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  • ''See [[STRG (File Format)]] for the other revisions of this format.'' | Always 3. See [[STRG (File Format)|hub article]] for a list of possible version numbers. ...
    4 KB (647 words) - 04:04, 29 August 2016
  • ...ANCS (File Format)|ANCS format]] in Metroid Prime 1 and 2, and the [[CHAR (File Format)|CHAR format]] in Metroid Prime 3, Donkey Kong Country Returns, and [[Category:File Formats]] ...
    4 KB (486 words) - 06:45, 8 July 2017
  • ''See [[MREA (File Format)]] for the other revisions of this format.'' ...some new data sections and the ability to compress most of the data in the file. ...
    9 KB (1,372 words) - 21:07, 24 January 2022
  • == Formats == | [[AFSM (File Format)|AFSM]] ...
    3 KB (360 words) - 18:20, 8 October 2021
  • ''See [[TXTR (File Format)]] for the other revisions of this format.'' {{todo|Could possibly use some more information on how the formats work and how to decode them, but then again the Custom Mario Kart Wiiki has ...
    3 KB (492 words) - 09:16, 18 April 2019
  • [[Category:File Formats]] ...
    90 bytes (10 words) - 04:53, 2 March 2015
  • | colspan=4 {{unknown|End of file}} [[Category:File Formats]] ...
    3 KB (342 words) - 11:13, 17 May 2016
  • ...le is for the CHAR format from the Donkey Kong Country series. See [[CHAR (File Format)]] for the other revisions of this format.'' ...R format''' defines animated characters. It's the successor to the [[CHAR (File Format)|CHAR format]] from Prime 3. ...
    2 KB (246 words) - 22:04, 3 March 2017
  • file tagged with <code>ELSM</code>. Any of the following properties are loaded i {{ParticlePropertyRow|SSWH|[[SWHC (File Format)|SWHC]]|Child Swoosh|System Init|Use swoosh system to draw effect; c ...
    5 KB (608 words) - 06:08, 11 June 2017
  • ...L (Donkey Kong Country Returns)|CMDL]] and [[MREA (Metroid Prime 3)|MREA]] formats. ...r|There is an unknown value in the surface header, and the possible vertex formats should be documented.}} ...
    6 KB (992 words) - 00:47, 4 September 2016
  • | Asset ID ([[MSBT (File Format)|MSBT]]) | Reference to the MSBT file containing all level names. ...
    2 KB (285 words) - 19:14, 4 November 2017
  • == Formats == | [[AFSM (File Format)|AFSM]] ...
    3 KB (428 words) - 20:24, 24 August 2021
  • The '''.MAPA file format''' defines the minimap models used in the Metroid Prime series. MAPA [[Category:File Formats]] ...
    6 KB (863 words) - 03:00, 2 May 2023
  • ...stores the collision geometry for levels, and can be found in the [[MREA (File Format)|MREA]] format. Most of it is shared with the [[DCLN (Metroid Prime) | [[Collision Index Data (File Format)|Collision Index Data]] ...
    4 KB (690 words) - 20:03, 30 December 2016
  • ...es are the named resources; the rest are dependencies. There are three pak formats: [[Category:File Formats]] ...
    554 bytes (91 words) - 16:06, 5 February 2015
  • The '''STRG format''' is used to store string tables. Each STRG file can contain any number of strings, as well as variations for different lang [[Category:File Formats]] ...
    917 bytes (135 words) - 17:41, 29 May 2015
  • The '''EGMC''' file format is in Metroid Prime 2 and 3. Its extension stands for '''''E'''ditor | colspan=4 {{unknown|End of file}} ...
    1 KB (173 words) - 05:45, 23 May 2016
  • ...rmat)|ANCS]], [[CHAR (File Format)|CHAR]], and [[SAND (File Format)|SAND]] formats. ''Play'' meta-animations simply play an [[ANIM (File Format)|ANIM]] animation. ...
