Animation Events (File Format): Difference between revisions

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{{research|1|Some event parameters need research}}
{{research|1|Some event parameters need research}}
The '''EVNT format''' is a companion to [[ANIM (File Format)|ANIM]] resources. It controls functional events synchronized to rigged animations for things like sound effects, visual effects, character messages, and playback control. In Echoes, this format was merged in to the end of the [[ANCS (File Format)|ANCS]] format, but the structure of the file is mostly the same (with a couple changes).
'''Animation events''' control functional events synchronized to rigged animations for things like sound effects, visual effects, character messages, and playback control. The events can be found in different places in each game; in Prime 1, they are stored in their own file format, the '''EVNT format'''. In Echoes, the format is the same as Prime 1, but was merged in to the [[ANCS (File Format)|ANCS format]] instead of getting its own file. In Prime 3 and the Donkey Kong Country series, events can be found in the [[CHAR (File Format)|CHAR format]], as well as Prime 3's [[SAND (File Format)|SAND format]].


== Format ==
== Format ==
=== File Structure (Metroid Prime 1/2) ===


{| class="wikitable"
{| class="wikitable"
Line 17: Line 19:
| u32
| u32
| 1
| 1
| '''Loop Event Count'''
| '''Bool Event Count'''
|  
|  
|-
|-
| [[#Loop Event|Loop Event]]
| [[#Bool Event|Bool Event]]
| ''Loop Event Count''
| ''Bool Event Count''
| '''Loop Events'''
| '''Bool Events'''
|  
|  
|-
|-
| u32
| u32
| 1
| 1
| '''User Event Count'''
| '''Int32 Event Count'''
|  
|  
|-
|-
| [[#User Event|User Event]]
| [[#Int32 Event|Int32 Event]]
| ''User Event Count''
| ''Int32 Event Count''
| '''User Events'''
| '''Int32 Events'''
|  
|  
|-
|-
| u32
| u32
| 1
| 1
| '''Effect Event Count'''
| '''Particle Event Count'''
|  
|  
|-
|-
| [[#Effect Event|Effect Event]]
| [[#Particle Event|Particle Event]]
| ''Effect Event Count''
| ''Particle Event Count''
| '''Effect Events'''
| '''Particle Events'''
|  
|  
|-
|-
Line 55: Line 57:
| Not present in version 1
| Not present in version 1
|}
|}
=== Event Type ===
Table is accurate to Prime 1, unknown for other games.
{| class="wikitable"
! ID
! Type
|-
| 0
| Loop
|-
| 1
| EmptyBool
|-
| 2
| EmptyInt32
|-
| 4
| SoundInt32
|-
| 5
| Particle
|-
| 6
| UserEvent
|-
| 7
| RandRate
|-
| 8
| Sound
|}


=== Event Base ===
=== Event Base ===
Line 65: Line 101:
! Name
! Name
! Notes
! Notes
! MP1/2
! MP3
|-
|-
| u16
| u16
Line 70: Line 108:
| {{unknown|Unknown}}
| {{unknown|Unknown}}
|  
|  
| {{check}}
| {{check}}
|-
|-
| string
| string
Line 75: Line 115:
| '''Event Name'''
| '''Event Name'''
|  
|  
| {{check}}
| {{check}}
|-
|-
| u16
| u16
Line 80: Line 122:
| '''Event Type'''
| '''Event Type'''
| Enumerated event type (unknown values)
| Enumerated event type (unknown values)
| {{check}}
| {{check}}
|-
|-
| float
| [[Char Anim Time]]
| 1
| 1
| '''Event Timestamp'''
| '''Event Timestamp'''
| Time (in seconds) from start of [[ANIM (File Format)|ANIM]] to trigger event
| Time (in seconds) from start of [[ANIM (File Format)|ANIM]] to trigger event
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| {{unknown|Unknown}}
| '''Event Index'''
|  
| Index of event unique from other events (perhaps used to maintain a ''triggered'' bitmap)
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| '''Event Index'''
| {{unknown}}
| Index of event unique from other events (perhaps used to maintain a ''triggered'' bitmap)
|  
| {{nocheck}}
| {{check}}
|-
|-
| bool
| bool
| 1
| 1
| {{unknown|Unknown}}
| '''Unique'''
|  
|  
| {{check}}
| {{check}}
|-
|-
| float
| float
| 1
| 1
| {{unknown|Unknown}}
| '''Weight'''
|  
| The likelihood of this event being selected
| {{check}}
| {{check}}
|-
|-
| s32
| s32
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| '''Character Index'''
| '''Character Index'''
| Character index that this event should trigger for. If -1, this event triggers for all characters.
| Character index that this event should trigger for. If -1, this event triggers for all characters.
| {{check}}
| {{check}}
|-
|-
| u32
| u32
| 1
| 1
| {{unknown|Unknown}}
| '''Flags'''
|
| {{check}}
| {{check}}
|-
| u32
| 1
| {{unknown}}
|
| {{nocheck}}
| {{check}}
|-
| u32
| 1
| {{unknown}}
|
| {{nocheck}}
| {{check}}
|-
| u32
| 1
| {{unknown}}
|
| {{nocheck}}
| {{check}}
|-
| float
| 1
| {{unknown}}
|
| {{nocheck}}
| {{check}}
|-
| float
| 1
| {{unknown}}
|  
|  
| {{nocheck}}
| {{check}}
|}
|}


