MAPA (File Format): Difference between revisions
(The Corruption format should actually be correct now)
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|'''Saved State ID'''
|'''Saved State ID'''
Revision as of 13:39, 7 October 2021
The .MAPA file format defines the minimap models used in the Metroid Prime series. MAPA or MAP Area consists of several sections: The header, Mappable Object entries, Vertices, Primitive Headers, and the primitives.
|This file format needs more research |
A few things are unknown in the header and Mappable Object Entries
The header is very straightforward, and has some minor differences depending on version.
|u32||Magic; Always 0xDEADD00D||✔||✔||✔|
|u32||Version; See below||✔||✔||✔|
|u32||Type; unknown function in MP1/3, specifies whether the area appears on the Light (0) or Dark (1) map in MP2||✔||✔||✔|
|u32||Mappable Object Count||✔||✔||✔|
|u32||Environment Variable Section Size||✖||✖||✔|
|u32||Environment Variable Count||✖||✖||✔|
|End of Header|
The version value listed above can have the following values:
|Metroid Prime 1||2|
|Metroid Prime 2: Echoes||3|
|Metroid Prime 3: Corruption||5|
Only exists in Corruption; used for some areas with Landing Sites.
|string||Environment Variable Count||Environment Variable|
|Pad to 4 bytes|
|End of Environment Variables|
A Mappable Object in the Metroid Prime series can include: Elevators, Doors, and Save/Missile Stations. Each Mappable Object entry consists of the following struct:
|Type||Description||MP1 & MP2||MP3|
|u32||Type; See table below for MP1 types||✔||✔|
|u32||Editor ID; Same ID format as SCLY, indicates associated world object||✔||✔|
|GUID||Saved State ID||✖||✔|
|Template:Transform4f||Transform Matrix The Mappable Object's position in world space.||✔||✔|
|u32 * 4||Unknown||✔||✔|
|End of Mappable Object|
|6||Big Door 2|
|7||Ice Door Ceiling|
|8||Ice Door Floor|
|9||Wave Door Ceiling|
|10||Wave Door Floor|
|11||Plasma Door Ceiling|
|12||Plasma Door Floor|
|13||Ice Door Floor 2|
|14||Wave Door Floor 2|
|15||Plasma Door Floor 2|
|27||Down Arrow Yellow (Maintenance Tunnel)|
|28||Up Arrow Yellow (Phazon Processing Center)|
|29||Down Arrow Green (Elevator A)|
|30||Up Arrow Green (Elite Control Access)|
|31||Down Arrow Red (Elevator B)|
|32||Up Arrow Red (Fungal Hall Access)|
Vertices are a simple array of CVector3f. Geometry in MAPAs is, almost always, centered around the origin (0, 0, 0) and are simplified, full sized, versions of the map they replicate. Each vertex is referenced at least twice: once for the primitive, once for the line border.
The Primitive headers are extremely simple, they merely have a bounding box followed by the primitive table start and end point, relative to the end of the current primitive header. In other words: read in the header, seek to the start of the table from the current position, then read the primitives tables.
|Vector3f||Center of Mass|
|u32||Primitive Table Start; relative to the end of the header|
|u32||Border Table Start; relative to the end of the header|
The Primitive is also fairly simple, each one consists of two parts: The GX Primitive list, and the Border list.
|u32||Primitive Count (PC)|
|Primitive * PC||Primitives|
|u32||Border Count (BC)|
|Border * (BC)||Borders|
A primitive in a MAPA is a simple 4 byte aligned list of indices into the vertex list, starting with the GX Primitive type, a count, then an array of indices, each index taking up one byte.
A border in a MAPA is a simple count followed by a 4 byte aligned list indices into the vertex list, each index taking up one byte. A border is simply drawn using GX_LINESTRIP.