Difference between revisions of "MREA (Metroid Prime 2)"

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=== Compressed Sections ===
 
=== Compressed Sections ===
Following the section sizes comes an array defining the file's compressed sections. Each definition is 0x10 bytes and is formatted like this:
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The MREA format contains compressed blocks that can each contain a number of regular file sections within them. These blocks are compressed using segmented LZO1X-999 in Metroid Prime 3, and segmented zlib in Donkey Kong Country Returns. Compressed sections are padded to 32 bytes, but their padding is located at the beginning of the section rather than the end, so it's required to account for the padding before you start decompressing. The compressed data is segmented, which means there's multiple segments of data that are compressed/decompressed separately. Each segment starts with a 16-bit size value. The size value is signed; a negative value indicates the segment is not compressed. Each segment is 0x4000 bytes large when decompressed (except the last one).
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Compressed sections are defined after the main header. After reading them, pad to 32 bytes before the main file data starts.
  
 
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Revision as of 18:28, 13 May 2015

See MREA (File Format) for the other revisions of this format.

The MREA format defines areas (rooms) in Metroid Prime 2. It serves the same purpose as the MREA files from Prime 1, but in Echoes it was updated with new features, including some new data sections and the ability to compress most of the data in the file.


GravitySuitIcon.png To do:
Rest of the article needs to be written. There's a lot known about this format that should be documented.

Format

Like CMDL, MREA files are split up into a number of 32-byte aligned sections. Every section both starts and ends on a 32-byte boundary. These are used to separate different parts of the file; different types of sections typically indicate different sets of data. The header declares the section count and the size of each one; using these is the only way to navigate the file.

Header

Offset Size Description
0x0 4 Magic; always 0xDEADBEEF
0x4 4 Version; see hub article
0x8 4 × 12 Transform matrix
0x38 4 Mesh count
0x3C 4 SCLY layer count
0x40 4 Section count (SC)
0x44 4 Geometry section number (starts on materials)
0x48 4 SCLY section number
0x4C 4 SCGN section number
0x50 4 Collision section number
0x54 4 Unknown section number
0x58 4 Lights section number
0x5C 4 Empty section number
0x60 4 PATH section number
0x64 4 FFFFFFFF section number
0x68 4 Unknown section 2 number
0x6C 4 EGMC section number
0x70 4 Compressed cluster count
0x74 0xC Padding
0x80 4 × SC Section sizes
Pad to 32 bytes before compressed cluster definitions begins

Compressed Sections

The MREA format contains compressed blocks that can each contain a number of regular file sections within them. These blocks are compressed using segmented LZO1X-999 in Metroid Prime 3, and segmented zlib in Donkey Kong Country Returns. Compressed sections are padded to 32 bytes, but their padding is located at the beginning of the section rather than the end, so it's required to account for the padding before you start decompressing. The compressed data is segmented, which means there's multiple segments of data that are compressed/decompressed separately. Each segment starts with a 16-bit size value. The size value is signed; a negative value indicates the segment is not compressed. Each segment is 0x4000 bytes large when decompressed (except the last one).

Compressed sections are defined after the main header. After reading them, pad to 32 bytes before the main file data starts.

Offset Size Description
0x0 4 Buffer size (usually 0x120 bytes bigger than uncompressed size)
0x4 4 Uncompressed size
0x8 4 Compressed size (if 0, that indicates an uncompressed cluster)
0xC 4 Section count (the number of regular sections contained in this cluster)
0x10 Cluster definition end