Difference between revisions of "CHAR (Metroid Prime 3)"
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− | + | ''This article is for the CHAR format from Metroid Prime 3: Corruption. See [[CHAR (File Format)]] for the other revisions of this format.'' | |
− | + | The '''CHAR format''' defines an animation character; together with [[SAND (File Format)|SAND]], it serves as the successor to the [[ANCS (File Format)|ANCS format]] from Prime 1 and 2, and contains much of the same data. The main difference from ANCS is that the file no longer contains multiple characters; instead, every character gets its own CHAR file, and any animation data shared with other characters is stored in SAND. | |
__TOC__ | __TOC__ | ||
== Format == | == Format == | ||
− | |||
− | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
− | ! | + | ! Count |
+ | ! Name | ||
+ | ! Notes | ||
|- | |- | ||
− | | | + | | u8 |
− | | | + | | 1 |
+ | | '''Version''' | ||
+ | | Always 0x5. | ||
|- | |- | ||
− | | | + | | u8 |
− | | | + | | 1 |
− | | | + | | '''Character ID''' |
− | + | | This is an ID unique to each character sharing the same [[SAND (File Format)|SAND file]]. | |
− | | | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
− | | '''Character | + | | '''Character Name''' |
+ | | Name of the character. Likely included for debugging purposes. | ||
|- | |- | ||
− | | [[CMDL ( | + | | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) |
| 1 | | 1 | ||
− | | '''Character | + | | '''Character Model''' |
+ | | ID of the model used by this character. | ||
|- | |- | ||
− | | [[CSKR (File Format)|CSKR]] | + | | Asset ID ([[CSKR (File Format)|CSKR]]) |
| 1 | | 1 | ||
− | | '''Character | + | | '''Character Skin''' |
+ | | ID of the skin used by this character. | ||
|- | |- | ||
− | | | + | | u32 |
| 1 | | 1 | ||
− | | Overlay | + | | '''Overlay Count''' |
+ | | Number of overlay models. | ||
|- | |- | ||
− | | [[#Overlay| | + | | [[#Overlay Model|Overlay Model]] |
− | | | + | | ''Overlay Count'' |
− | | | + | | '''Overlay Array''' |
+ | | Array defining overlay models that this character can use. | ||
|- | |- | ||
− | | [[CINF (File Format)|CINF]] | + | | Asset ID ([[CINF (File Format)|CINF]]) |
| 1 | | 1 | ||
− | | '''Character | + | | '''Character Skeleton''' |
+ | | ID of the skeleton used by this character. | ||
|- | |- | ||
− | | [[SAND (File Format)|SAND]] | + | | Asset ID ([[SAND (File Format)|SAND]]) |
| 1 | | 1 | ||
− | | '''Character | + | | '''Character Animation Data''' |
+ | | ID of the animation data used by this character. | ||
|- | |- | ||
− | | [[ | + | | [[PAS Database]] |
| 1 | | 1 | ||
− | | | + | | '''PAS Database''' |
+ | | Not much known about how this data is used. | ||
|- | |- | ||
− | | [[# | + | | [[#Particle Resource Data|Particle Resource Data]] |
| 1 | | 1 | ||
− | | | + | | '''Particle Resource Data''' |
− | | | + | | List of particle assets being used by this character. This primarily contains particles used by animation events. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | [[ | + | | '''Anim Event Set Count''' |
+ | | Count of anim event sets used by this character. There'll be one set per animation that uses events (unless the animation has its events in the [[SAND (File Format)|SAND file]]). | ||
|- | |- | ||
− | + | | [[#Anim Event Set|Anim Event Set]] | |
− | + | | ''Anim Event Set Count'' | |
− | | [[ | + | | '''Anim Event Set Array''' |
+ | | Array of animation event sets. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Animation Count''' |
+ | | Count of animations used by this character. | ||
|- | |- | ||
− | + | | [[#Animation|Animation]] | |
− | + | | ''Animation Count'' | |
− | | [[ | + | | '''Animations Array''' |
+ | | Array of animations used by this character. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | + | | '''Animation Bounds Count''' | |
+ | | Count of animation bounding boxes in the next array. | ||
|- | |- | ||
− | | | + | | [[#Animation Bounding Box|Animation Bounding Box]] |
− | | | + | | ''Animation Bounds Count'' |
− | + | | '''Animation Bounding Box Array''' | |
+ | | Array of bounding boxes for animations used by this character. | ||
+ | |- | ||
+ | | bool | ||
+ | | 1 | ||
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | {{unknown|Unknown Array Count}} |
+ | | Size of the following array. | ||
|- | |- | ||
− | | | + | | bool |
− | | | + | | ''Unknown Array Count'' |