    2 KB (311 words) - 23:48, 7 March 2017
  • [[Category:File Formats]] ...
    8 KB (1,074 words) - 01:56, 15 January 2018
  • ''See [[CMDL (File Format)]] for the other revisions of this format.'' ...ount and the size of each one; using these is the only way to navigate the file. ...
    4 KB (521 words) - 12:49, 8 September 2016
  • ''See [[TXTR (File Format)]] for the other revisions of this format.'' ...o have some documentation on how to deswizzle/decompress different texture formats.}} ...
    6 KB (995 words) - 21:04, 17 December 2017
  • == Formats == | [[ANIM (File Format)|ANIM]] ...
    2 KB (278 words) - 18:31, 23 December 2017
  • ...ios games starting in Metroid Prime 3. It's very similar in use to [[AGSC (File Format)|AGSC]] and usually contains sound affects. Where CSMP differs is th ...the chunk headers and parse their contents until you reach the end of the file. ...
    2 KB (303 words) - 09:34, 26 January 2015
  • ...for GameCube games. This is essentially the GameCube's equivalent of a DLL file, allowing for code modules to be dynamically linked at runtime and unlinked | Unique ID identifying this module. The main [[DOL (File Format)|DOL file]] is module 0, so REL modules will start from ID 1. ...
    10 KB (1,459 words) - 19:15, 17 February 2017
  • [[Category:File Formats]] ...
    177 bytes (20 words) - 16:13, 5 February 2015
  • ...s afterwards). Each layer's name and default state is found in the [[MLVL (File Format)|MLVL]] format. Each instance has a large number of parameters that [[Category:File Formats]] ...
    2 KB (272 words) - 01:21, 21 July 2015
  • ...''' defines the map for a world, which is basically just a list of [[MAPA (File Format)|MAPA files]]. ...f the format, version 1. The only difference is that Prime 1/2 have 32-bit file IDs, while Prime 3 has 64-bit ones. ...
    1,008 bytes (150 words) - 02:21, 25 May 2016
  • ...ticle is for the CHAR format from Metroid Prime 3: Corruption. See [[CHAR (File Format)]] for the other revisions of this format.'' ...r contains multiple characters; instead, every character gets its own CHAR file, and any animation data shared with other characters is stored in SAND. ...
    8 KB (1,077 words) - 23:56, 7 March 2017
  • ...is include other PART systems, but [[SWHC (File Format)|SWHC]] and [[ELSC (File Format)|ELSC]] When the <code>PMDL</code> property is provided with a [[CMDL (File Format)|CMDL]], particles are rendered ...
    20 KB (2,566 words) - 01:51, 13 May 2018
  • [[Category:File Formats]] ...
    1 KB (188 words) - 15:47, 1 October 2016
  • ...in both the [[CMDL (Metroid Prime)|CMDL]] and [[MREA (File Format)|MREA]] formats and is identical in both. This particular material format appears in both M Materials come as part of a set; often there will only be one set per file, but many CMDLs can have more than one. The set begins with a short header ...
    16 KB (2,529 words) - 19:41, 4 March 2018
  • ...sed in Tropical Freeze. Note that Tropical Freeze actually has three model formats - CMDL, SMDL, and WMDL - which are all very similar to each other and cover [[Category:File Formats]] ...
    1 KB (173 words) - 07:06, 25 October 2016
  • ...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
  • ...It's essentially a replacement for the SoundMacro system from the [[AGSC (File Format)|AGSC format]] in Prime 1/2. ...ngs. These names are referenced by VolumeGroup script instances in [[MREA (File Format)|MREA]] files. ...
    2 KB (240 words) - 05:13, 19 February 2017
  • ...is article is for the ANIM format used in ''Metroid Prime 3''. See [[ANIM (File Format)]] for the other revisions of this format.'' ...e two versions of the ANIM format in ''Metroid Prime 3'' (indicated by the file's first u32 value): ...
