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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
  • ...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
  • | colspan=4 {{unknown|End of file}} [[Category:File Formats]] ...
    3 KB (342 words) - 11:13, 17 May 2016
  • ...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
  • ...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
  • 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
  • ''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
  • ...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
  • ...''' 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
  • [[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
  • ...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
  • ...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
  • ...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.'' 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
  • ''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
  • ...'' 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
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