WPSC (File Format): Difference between revisions

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>Aruki
(Created page with "The '''WPSC format''' is used for weapon projectile data in the Prime series. {{researchmajor|reason=There is nothing known about this format.}} Category:File Formats ...")
 
>Aruki
 
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The '''WPSC format''' is used for weapon projectile data in the Prime series.
{{research|2|Key parameters need reverse-engineering}}
The '''WPSC''' [[Effect Script|effect script]] format is used to build weapon-projectiles in the ''Metroid Prime'' series.
Projectile appearance, audio and motion are controlled by the keys in this script.


{{researchmajor|reason=There is nothing known about this format.}}
== WPSC Keys ==
 
'''Scope''' is one of (''Constant'', ''System'')
 
* ''Constant'' parameters are evaluated once initially and retained within the system.
* ''System'' parameters are evaluated per-system, per-frame.
 
{| class="wikitable"
!FourCC
!Scope
!Data Type
!Description
!Notes
|-
|<code>LWTR</code>
|
|<code>bool</code>
|
|
|-
|<code>EWTR</code>
|
|<code>bool</code>
|
|
|-
|<code>SWTR</code>
|
|<code>bool</code>
|
|
|-
|<code>PJFX</code>
|
|<code>int</code> ([[ATBL (File Format)|ATBL]] entry)
|
|
|-
|<code>TRAT</code>
|
|<code>float</code>
|
|
|-
|<code>HOMG</code>
|
|<code>bool</code>
|
|
|-
|<code>OFST</code>
|
|<code>float3</code>
|
|
|-
|<code>COLR</code>
|
|<code>int</code> ([[CRSC (File Format)|CRSC]] ref)
|Projectile collision-response
|
|-
|<code>PCOL</code>
|
|<code>float4</code>
|
|
|-
|<code>POFS</code>
|
|<code>float3</code>
|
|
|-
|<code>PSCL</code>
|
|<code>float3</code>
|
|
|-
|<code>PSLT</code>
|
|<code>int</code>
|
|
|-
|<code>OHEF</code>
|
|<code>int</code> ([[CMDL (File Format)|CMDL]] ref)
|
|
|-
|<code>APSM</code>
|
|<code>int</code> ([[PART (File Format)|PART]] ref)
|Primary particle-system for projectile
|
|-
|<code>APSO</code>
|
|<code>bool</code>
|Local-transform for <code>APSM</code>
|If set, <code>APSM</code> particles will be continuously-transformed to projectile
|-
|<code>APS1</code>
|
|<code>int</code> ([[PART (File Format)|PART]] ref)
|Secondary particle-system for projectile
|
|-
|<code>AP11</code>
|
|<code>bool</code>
|Local-transform for <code>APS1</code>
|If set, <code>APS1</code> particles will be continuously-transformed to projectile
|-
|<code>APS2</code>
|
|<code>int</code> ([[PART (File Format)|PART]] ref)
|Tertiary particle-system for projectile
|
|-
|<code>AP21</code>
|
|<code>bool</code>
|Local-transform for <code>APS2</code>
|If set, <code>APS2</code> particles will be continuously-transformed to projectile
|-
|<code>ASW1</code>
|
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
|Primary swoosh-system for projectile
|
|-
|<code>AS11</code>
|
|<code>bool</code>
|Local-transform for <code>ASW1</code>
|If set, <code>ASW1</code> strips will be continuously-transformed to projectile
|-
|<code>ASW2</code>
|
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
|Secondary swoosh-system for projectile
|
|-
|<code>AS12</code>
|
|<code>bool</code>
|Local-transform for <code>ASW2</code>
|If set, <code>ASW2</code> strips will be continuously-transformed to projectile
|-
|<code>ASW3</code>
|
|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
|Tertiary swoosh-system for projectile
|
|-
|<code>AS13</code>
|
|<code>bool</code>
|Local-transform for <code>ASW3</code>
|If set, <code>ASW3</code> strips will be continuously-transformed to projectile
|-
|<code>PSOV</code>
|
|<code>float3</code>
|
|
|-
|<code>IORN</code>
|
|<code>float3</code>
|
|
|-
|<code>VMD2</code>
|
|<code>bool</code>
|
|
|-
|<code>PSVM</code>
|
|<code>float3</code>
|
|
|-
|<code>IVEC</code>
|
|<code>float3</code>
|Initial projectile velocity
|
|-
|<code>RNGE</code>
|
|<code>float</code>
|Maximum projectile range
|Optional parameter, range usually controlled by frame-count / lifetime
|-
|<code>FC60</code>
|
|<code>bool</code>
|
|New in Trilogy (and PAL releases probably)
|-
|<code>SPS1</code>
|
|<code>bool</code>
|
|New in Trilogy (and PAL releases probably)
|-
|<code>SPS2</code>
|
|<code>bool</code>
|
|New in Trilogy (and PAL releases probably)
|-


[[Category:File Formats]]
[[Category:File Formats]]

Latest revision as of 21:05, 26 July 2016

This file format needs more research
Key parameters need reverse-engineering

The WPSC effect script format is used to build weapon-projectiles in the Metroid Prime series. Projectile appearance, audio and motion are controlled by the keys in this script.

WPSC Keys

Scope is one of (Constant, System)

  • Constant parameters are evaluated once initially and retained within the system.
  • System parameters are evaluated per-system, per-frame.
FourCC Scope Data Type Description Notes
LWTR bool
EWTR bool
SWTR bool
PJFX int (ATBL entry)
TRAT float
HOMG bool
OFST float3
COLR int (CRSC ref) Projectile collision-response
PCOL float4
POFS float3
PSCL float3
PSLT int
OHEF int (CMDL ref)
APSM int (PART ref) Primary particle-system for projectile
APSO bool Local-transform for APSM If set, APSM particles will be continuously-transformed to projectile
APS1 int (PART ref) Secondary particle-system for projectile
AP11 bool Local-transform for APS1 If set, APS1 particles will be continuously-transformed to projectile
APS2 int (PART ref) Tertiary particle-system for projectile
AP21 bool Local-transform for APS2 If set, APS2 particles will be continuously-transformed to projectile
ASW1 int (SWHC ref) Primary swoosh-system for projectile
AS11 bool Local-transform for ASW1 If set, ASW1 strips will be continuously-transformed to projectile
ASW2 int (SWHC ref) Secondary swoosh-system for projectile
AS12 bool Local-transform for ASW2 If set, ASW2 strips will be continuously-transformed to projectile
ASW3 int (SWHC ref) Tertiary swoosh-system for projectile
AS13 bool Local-transform for ASW3 If set, ASW3 strips will be continuously-transformed to projectile
PSOV float3
IORN float3
VMD2 bool
PSVM float3
IVEC float3 Initial projectile velocity
RNGE float Maximum projectile range Optional parameter, range usually controlled by frame-count / lifetime
FC60 bool New in Trilogy (and PAL releases probably)
SPS1 bool New in Trilogy (and PAL releases probably)
SPS2 bool New in Trilogy (and PAL releases probably)