    5 KB (711 words) - 16:42, 8 May 2016
  • ...the scriptable layers format from Metroid Prime. See [[Scriptable Layers (File Format)]] for other revisions of this format.'' ...y ''start'' on a multiple of 32, so they're not 32-byte-aligned within the file; they're just aligned relative to the start of the layer data. ...
    3 KB (469 words) - 02:48, 21 July 2015
  • ...s used to store sound effect names. It is one of the most complicated file formats to appear in the entire Metroid Prime series. | colspan=5 {{unknown|End of file}} ...
    765 bytes (112 words) - 09:47, 25 May 2016
  • ...article is for the CMDL format from the Metroid Prime series. See [[CMDL (File Format)]] for the other revisions of this format.'' ...ount and the size of each one; using these is the only way to navigate the file. ...
    3 KB (468 words) - 06:12, 28 March 2017
  • ...und effect format for Metroid Prime and Metroid Prime 2: Echoes. Each AGSC file contains a group of sound effects. The first two Metroid Prime games utiliz ...d Prime 2, every chunk instead has its size listed at the beginning of the file, at the end of the header. In addition, in Metroid Prime, the third chunk i ...
    23 KB (3,085 words) - 20:56, 16 August 2018
  • ...when not in use to save memory. It's very similar to the GameCube's [[REL (File Format)|REL format]], with the main difference being that the RSO format re ...ions, and instead just has an export table for the [[DOL (File Format)|DOL file]]. This is used to resolve module references to symbols in the main executa ...
    10 KB (1,611 words) - 17:20, 2 October 2016
  • ...format from Metroid Prime. For other revisions of this format, see [[SCAN (File Format)]].'' The '''SCAN file format''' describes scannable objects. It is a relatively simple format and ...
    6 KB (846 words) - 16:21, 13 January 2019
  • Types that are commonly seen in Retro Studios file formats. ...IDs are used to uniquely identify assets. They are assigned in the [[PAK (File Format)|PAK]] table of contents and are used by resources to reference each ...
    3 KB (455 words) - 12:00, 15 November 2016
  • [[Category:File Formats]] ...
    1 KB (183 words) - 11:45, 25 May 2017
  • ...m Time''' is a small structure that appears in many animation-related file formats. ...
    742 bytes (90 words) - 05:47, 3 March 2017
  • ...and usually a parent widget name. There are no IDs or indices used in the file; widgets reference each other by name. The following values are set on ever [[Category:File Formats]] ...
    5 KB (644 words) - 15:01, 14 March 2015
  • [[Category:File Formats]] ...
    461 bytes (70 words) - 16:50, 22 July 2015
  • ''See [[STRG (File Format)]] for the other revisions of this format.'' ...format. It's a very simplistic format that only supports one language per file and doesn't even have a magic value or a version number. ...
    881 bytes (129 words) - 06:41, 27 May 2016
  • ''See [[STRG (File Format)]] for the other revisions of this format.'' The '''STRG format''' is used to store string tables. Each STRG file can contain any number of strings, as well as variations for different lang ...
    5 KB (824 words) - 06:13, 28 March 2017
  • Overall, SNG functions similar to a Type-1 (multi-track) MIDI file, with (up to) 64 tracks ...t; it appears at the start of the file. After parsing this the rest of the file is copied into a buffer and then passed to the MusyX functions. ...
    8 KB (1,184 words) - 05:32, 4 September 2018
  • ...'' is a common header located in most Donkey Kong Country: Tropical Freeze formats, and serves as a container for most data in the game. ...For forms that appear at the beginning of a file, this usually matches the file extension. ...
    1 KB (163 words) - 14:42, 14 November 2016
  • ...be preserved between play sessions to be saved and retrieved from the save file without the executable having to know anything about it. This is used for, ...sociating them via instance IDs alone. The state ID is mirrored in another file (usually on the object via a property). ...
