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  • == Formats == | [[AGSC (File Format)|AGSC]] ...
    3 KB (379 words) - 10:21, 24 October 2019
  • | [[MAPA (File Format)|MAPA]] | This is the MAPA file that contains the hexagon model ...
    2 KB (248 words) - 07:33, 27 July 2016
  • ''See [[PAK (File Format)]] for the other revisions of this format.'' The next part of the file, starting at 0x40, is a brief list of each section in the pak and its size. ...
    6 KB (881 words) - 01:32, 13 April 2019
  • ...rmat; it's a container for raw data dumps. For example, the MazeSeeds DUMB file in Metroid Prime is simply a dump of 300 32-bit values that are used as see [[Category:File Formats]] ...
    319 bytes (52 words) - 15:49, 28 January 2015
  • ...be found in the [[MREA (File Format)|MREA format]] as well as the [[DCLN (File Format)|DCLN format]]. ...st internally in Prime 1 as well, but they aren't exposed to the collision file format.) ...
    19 KB (2,361 words) - 08:53, 29 December 2016
  • ...reatures have a limited number of possible states they can be in. The AFSM file defines those states, and what triggers can cause it to transition to anoth ...rigger count. Note that the trigger count isn't actually used to parse the file; it's present merely because the game uses it to allocate space for each tr ...
    2 KB (312 words) - 15:04, 14 March 2015
  • ...a set of texture coordinates. Since the UV map is always rectangular, the file only stores the min/max X/Y coordinates; they should be mixed and matched t This section of the file changes somewhat from version 2 to 4. Starting in version 4, font textures ...
    8 KB (1,110 words) - 20:10, 11 March 2016
  • ...x character animations (defined by [[ANCS (File Format)|ANCS]] and [[CHAR (File Format)|CHAR]]). [[Category:File Formats]] ...
    1,014 bytes (141 words) - 00:50, 6 May 2016
  • ...|MREA files]] in script object properties, but it can also appear in other formats. [[Category:File Formats]] ...
    3 KB (414 words) - 19:00, 3 March 2017
  • ...roid Prime 2, 3, and Donkey Kong Country Returns. See [[Scriptable Layers (File Format)]] for other revisions of this format.'' ...when objects were modified during development, since this change meant the file could still be read correctly if properties were added or removed from an o ...
    7 KB (1,074 words) - 06:22, 27 June 2017
  • ...ith the new console came a large overhaul of the engine, with a lot of old formats being removed, a lot of new ones introduced, and a lot of the remaining one == Formats == ...
    2 KB (283 words) - 15:33, 22 July 2019
  • == Formats == | [[AFSM (File Format)|AFSM]] ...
    3 KB (411 words) - 10:23, 24 October 2019
  • Decals are commonly constructed via [[CRSC (File Format)|CRSC]] scripts in the event that a projectile weapon |<code>int</code> ([[CMDL (File Format)|CMDL]] ref) ...
    1 KB (201 words) - 05:36, 15 August 2016
  • ''See [[PAK (File Format)]] for the other revisions of this format.'' ...eze is the third version of the .pak format, with another layout overhaul, file IDs being extended from 64 bits to 128 bits (as they now use a new GUID sys ...
    4 KB (663 words) - 01:33, 13 April 2019
  • [[Category:File Formats]] ...
    6 KB (755 words) - 17:35, 7 February 2015
  • [[Category:File Formats]] ...
    328 bytes (48 words) - 23:28, 29 December 2016
  • ...he vertices with the same weights need to be grouped together in the model file. ...coordinate/normal array from the model file will be inserted into the skin file. It's a byte-for-byte match with the data from the model. The purpose of th ...
    2 KB (314 words) - 15:05, 14 March 2015
  • [[Category:File Formats]] ...
    1 KB (183 words) - 11:45, 25 May 2017
  • [[Category:File Formats]] ...
    757 bytes (113 words) - 00:53, 6 May 2016
  • ...e 3)|CHAR files]]. Most of the data in this format appeared in the [[ANCS (File Format)|ANCS format]] in Prime 1/2. ...(unless the animation has its events in the [[CHAR (Metroid Prime 3)|CHAR file]]). ...
    4 KB (497 words) - 22:02, 3 March 2017
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