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  • ...this format appeared in the [[ANCS (File Format)|ANCS format]] in Prime 1/2. ...at uses events (unless the animation has its events in the [[CHAR (Metroid Prime 3)|CHAR file]]). ...
    4 KB (497 words) - 22:02, 3 March 2017
  • {{research|2|Parameter keys need reverse-engineering}} ...ipt|effect script]] format is used to build decal effects in the ''Metroid Prime'' series. ...
    1 KB (201 words) - 05:36, 15 August 2016
  • ...events can be found in the [[CHAR (File Format)|CHAR format]], as well as Prime 3's [[SAND (File Format)|SAND format]]. === File Structure (Metroid Prime 1/2) === ...
    7 KB (853 words) - 20:17, 9 June 2021
  • ...cter sets and animation sets in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the [[CHAR (File Format)|CHAR]] and [[SAND (File Form | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) ...
    12 KB (1,442 words) - 08:04, 3 March 2017
  • ''This article is for the CHAR format from Metroid Prime 3: Corruption. See [[CHAR (File Format)]] for the other revisions of this f ...s the successor to the [[ANCS (File Format)|ANCS format]] from Prime 1 and 2, and contains much of the same data. The main difference from ANCS is that ...
    8 KB (1,077 words) - 23:56, 7 March 2017
  • {{research|2|We don't know a lot of settings in a lot of the widgets. Also, a lot of the | 2 ...
    5 KB (644 words) - 15:01, 14 March 2015
  • The '''ATBL format''' contains a list of every sound effect in the game, corresponding to the sounds from AGSC files. It is by far the | 2 × SC ...
    579 bytes (87 words) - 15:03, 14 March 2015
  • ...s one of the most complicated file formats to appear in the entire Metroid Prime series. [[Category:Metroid Prime 2: Echoes]] ...
    765 bytes (112 words) - 09:47, 25 May 2016
  • {{research|2|Key parameters need reverse-engineering}} ...ffect script]] format is used to build weapon-projectiles in the ''Metroid Prime'' series. ...
    4 KB (523 words) - 21:05, 26 July 2016
  • {{research|2|Key parameters need reverse-engineering}} The '''CRSC''' [[Effect Script|effect script]] format is used to build collision-responses for weapon-projectiles ...
    10 KB (1,457 words) - 21:37, 26 July 2016
  • ...e SoundMacro system from the [[AGSC (File Format)|AGSC format]] in Prime 1/2. * 0x2: Metroid Prime 3 E3 Prototype ...
    2 KB (240 words) - 05:13, 19 February 2017
  • ...Prime 2: Echoes. It's used in various file formats to animate some sort of effect over time. It most commonly shows up in [[MREA (File Format)|MREA files]] i ==== Metroid Prime 2/3 ==== ...
    3 KB (414 words) - 19:00, 3 March 2017
  • The structure is basically just a sequence of arrays. In Metroid Prime 2, the collision material field was extended from 32 bits to 64 bits, and a n ...trols the collision material/properties. This is a 32-bit field in Metroid Prime, and a 64-bit field in every game after. [[#Collision Materials|See below f ...
    19 KB (2,361 words) - 08:53, 29 December 2016
  • ''This article is for the CMDL format from the Metroid Prime series. See [[CMDL (File Format)]] for the other revisions of this format.' The '''CMDL format''' is the model format used in the Metroid Prime series. The format's stayed relatively consistent throughout the trilogy, w ...
    3 KB (468 words) - 06:12, 28 March 2017
  • ...ticle script]] format is used to build electrical effects in the ''Metroid Prime'' series. ...ow|LWD2|RealElement|Line Width 2|Particle Creation and Update|Enables line 2 (overdrawn with same verts) and specifies its width in 480p pixels|{{check} ...
    5 KB (608 words) - 06:08, 11 June 2017
  • This is a list of script objects in Metroid Prime 2: Echoes. | [[Actor (Metroid Prime 2)|Actor]] ...
    20 KB (2,372 words) - 23:10, 14 June 2023
  • ''This article is for the scriptable layers format from Metroid Prime 2, 3, and Donkey Kong Country Returns. See [[Scriptable Layers (File Format)] ...correctly read/write DKCR files. (This change could also be applied in the Prime series with custom script data.) ...
    7 KB (1,074 words) - 06:22, 27 June 2017
  • Particles are the most widely-used effect in ''Metroid Prime'', with approximately ...e to skip updates, slowing down and making the motion "choppy". 2.0 causes 2 updates every frame, speeding up.|{{check}}|{{check}}|{{check}}|{{check}}|{ ...
    20 KB (2,566 words) - 01:51, 13 May 2018
  • ...particular material format appears in both Metroid Prime and Metroid Prime 2 with minor differences. The materials system in Metroid Prime is heavily dependent on the GameCube and Wii's graphics system, GX. GX is a ...
    16 KB (2,529 words) - 19:41, 4 March 2018
  • ...e texture coordinates. They're present in the material data of the Metroid Prime trilogy and Donkey Kong Country Returns. There are 13 animation types acros === Metroid Prime 1/2 === ...
    8 KB (1,074 words) - 01:56, 15 January 2018
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