    7 KB (976 words) - 07:18, 5 February 2019
  • ...from the Metroid Prime series and Donkey Kong Country Returns. See [[DCLN (File Format)]] for other revisions of this format.'' ...ors and platforms. Most of the format is shared with the [[Area Collision (File Format)|MREA format]], but there are some sections that are unique to DCLN. ...
    2 KB (340 words) - 01:24, 17 August 2018
  • ...mat used in ''Metroid Prime'' and ''Metroid Prime 2: Echoes''. See [[ANIM (File Format)]] for the other revisions of this format.'' ...ormat''' is used in conjunction with [[CINF (File Format)|CINF]] + [[CSKR (File Format)|CSKR]] rigging to animate [[CMDL (Metroid Prime)|CMDL meshes]]. The ...
    14 KB (2,061 words) - 05:48, 3 March 2017
  • | colspan=3 {{unknown|End of file}} [[Category:File Formats]] ...
    579 bytes (87 words) - 15:03, 14 March 2015
  • ...ormat name comes from the <code>TREE</code> fourCC at the beginning of the file. After the file header, the TREE format embeds a script layer using the [[Scriptable Layers ...
    5 KB (714 words) - 22:18, 14 September 2015
  • [[Category:File Formats]] ...
    14 KB (1,856 words) - 11:24, 6 June 2016
  • ...is a little-endian format; all fourCCs and magic values that appear in the file appear reversed. ...f the rest of the file (including the ToC and most of the resources in the file) will be compressed. There are some RST0 files that contain uncompressed re ...
    8 KB (1,303 words) - 06:13, 28 March 2017
  • The '''DGRP format''' is for creating dependency groups. It's one of the few formats that appears in all five Retro Studios games. | colspan=5 {{unknown|End of file}} ...
    1 KB (152 words) - 06:27, 26 December 2019
  • ''See [[CMDL (File Format)]] for the other revisions of this format.'' ...with SMDL and WMDL each containing an extra data chunk at the start of the file. ...
    15 KB (2,099 words) - 19:40, 14 November 2016
  • ...otype|Metroid Prime 3 E3 prototype]] has more; Metroid.pak contains a SAVA file for each area. ...ith the area count. The version is still present as the first value in the file but uses different version numbers than SAVW. ...
    1 KB (194 words) - 07:19, 5 February 2019
  • == Formats == | [[AFSM (File Format)|AFSM]] ...
    2 KB (340 words) - 08:02, 24 October 2019
  • ...Wii U was made, due to the substantial hardware changes and the new image formats used by GX2. [[Category:File Formats]] ...
    669 bytes (114 words) - 01:30, 24 December 2015
  • ...e found in the [[ANCS (File Format)|ANCS]] and [[SAND (File Format)|SAND]] formats. [[Category:File Formats]] ...
    2 KB (232 words) - 06:19, 3 March 2017
  • ...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
  • |<code>int</code> ([[ATBL (File Format)|ATBL]] entry) |<code>int</code> ([[CRSC (File Format)|CRSC]] ref) ...
    4 KB (523 words) - 21:05, 26 July 2016
  • Character layouts are associated with models and skins through [[ANCS (File Format)|ANCS]] files. | colspan=4 {{unknown|End of file}} ...
    2 KB (292 words) - 18:52, 22 April 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
  • [[Category:File Formats]] ...
    6 KB (738 words) - 12:02, 15 November 2016
  • ...ectional, spot, and custom. Every light type has the same structure in the file; however, different types are utilized in different ways by the engine. ...s is calculated using the spot cutoff parameter. The cutoff value from the file is halved and converted from degrees to radians, and the cosine of the resu ...
    6 KB (866 words) - 04:30, 27 March 2019
  • == Formats == | [[AGSC (File Format)|AGSC]] ...
