Animation Events (File Format): Difference between revisions

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| u32
| u32
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| '''Loop Event Count'''
| '''Bool Event Count'''
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| [[#Loop Event|Loop Event]]
| [[#Bool Event|Bool Event]]
| ''Loop Event Count''
| ''Bool Event Count''
| '''Loop Events'''
| '''Bool Events'''
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| u32
| u32
| 1
| 1
| '''User Event Count'''
| '''Int32 Event Count'''
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|  
|-
|-
| [[#User Event|User Event]]
| [[#Int32 Event|Int32 Event]]
| ''User Event Count''
| ''Int32 Event Count''
| '''User Events'''
| '''Int32 Events'''
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| u32
| u32
| 1
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| '''Effect Event Count'''
| '''Particle Event Count'''
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|-
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| [[#Effect Event|Effect Event]]
| [[#Particle Event|Particle Event]]
| ''Effect Event Count''
| ''Particle Event Count''
| '''Effect Events'''
| '''Particle Events'''
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=== User Event ===
=== Int32 Event ===


==== Metroid Prime 1/2 ====
==== Metroid Prime 1/2 ====
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| u32
| s32
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| '''User Event Type'''
| '''Value'''
| Enumerated user event type (unknown values)
| Numeric value for the event
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| string
| string
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=== Effect Event ===
=== Particle Event ===


{| class="wikitable"
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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: