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  • The '''ATBL format''' contains a list of every sound effect in the game, corresponding to the sounds from AGSC files. It is by f {{research|1|Verify that these are actually sound IDs, and figure out why a lot of them are FF'd out.}} ...
    579 bytes (87 words) - 15:03, 14 March 2015
  • ''This article is for the CHAR format from Metroid Prime 3: Corruption. See [[CHAR (File Format)]] for the other revisions of this for ...it serves as 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 ...
    8 KB (1,077 words) - 23:56, 7 March 2017
  • ...s 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
  • ...data in this format appeared in the [[ANCS (File Format)|ANCS format]] in Prime 1/2. ...s events (unless the animation has its events in the [[CHAR (Metroid Prime 3)|CHAR file]]). ...
    4 KB (497 words) - 22:02, 3 March 2017
  • ...ns sound affects. Where CSMP differs is the fact that it only contains one sound and is broken up into obvious data chunks with easily identifiable sizes. This is the header structure found in Metroid Prime 3 and Donkey Kong Country Returns; Tropical Freeze's is a bit different. ...
    2 KB (303 words) - 09:34, 26 January 2015
  • ...t for the 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
  • ...s. Each AGSC file contains a group of sound effects. The first two Metroid Prime games utilize the MusyX audio engine created by Factor5 and as a result, AG ...Metroid Prime, the third chunk is samp, and the fourth is sdir; in Metroid Prime 2, it's the other way around. ...
    23 KB (3,085 words) - 20:56, 16 August 2018
  • ...a common GameCube/Wii format for audio that comes with the SDK. It encodes sound using Nintendo's ADPCM codec. The same ADPCM codec is also embedded into se | colspan=3 {{unknown|End of DSP header}} ...
    3 KB (501 words) - 16:28, 11 October 2023
  • 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 ...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 is a list of script objects in Metroid Prime 3: Corruption. | [[AITaskPoint (Metroid Prime 3)|AITaskPoint]] ...
    22 KB (2,703 words) - 14:34, 29 July 2015
  • The '''MLVL format''' defines worlds in the Metroid Prime trilogy and Donkey Kong Country Returns. While the [[MREA (File Format)|MRE | Controls which temple key icons appear on the map screen. Appears in Prime 3 but always 0. ...
    18 KB (2,646 words) - 19:58, 20 June 2023