Difference between revisions of "WPSC (File Format)"

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The '''WPSC format''' is used for weapon projectile data in the Prime series.
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{{research|2|Key parameters need reverse-engineering}}
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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.
  
{{research|3|There is nothing known about this format.}}
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== WPSC Keys ==
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'''Scope''' is one of (''Constant'', ''System'')
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* ''Constant'' parameters are evaluated once initially and retained within the system.
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* ''System'' parameters are evaluated per-system, per-frame.
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{| class="wikitable"
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!FourCC
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!Scope
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!Data Type
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!Description
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!Notes
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|-
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|<code>LWTR</code>
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|
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|<code>bool</code>
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|
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|
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|-
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|<code>EWTR</code>
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|
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|<code>bool</code>
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|
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|
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|-
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|<code>SWTR</code>
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|
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|<code>bool</code>
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|
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|
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|-
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|<code>PJFX</code>
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|
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|<code>int</code> ([[ATBL (File Format)|ATBL]] entry)
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|
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|
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|-
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|<code>TRAT</code>
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|
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|<code>float</code>
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|
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|
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|-
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|<code>HOMG</code>
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|
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|<code>bool</code>
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|
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|
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|-
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|<code>OFST</code>
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|
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|<code>float3</code>
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|
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|
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|-
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|<code>COLR</code>
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|
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|<code>int</code> ([[CRSC (File Format)|CRSC]] ref)
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|Projectile collision-response
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|
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|-
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|<code>PCOL</code>
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|
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|<code>float4</code>
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|
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|
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|-
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|<code>POFS</code>
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|
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|<code>float3</code>
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|
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|
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|-
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|<code>PSCL</code>
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|
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|<code>float3</code>
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|
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|
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|-
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|<code>PSLT</code>
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|
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|<code>int</code>
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|
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|
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|-
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|<code>OHEF</code>
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|
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|<code>int</code> ([[CMDL (File Format)|CMDL]] ref)
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|
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|
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|-
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|<code>APSM</code>
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|
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|<code>int</code> ([[PART (File Format)|PART]] ref)
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|Primary particle-system for projectile
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|
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|-
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|<code>APSO</code>
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|
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|<code>bool</code>
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|Local-transform for <code>APSM</code>
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|If set, <code>APSM</code> particles will be continuously-transformed to projectile
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|-
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|<code>APS1</code>
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|
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|<code>int</code> ([[PART (File Format)|PART]] ref)
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|Secondary particle-system for projectile
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|
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|-
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|<code>AP11</code>
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|
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|<code>bool</code>
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|Local-transform for <code>APS1</code>
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|If set, <code>APS1</code> particles will be continuously-transformed to projectile
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|-
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|<code>APS2</code>
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|
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|<code>int</code> ([[PART (File Format)|PART]] ref)
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|Tertiary particle-system for projectile
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|
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|-
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|<code>AP21</code>
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|
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|<code>bool</code>
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|Local-transform for <code>APS2</code>
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|If set, <code>APS2</code> particles will be continuously-transformed to projectile
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|-
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|<code>ASW1</code>
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|
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|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
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|Primary swoosh-system for projectile
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|
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|-
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|<code>AS11</code>
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|
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|<code>bool</code>
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|Local-transform for <code>ASW1</code>
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|If set, <code>ASW1</code> strips will be continuously-transformed to projectile
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|-
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|<code>ASW2</code>
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|
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|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
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|Secondary swoosh-system for projectile
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|
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|-
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|<code>AS12</code>
 +
|
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|<code>bool</code>
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|Local-transform for <code>ASW2</code>
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|If set, <code>ASW2</code> strips will be continuously-transformed to projectile
 +
|-
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|<code>ASW3</code>
 +
|
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|<code>int</code> ([[SWHC (File Format)|SWHC]] ref)
 +
|Tertiary swoosh-system for projectile
 +
|
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|-
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|<code>AS13</code>
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|
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|<code>bool</code>
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|Local-transform for <code>ASW3</code>
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|If set, <code>ASW3</code> strips will be continuously-transformed to projectile
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|-
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|<code>PSOV</code>
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|
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|<code>float3</code>
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|
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|
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|-
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|<code>IORN</code>
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|
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|<code>float3</code>
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|
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|
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|-
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|<code>VMD2</code>
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|
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|<code>bool</code>
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|
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|
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|-
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|<code>PSVM</code>
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|
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|<code>float3</code>
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|
 +
|
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|-
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|<code>IVEC</code>
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|
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|<code>float3</code>
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|Initial projectile velocity
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|
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|-
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|<code>RNGE</code>
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|
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|<code>float</code>
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|Maximum projectile range
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|Optional parameter, range usually controlled by frame-count / lifetime
 +
|-
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|<code>FC60</code>
 +
|
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|<code>bool</code>
 +
|
 +
|New in Trilogy (and PAL releases probably)
 +
|-
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|<code>SPS1</code>
 +
|
 +
|<code>bool</code>
 +
|
 +
|New in Trilogy (and PAL releases probably)
 +
|-
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|<code>SPS2</code>
 +
|
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|<code>bool</code>
 +
|
 +
|New in Trilogy (and PAL releases probably)
 +
|-
  
 
[[Category:File Formats]]
 
[[Category:File Formats]]

Latest revision as of 15:05, 26 July 2016

Morphball wirerender.png 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)