=== Loop Event ===
=== Bool Event ===


{| class="wikitable"
{| class="wikitable"
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| bool
| bool
| 1
| 1
| {{unknown|Unknown}}
| '''Value'''
|  
|  
|}
|}


=== User Event ===
=== Int32 Event ===
 
==== Metroid Prime 1/2 ====


{| class="wikitable"
{| class="wikitable"
Line 149: Line 244:
|  
|  
|-
|-
| u32
| s32
| 1
| 1
| '''User Event Type'''
| '''Value'''
| Enumerated user event type (unknown values)
| Numeric value for the event
|-
|-
| string
| string
Line 160: Line 255:
|}
|}


=== Effect Event ===
==== Metroid Prime 3 ====
 
{| class="wikitable"
! Type
! Count
! Name
! Notes
|-
| [[#Event Base|Event Base]]
| 1
| '''Event Base'''
|
|-
| u8
| 1
| {{unknown}}
|
|-
| u16
| 1
| {{unknown}}
|
|-
| u16
| 1
| {{unknown}}
|
|}
 
=== Particle Event ===


{| class="wikitable"
{| class="wikitable"
Line 169: Line 293:
! MP1
! MP1
! MP2
! MP2
! MP3
|-
|-
| [[#Event Base|Event Base]]
| [[#Event Base|Event Base]]
Line 174: Line 299:
| '''Event Base'''
| '''Event Base'''
|  
|  
| {{check}}
| {{check}}
| {{check}}
| {{check}}
| {{check}}
Line 183: Line 309:
| {{check}}
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
|-
| char
| {{FourCC}}
| 4
| 1
| '''Effect Type'''
| '''Effect Type'''
| FourCC of effect's type; either [[PART (File Format)|PART]], [[SWHC (File Format)|SWHC]], or [[ELSC (File Format)|ELSC]]
| FourCC of effect's type; either [[PART (File Format)|PART]], [[SWHC (File Format)|SWHC]], or [[ELSC (File Format)|ELSC]]
| {{check}}
| {{check}}
| {{check}}
| {{check}}
| {{check}}
Line 195: Line 323:
| '''Effect ID'''
| '''Effect ID'''
| Asset ID of the effect resource
| Asset ID of the effect resource
| {{check}}
| {{check}}
| {{check}}
| {{check}}
| {{check}}
Line 203: Line 332:
| Name of the [[CINF (File Format)|CINF]] bone to attach this effect to
| Name of the [[CINF (File Format)|CINF]] bone to attach this effect to
| {{check}}
| {{check}}
| {{nocheck}}
| {{nocheck}}
| {{nocheck}}
|-
|-
Line 211: Line 341:
| {{nocheck}}
| {{nocheck}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
|-
| float
| float
Line 218: Line 349:
| {{check}}
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
|-
| u32
| u32
Line 229: Line 361:
</ol>
</ol>
| {{check}}
| {{check}}
| {{check}}
| {{nocheck}}
|-
| float
| 1
| {{unknown}}
| Probably effect scale?
| {{nocheck}}
| {{nocheck}}
| {{check}}
|-
| u32
| 1
| {{unknown}}
| Probably bone ID?
| {{nocheck}}
| {{nocheck}}
| {{check}}
| {{check}}
|}
|}


=== Sound Event ===
=== Sound Event ===
==== Metroid Prime 1/2 ====


{| class="wikitable"
{| class="wikitable"
Line 298: Line 449:
| {{check}}
| {{check}}
|}
|}
==== Metroid Prime 3 ====
{| class="wikitable"
! Type
! Count
! Name
! Notes
|-
| [[#Event Base|Event Base]]
| 1
| '''Event Base'''
|
|-
| Asset ID ([[CAUD (File Format)|CAUD]])
| 1
| '''Sound Effect'''
| Sound to be played.
|-
| u32
| 1
| {{unknown}}
|
|-
| u32
| 1
| {{unknown}}
|
|-
| [[#Unknown Typed Structure|Unknown Typed Structure]]
| 1
| {{unknown}}
|
|-
| [[#Unknown Typed Structure|Unknown Typed Structure]]
| 1
| {{unknown}}
|
|}
===== Unknown Typed Structure =====
Contains a 32-bit type value, followed by either:
* Type 0: Nothing
* Type 1: A float
* Type 2: A [[Maya Spline]]