    3 KB (379 words) - 10:21, 24 October 2019
  • ...rom Metroid Prime 2 and 3. For other revisions of this format, see [[SCAN (File Format)]].'' The '''SCAN file format''' describes scannable objects. The format's been updated since Prim ...
    4 KB (474 words) - 06:18, 31 December 2015
  • ...eplaced by the [[CHAR (File Format)|CHAR]] and [[SAND (File Format)|SAND]] formats. The extension stands for '''AN'''imation '''C'''haracter '''S'''et. ...is includes particles being used by attached effects as well as by [[EVNT (File Format)|animation events]]. ...
    12 KB (1,442 words) - 08:04, 3 March 2017
  • ...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
  • |<code>int</code> ([[PART (File Format)|PART]] ref) |<code>int</code> ([[PART (File Format)|PART]] ref) ...
    10 KB (1,457 words) - 21:37, 26 July 2016
  • == Formats == | [[ANIM (File Format)|ANIM]] ...
    3 KB (373 words) - 20:45, 9 May 2017
  • ...e Metroid Prime trilogy and Donkey Kong Country Returns. While the [[MREA (File Format)|MREA format]] defines individual areas, the MLVL is what links toge | Asset ID ([[STRG (File Format)|STRG]]) ...
    18 KB (2,646 words) - 19:58, 20 June 2023
  • This file format was introduced in Metroid Prime 2 and has appeared in every Retro ga | Count of rules in the file. ...
    4 KB (483 words) - 12:03, 15 November 2016
  • ''See [[PAK (File Format)]] for the other revisions of this format.'' ...Prime 2 is a fairly simple packfile format; files are stored with a 32-bit file ID, and can optionally be compressed with zlib (Metroid Prime) or LZO1X-999 ...
    8 KB (1,416 words) - 01:31, 13 April 2019
  • == Formats == | [[AFSM (File Format)|AFSM]] ...
    3 KB (411 words) - 10:23, 24 October 2019
  • ...overhaul in Metroid Prime 3. The format is seen in both the CMDL and MREA formats and is identical in both. This particular material format appears in Metroi | [[TXTR (File Format)|TXTR]] ...
    9 KB (1,282 words) - 06:57, 18 February 2016
  • [[Category:File Formats]] ...
    489 bytes (64 words) - 18:03, 3 March 2017
  • [[Category:File Formats]] ...
    3 KB (360 words) - 18:04, 6 March 2015
  • | [[MAPA (File Format)|MAPA]] | This is the MAPA file that contains the hexagon model ...
    2 KB (248 words) - 07:33, 27 July 2016
  • ''See [[MREA (File Format)]] for the other revisions of this format.'' ...ount and the size of each one; using these is the only way to navigate the file. ...
    12 KB (1,781 words) - 02:09, 10 May 2017
  • ...nd in the [[CHAR (File Format)|CHAR format]], as well as Prime 3's [[SAND (File Format)|SAND format]]. === File Structure (Metroid Prime 1/2) === ...
    7 KB (853 words) - 20:17, 9 June 2021
  • ...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
  • ''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
  • ...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
  • == File Layout == All effect script file formats are read linearly to populate a ''description'' tree of element nodes, serv ...
    30 KB (3,657 words) - 04:05, 29 February 2016
  • 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
  • ...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
  • ...rs in both the [[CMDL (File Format)|CMDL]] and [[MREA (File Format)|MREA]] formats, and is identical between both. This format is used in all three Prime game ...tained in the file. This is required to navigate to different parts of the file, and is required in order to read the geometry data correctly. Sections are ...
    9 KB (1,536 words) - 23:53, 17 August 2023
  • [[Category:File Formats]] ...
    328 bytes (48 words) - 23:28, 29 December 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]] ...
    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
  • ''See [[MREA (File Format)]] for the other revisions of this format.'' ...ount and the size of each one; using these is the only way to navigate the file. ...
    6 KB (932 words) - 05:57, 26 February 2017