.)
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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.


{{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=
 
This header is shared between Metroid Prime and Donkey Kong Country, and is fairly straight forward.
 
{| class="wikitable"
!Offset
!Size
!Description
|-
|0x0
|4
|'''Magic Number''' 0xDEADBEEF
|-
|0x4
|4
|'''File Version''' See below
|-
|0x8
|48
|'''Transformation Matrix''' The position of the area in world-space
|-
|0x38
|4
|'''Mesh Count'''
|-
|0x3C
|4
|'''SCLY Count''' ''Note: Not present in Metroid Prime 1''
|-
|0x40
|4
|'''Section Count'''
|}
 
{|class="wikitable"
!Version
!Game
|-
|15
|'''Metroid Prime 1'''
|-
|25
|'''Metroid Prime 2'''
|-
|30
|'''Metroid Prime 3'''
|-
|32
|'''Donkey Kong Country Returns'''
|}
 
=Metroid Prime 3 & Donkey Kong Header=
 
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"
!Offset
!Size
!Description
|-
|0x0
|4
|'''Compressed Block Count''' ''Note: Present in Metroid Prime 2''
|-
|0x4
|4
|'''Section Number Count''' ''Note: see below''
|}
 
=Section Numbers=
 
===Metroid Prime 1 and 2===
 
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:
 
{|class="wikitable"
!Description
|-
|'''Materials'''
|-
|'''SCLY'''
|-
|'''SCGN''' ''Note: Not present in Metroid Prime 1''
|-
|'''Collision'''
|-
|{{unknown|Unknown}}
|-
|'''Lights'''
|-
|'''VISI'''
|-
|'''PATH'''
|-
|'''AROT'''
|-
|'''PTLA''' ''Note: Not present in Metroid Prime 1''
|-
|'''EGMC''' ''Note: Not present in Metroid Prime 1''
|}
 
===Metroid Prime 3 and Donkey Kong Country Returns===
 
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:
 
<code>let N=Section Number Count</code>
{| class="wikitable"
!Type
!Description
|-
|FourCC
|Section type
|-
|Long
|Section Number
|}
 
Repeat <code>N</code> times, one for each section, and the sections sections are associated with the following FourCC values:
 
 
{|class="wikitable"
!FourCC
!Description
|-
|AABB
|Axis Aligned Bounding Boxes
|-
|APTL
|{{unknown|Unknown}}
|-
|COLI
|Collision
|-
|DEPS
|Dependencies
|-
|EGMC
|{{unknown|Unknown}}
|-
|GPUD
|Submesh data, e.g, vertices, normals, etc.
|-
|LITE
|Lights
|-
|LLTE
|{{unknown|Unknown}}
|-
|PFL2
|Path file
|-
|PVS!
|Area vis octree, used for culling unseen geometry
|-
|ROCT
|{{unknown|Unknown}}
|-
|RSOS
|Revolution Shared Objects
|-
|SOBJ
|SCLY Layer data, there can be multiple copies, but only the first is indicated.
|-
|SGEN
|{{unknown|Unknown}}
|-
|WOBJ
|Mesh Header, always 0 and there are usually two.
|}


[[Category:File Formats]]
[[Category:File Formats]]
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