[[Category:File Formats]]
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime 2: Echoes]]
[[Category:Metroid Prime 2: Echoes]]

Latest revision as of 20:17, 9 June 2021

This file format is almost completely documented
Some event parameters need research

Animation events control functional events synchronized to rigged animations for things like sound effects, visual effects, character messages, and playback control. The events can be found in different places in each game; in Prime 1, they are stored in their own file format, the EVNT format. In Echoes, the format is the same as Prime 1, but was merged in to the ANCS format instead of getting its own file. In Prime 3 and the Donkey Kong Country series, events can be found in the CHAR format, as well as Prime 3's SAND format.

Format

File Structure (Metroid Prime 1/2)

Type Count Name Notes
u32 1 Version Either 1 or 2. Both can appear in Prime 1, while Echoes uses version 2 (the version number wasn't updated in Echoes despite format changes).
u32 1 Bool Event Count
Bool Event Bool Event Count Bool Events
u32 1 Int32 Event Count
Int32 Event Int32 Event Count Int32 Events
u32 1 Particle Event Count
Particle Event Particle Event Count Particle Events
u32 1 Sound Event Count Not present in version 1
Sound Event Sound Event Count Sound Events Not present in version 1

Event Type

Table is accurate to Prime 1, unknown for other games.

ID Type
0 Loop
1 EmptyBool
2 EmptyInt32
4 SoundInt32
5 Particle
6 UserEvent
7 RandRate
8 Sound


Event Base

These parameters are common to every event type.

Type Count Name Notes MP1/2 MP3
u16 1 Unknown
string 1 Event Name
u16 1 Event Type Enumerated event type (unknown values)
Char Anim Time 1 Event Timestamp Time (in seconds) from start of ANIM to trigger event
u32 1 Event Index Index of event unique from other events (perhaps used to maintain a triggered bitmap)
u32 1 Unknown
bool 1 Unique
float 1 Weight The likelihood of this event being selected
s32 1 Character Index Character index that this event should trigger for. If -1, this event triggers for all characters.
u32 1 Flags
u32 1 Unknown
u32 1 Unknown
u32 1 Unknown
float 1 Unknown
float 1 Unknown

Bool Event

Type Count Name Notes
Event Base 1 Event Base
bool 1 Value

Int32 Event

Metroid Prime 1/2

Type Count Name Notes
Event Base 1 Event Base
s32 1 Value Numeric value for the event
string 1 Bone Name Name of the CINF bone to attach this event to (for applicable events)

Metroid Prime 3

Type Count Name Notes
Event Base 1 Event Base
u8 1 Unknown
u16 1 Unknown
u16 1 Unknown

Particle Event

Type Count Name Notes MP1 MP2 MP3
Event Base 1 Event Base
u32 1 Frame Count Number of frames to run the effect emitter for
FourCC 1 Effect Type FourCC of effect's type; either PART, SWHC, or ELSC
Asset ID 1 Effect ID Asset ID of the effect resource
string 1 Bone Name Name of the CINF bone to attach this effect to
u32 1 Bone ID ID of the CINF bone to attach this effect to
float 1 Effect Scale Uniform scale of the particle effect
u32 1 Transform Type Enumerated transform-mode relating effect to actor's bone:
  1. Emitter transformed to bone for initial frame, then retained
  2. Emitter continuously transformed to bone
  3. Entire effect (including particle instances) continuously transformed to bone
float 1 Unknown Probably effect scale?
u32 1 Unknown Probably bone ID?

Sound Event

Metroid Prime 1/2

Type Count Name Notes MP1 MP2
Event Base 1 Event Base
u32 1 Sound ID Lower 16 bits are an AGSC sound ID indirected via the ATBL; most significant bit is a looped flag
float 1 Reference Amplitude Reference amplitude for audio attenuation
float 1 Reference Distance Reference distance for audio attenuation
u32 1 Unknown
u16 1 Unknown
u16 1 Unknown
float 1 Unknown

Metroid Prime 3

Type Count Name Notes
Event Base 1 Event Base
Asset ID (CAUD) 1 Sound Effect Sound to be played.
u32 1 Unknown
u32 1 Unknown
Unknown Typed Structure 1 Unknown
Unknown Typed Structure 1 Unknown
Unknown Typed Structure

Contains a 32-bit type value, followed by either: