Donkey Kong Country: Tropical Freeze and SAVW (File Format): Difference between pages

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>Aruki
(Created page with "Donkey Kong Country: Tropical Freeze is the most recent Retro release, and their first game on the Wii U; along with the new console came a large overhaul of the engine, w...")
 
>Aruki
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[[Donkey Kong Country: Tropical Freeze]] is the most recent Retro release, and their first game on the Wii U; along with 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 ones being overhauled completely.
''This article is for the SAVW format from Metroid Prime 1 and 2. See [[SAVW (File Format)]] for the other revisions of this format.''
 
The '''SAVW format''' determines what data gets saved to the memory card. It's used to save information on non-hardcoded parts of the game, like whether a particular MemoryRelay has been activated, whether you've scanned a particular scan has been fully scanned, etc.


__TOC__
__TOC__


== Formats ==
== Format ==
 
{| class="wikitable"
! Type
! Count
! Name
! Notes
! MP1
! MP2
|-
| u32
| 1
| '''Magic'''
| Always <code>0xC001D00D</code>.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Version'''
| See [[SAVW (File Format)|hub article]] for a list of possible version numbers.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Area Count'''
| Number of areas contained in this world.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Cinematic Skip Count'''
| Count of skippable cinematics.
| {{check}}
| {{check}}
|-
| u32
| ''Cinematic Skip Count''
| '''Cinematic Skip Instance IDs'''
| Array of instance IDs listing every Cinematic Skip SpecialFunction instance (MP1)/Camera instance with cinematic skip enabled (MP2) in the world.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''MemoryRelay Count'''
| Count of MemoryRelay instances.
| {{check}}
| {{check}}
|-
| u32
| ''MemoryRelay Count''
| '''MemoryRelay Instance IDs'''
| Array of instance IDs listing every MemoryRelay instance in the world.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Layer Toggle Count'''
| Count of layers that can be toggled on/off from this world.
| {{check}}
| {{check}}
|-
| [[#Layer Toggle|Layer Toggle]]
| 1
| '''Layer Toggle Array'''
| Array specifying every layer that can be toggled on/off from this world (any layer referenced by a ScriptLayerController). The layers specified can be in other worlds.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Door Count'''
| Count of DoorArea/Door instances.
| {{check}}
| {{check}}
|-
| u32
| ''Door Count''
| '''Door Instance IDs'''
| Array of instance IDs listing every DoorArea/Door instance in the world.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''Scannable Object Count'''
| Count of scannable objects in the next array.
| {{check}}
| {{check}}
|-
| [[#Scannable Object|Scannable Object]]
| ''Scannable Object Count''
| '''Scannable Object Array'''
| Array describing every scannable object in this world.
| {{check}}
| {{check}}
|-
| u32
| 1
| '''System State Env Var Count'''
| Count of system state env vars modified from this world.
| {{nocheck}}
| {{check}}
|-
| [[#Environment Variable|Environment Variable]]
| ''System State Env Var Count''
| '''System State Env Var Array'''
| Array of env vars affecting the entire system. Mainly used for multiplayer music unlocks.
| {{nocheck}}
| {{check}}
|-
| u32
| 1
| '''Game State Env Var Count'''
| Count of game state env vars modified from this world.
| {{nocheck}}
| {{check}}
|-
| [[#Environment Variable|Environment Variable]]
| ''Game State Env Var Count''
| '''Game State Env Var Array'''
| Array of env vars affecting only this save slot. Mainly used to enable the Dark World map button.
| {{nocheck}}
| {{check}}
|-
| u32
| 1
| '''Unmappable Object Count'''
| Count of unmappable objects in the world.
| {{nocheck}}
| {{check}}
|-
| u32
| ''Unmappable Object Count''
| '''Unmappable Object Instance IDs'''
| Array of instance IDs listing every instance that can be removed from the map. Mainly used by Translator Door Location SpecialFunctions.
| {{nocheck}}
| {{check}}
|-
| colspan=6 {{unknown|End of file}}
|}
 
=== Layer Toggle ===
 
{| class="wikitable"
! Type
! Name
! Notes
|-
| u32
| '''Area ID'''
| Internal area ID (not the MREA ID).
|-
| u32
| '''Layer Index'''
| Index of the layer that can be toggled.
|-
| colspan=3 {{unknown|End of layer}}
|}
 
=== Scannable Object ===
 
{| class="wikitable"
! Type
! Name
! Notes
|-
| Asset ID
| '''SCAN Asset ID'''
| Asset ID of a [[SCAN (Metroid Prime)|SCAN]] file.
|-
| u32
| '''Logbook Category'''
| Enum describing which logbook category this scan is part of. Always 0 in MP2. See below for possible values for MP1.
|-
| colspan=3 {{unknown|End of scan}}
|}
 
Possible logbook category values (MP1 only):
 
{| class="wikitable"
! ID
! Category
|-
| 0
| Non-Logbook
|-
| 1
| Space Pirate Data
|-
| 2
| Chozo Lore
|-
| 3
| Creatures
|-
| 4
| Research
|}


* [[ANIM (File Format)|ANIM]]: Animations
=== Environment Variable ===
* [[ARC (File Format)|ARC]]: Archive
* [[CABH (File Format)|CABH]]: Audio bus heirarchy
* [[CAUD (File Format)|CAUD]]: Audio metadata
* [[CHAR (File Format)|CHAR]]: Characters
* [[CMDL (Tropical Freeze)|CMDL]]: Generic models
* [[CSMP (File Format)|CSMP]]: Audio samples; music and sound effects
* [[DCLN (File Format)|DCLN]]: Collision OBB tree group
* [[FSMC (File Format)|FSMC]]: AI finite state machines
* [[GENP (File Format)|GENP]]: Particles
* [[GFX (File Format)|GFX]]: Unknown
* [[GFXL (File Format)|GFXL]]: Unknown
* [http://en.wikipedia.org/wiki/MPEG-4_Part_14 MP4]: Videos
* [[LDTA (File Format)|LDTA]]: Controls setups
* [[MSBT (File Format)|MSBT]]: Strings
* [[MTRL (File Format)|MTRL]]: Shaders
* [[PAK (Tropical Freeze)|PAK]]: Packfile
* [[ROOM (File Format)|ROOM]]: Level data
* [[RSTC (File Format)|RSTC]]: Unknown
* [[SKEL (File Format)|SKEL]]: Skeletons
* [[CMDL (Tropical Freeze)|SMDL]]: Skinned models
* [[SWSH (File Format)|SWSH]]: Particle swoosh data
* [[TXTR (Tropical Freeze)|TXTR]]: Textures
* [[UINF (File Format)|UINF]]: Universe info
* [[CMDL (Tropical Freeze)|WMDL]]: World models
* [[XFRM (File Format)|XFRM]]: Unknown


== Trivia ==
{| class="wikitable"
! Type
! Name
! Notes
|-
| string
| '''Variable Name'''
| Name of the environment variable as a zero-terminated string.
|-
| u32
| {{unknown|Unknown}}
| Always 0?
|-
| u32
| {{unknown|Unknown}}
| Always 1?
|-
| u32
| {{unknown|Unknown}}
| Always 0?
|-
| colspan=3 {{unknown|End of environment variable}}
|}


* There's a lot of leftover remnants of a PC build running on DX11 that was presumably used during development, including an archive of compiled HLSL shaders, numerous references to DX11, and a controls setup for PC.
[[Category:File Formats]]
[[Category:Metroid Prime]]
[[Category:Metroid Prime 2 Demo]]
[[Category:Metroid Prime 2: Echoes]]
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