− | | | + | | {{unknown|Unknown Bool Array}} |
+ | | Unknown array of bools. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Collision Primitive Set Count''' |
+ | | Number of animation collision primitive sets. | ||
|- | |- | ||
− | + | | [[#Collision Primitive Set|Collision Primitive Set]] | |
− | + | | ''Collision Primitive Set Count'' | |
− | | [[ | + | | '''Collision Primitive Sets''' |
+ | | Array of collision primitives used by this character. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | + | | '''Sound Resource Count''' | |
+ | | Number of sound resources used by this character. | ||
|- | |- | ||
− | | | + | | Asset ID ([[CAUD (File Format)|CAUD]]) |
− | | | + | | ''Sound Resource Count'' |
− | + | | '''Sound Resource List''' | |
+ | | List of sound resources used by this character. | ||
|} | |} | ||
− | === | + | === Overlay Model === |
− | + | ||
− | {|class="wikitable" | + | {| class="wikitable" |
+ | ! Type | ||
+ | ! Name | ||
+ | ! Notes | ||
+ | |- | ||
+ | | {{FourCC}} | ||
+ | | '''Overlay Type''' | ||
+ | | Possible values: | ||
+ | * <code>FRZN</code>: Overlay used when the character is frozen (eg. by Ice Missiles) | ||
+ | * <code>HYPR</code>: Overlay used when the character is in hypermode | ||
+ | * <code>ACID</code>: Overlay used when the character is in acid rain | ||
+ | * <code>XRAY</code>: Overlay used something related to the X-Ray Visor | ||
+ | |- | ||
+ | | Asset ID ([[CMDL (Metroid Prime)|CMDL]]) | ||
+ | | '''Overlay Model''' | ||
+ | | Model used by the overlay. | ||
+ | |- | ||
+ | | Asset ID ([[CSKR (File Format)|CSKR]]) | ||
+ | | '''Overlay Skin''' | ||
+ | | Skin that rigs the ''Overlay Model'' to the character's skeleton. | ||
+ | |} | ||
+ | |||
+ | === Particle Resource Data === | ||
+ | |||
+ | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
− | ! | + | ! Name |
+ | ! Notes | ||
+ | |- | ||
+ | | u32 | ||
+ | | 1 | ||
+ | | '''Generic Particle Count''' | ||
+ | | Count of generic particle systems. | ||
+ | |- | ||
+ | | Asset ID ([[PART (File Format)|PART]]) | ||
+ | | ''Generic Particle Count'' | ||
+ | | '''Generic Particle List''' | ||
+ | | List of generic particle systems used by this character. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Swoosh Particle Count''' |
+ | | Count of swoosh particle systems. | ||
|- | |- | ||
− | | [[ | + | | Asset ID ([[SWHC (File Format)|SWHC]]) |
− | | | + | | ''Swoosh Particle Count'' |
− | | | + | | '''Swoosh Particle List''' |
+ | | List of swoosh particle systems used by this character. | ||
+ | |- | ||
+ | | u32 | ||
+ | | 1 | ||
+ | | '''Electric Particle Count''' | ||
+ | | Count of electric particle systems. | ||
+ | |- | ||
+ | | Asset ID ([[ELSC_(File_Format)|ELSC]]) | ||
+ | | ''Electric Particle Count'' | ||
+ | | '''Electric Particle List''' | ||
+ | | List of electric particle systems used by this character. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Spawn Particle Count''' |
+ | | Count of spawn particle systems. | ||
|- | |- | ||
− | | [[ | + | | Asset ID ([[SPSC (File Format)|SPSC]]) |
− | | | + | | ''Spawn Particle Count'' |
− | | | + | | '''Spawn Particle List''' |
+ | | List of spawn particle systems used by this character. | ||
+ | |- | ||
+ | | u32 | ||
+ | | 1 | ||
+ | | {{unknown}} | ||
+ | | Always 0. | ||
+ | |- | ||
+ | | u32 | ||
+ | | 1 | ||
+ | | {{unknown}} | ||
+ | | Always 0. | ||
|} | |} | ||
− | === | + | === Anim Event Set === |
− | + | ||
− | {|class="wikitable" | + | {| class="wikitable" |
! Type | ! Type | ||
! Count | ! Count | ||
− | ! | + | ! Name |
+ | ! Notes | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | {{unknown}} |
+ | | Likely animation ID that this set corresponds to | ||
+ | |- | ||
+ | | string | ||
+ | | 1 | ||
+ | | '''Set Name''' | ||
+ | | Name of this event set. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Effect Event Count''' |
+ | | Number of effect events in this set. | ||
|- | |- | ||
− | | [[# | + | | [[#Effect Event|Effect Event]] |
− | | | + | | ''Effect Event Count'' |
− | | | + | | '''Effect Events''' |
+ | | Effect events contained in this set. | ||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | | | + | | '''Sound Event Count''' |
+ | | Number of sound events in this set. | ||
|- | |- | ||
− | | [[# | + | | [[#Sound Event|Sound Event]] |
− | | | + | | ''Sound Event Count'' |
− | | Sound | + | | '''Sound Events''' |
+ | | Sound events contained in this set. | ||
|} | |} | ||
− | ==== | + | ==== Effect Event ==== |
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
− | ! | + | ! Name |
+ | ! Notes | ||
|- | |- | ||
− | | | + | | string |
− | | | + | | '''Event Name''' |
+ | | Same as the event name in the event data. | ||
|- | |- | ||
− | | | + | | [[Animation Events (File Format)#Effect Event|Effect Event]] |
− | | Type | + | | '''Effect Event Data''' |
+ | | Actual event data. | ||
+ | |} | ||
+ | |||
+ | ==== Sound Event ==== | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type | ||
+ | ! Name | ||
+ | ! Notes | ||
|- | |- | ||
− | | | + | | string |
− | | | + | | '''Event Name''' |
+ | | Same as the event name in the event data. | ||
|- | |- | ||
− | | | + | | [[Animation Events (File Format)#Sound Event|Sound Event]] |
− | | | + | | '''Sound Event Data''' |
− | | | + | | Actual event data. |
− | | | + | |
− | + | ||
|} | |} | ||
− | === | + | |
+ | === Animation === | ||
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
− | ! | + | ! Name |
− | + | ||
! Notes | ! Notes | ||
|- | |- | ||
− | | | + | | string |
− | + | | '''Name''' | |
− | | | + | | Animation name. |
− | | | + | |
|- | |- | ||
− | | | + | | [[Meta-Animation]] |
− | | | + | | '''Animation''' |
− | | | + | | Meta-animation data. |
− | | | + | |} |
+ | |||
+ | === Animation Bounding Box === | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type | ||
+ | ! Name | ||
+ | ! Notes | ||
|- | |- | ||
− | | | + | | Asset ID ([[ANIM (File Format)|ANIM]]) |
− | | | + | | '''Animation Asset ID''' |
− | + | | Asset ID of the animation that this bounding box corresponds to. | |
− | | | + | |
|- | |- | ||
− | | | + | | {{AABox}} |
+ | | '''Animation Bounding Box''' | ||
+ | | Bounding box of the animation when applied to this character. | ||
+ | |} | ||
+ | |||
+ | === Collision Primitive Set === | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type | ||
+ | ! Count | ||
+ | ! Name | ||
+ | ! Notes | ||
+ | |- | ||
+ | | string | ||
| 1 | | 1 | ||
− | + | | '''Set Name''' | |
− | | | + | | Name of this primitive set. |
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
− | + | | '''Primitive Count''' | |
− | | | + | | Number of primitives contained in this set. |
|- | |- | ||
− | | | + | | [[#Collision Primitive|Collision Primitive]] |
− | | | + | | ''Primitive Count'' |
− | + | | '''Primitive Array''' | |
− | + | | Array of collision primitives contained in this set. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | | | + | |
|} | |} | ||
− | ==== | + | ==== Collision Primitive ==== |
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
+ | ! Offset | ||
! Type | ! Type | ||
− | ! | + | ! Name |
+ | ! Notes | ||
|- | |- | ||
− | | | + | | 0x0 |
− | | | + | | u32 |
− | + | | {{unknown}} | |
− | + | | | |
− | | {{unknown | + | |
− | | | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
|- | |- | ||
+ | | 0x4 | ||
| u32 | | u32 | ||
− | | {{unknown | + | | {{unknown}} |
+ | | | ||
|- | |- | ||
+ | | 0x8 | ||
| u32 | | u32 | ||
− | | {{unknown | + | | {{unknown}} |
+ | | | ||
|- | |- | ||
+ | | 0xC | ||
| u32 | | u32 | ||
− | | {{unknown | + | | {{unknown}} |
+ | | | ||
|- | |- | ||
+ | | 0x10 | ||
| u32 | | u32 | ||
− | | {{unknown | + | | {{unknown}} |
+ | | | ||
|- | |- | ||
− | | | + | | 0x14 |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
+ | | 0x18 | ||
| float | | float | ||
− | | {{unknown | + | | {{unknown}} |
+ | | | ||
|- | |- | ||
− | | | + | | 0x1C |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x20 |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x24 |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x28 |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x2C |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x30 |
− | | {{unknown | + | | float |
+ | | {{unknown}} | ||
+ | | | ||
|- | |- | ||
− | | | + | | 0x34 |
− | | | + | | string |
+ | | '''Primitive Name''' | ||
+ | | Name of the collision primitive. | ||
+ | |- | ||
+ | | {{none}} | ||
+ | | float | ||
+ | | {{unknown}} | ||
+ | | | ||
|} | |} | ||
+ | [[Category:Metroid Prime 3 Prototype]] | ||
[[Category:Metroid Prime 3: Corruption]] | [[Category:Metroid Prime 3: Corruption]] | ||
[[Category:File Formats]] | [[Category:File Formats]] |
Latest revision as of 17:56, 7 March 2017
This article is for the CHAR format from Metroid Prime 3: Corruption. See CHAR (File Format) for the other revisions of this format.
The CHAR format defines an animation character; together with SAND, it serves as the successor to the ANCS format from Prime 1 and 2, and contains much of the same data. The main difference from ANCS is that the file no longer contains multiple characters; instead, every character gets its own CHAR file, and any animation data shared with other characters is stored in SAND.
Contents
Format
Type | Count | Name | Notes |
---|---|---|---|
u8 | 1 | Version | Always 0x5. |
u8 | 1 | Character ID | This is an ID unique to each character sharing the same SAND file. |
string | 1 | Character Name | Name of the character. Likely included for debugging purposes. |
Asset ID (CMDL) | 1 | Character Model | ID of the model used by this character. |
Asset ID (CSKR) | 1 | Character Skin | ID of the skin used by this character. |
u32 | 1 | Overlay Count | Number of overlay models. |
Overlay Model | Overlay Count | Overlay Array | Array defining overlay models that this character can use. |
Asset ID (CINF) | 1 | Character Skeleton | ID of the skeleton used by this character. |
Asset ID (SAND) | 1 | Character Animation Data | ID of the animation data used by this character. |
PAS Database | 1 | PAS Database | Not much known about how this data is used. |
Particle Resource Data | 1 | Particle Resource Data | List of particle assets being used by this character. This primarily contains particles used by animation events. |
u32 | 1 | Anim Event Set Count | Count of anim event sets used by this character. There'll be one set per animation that uses events (unless the animation has its events in the SAND file). |
Anim Event Set | Anim Event Set Count | Anim Event Set Array | Array of animation event sets. |
u32 | 1 | Animation Count | Count of animations used by this character. |
Animation | Animation Count | Animations Array | Array of animations used by this character. |
u32 | 1 | Animation Bounds Count | Count of animation bounding boxes in the next array. |
Animation Bounding Box | Animation Bounds Count | Animation Bounding Box Array | Array of bounding boxes for animations used by this character. |
bool | 1 | Unknown | |
u32 | 1 | Unknown Array Count | Size of the following array. |
bool | Unknown Array Count | Unknown Bool Array | Unknown array of bools. |
u32 | 1 | Collision Primitive Set Count | Number of animation collision primitive sets. |
Collision Primitive Set | Collision Primitive Set Count | Collision Primitive Sets | Array of collision primitives used by this character. |
u32 | 1 | Sound Resource Count | Number of sound resources used by this character. |
Asset ID (CAUD) | Sound Resource Count | Sound Resource List | List of sound resources used by this character. |
Overlay Model
Type | Name | Notes |
---|---|---|
FourCC | Overlay Type | Possible values:
|
Asset ID (CMDL) | Overlay Model | Model used by the overlay. |
Asset ID (CSKR) | Overlay Skin | Skin that rigs the Overlay Model to the character's skeleton. |
Particle Resource Data
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Generic Particle Count | Count of generic particle systems. |
Asset ID (PART) | Generic Particle Count | Generic Particle List | List of generic particle systems used by this character. |
u32 | 1 | Swoosh Particle Count | Count of swoosh particle systems. |
Asset ID (SWHC) | Swoosh Particle Count | Swoosh Particle List | List of swoosh particle systems used by this character. |
u32 | 1 | Electric Particle Count | Count of electric particle systems. |
Asset ID (ELSC) | Electric Particle Count | Electric Particle List | List of electric particle systems used by this character. |
u32 | 1 | Spawn Particle Count | Count of spawn particle systems. |
Asset ID (SPSC) | Spawn Particle Count | Spawn Particle List | List of spawn particle systems used by this character. |
u32 | 1 | Unknown | Always 0. |
u32 | 1 | Unknown | Always 0. |
Anim Event Set
Type | Count | Name | Notes |
---|---|---|---|
u32 | 1 | Unknown | Likely animation ID that this set corresponds to |
string | 1 | Set Name | Name of this event set. |
u32 | 1 | Effect Event Count | Number of effect events in this set. |
Effect Event | Effect Event Count | Effect Events | Effect events contained in this set. |
u32 | 1 | Sound Event Count | Number of sound events in this set. |
Sound Event | Sound Event Count | Sound Events | Sound events contained in this set. |
Effect Event
Type | Name | Notes |
---|---|---|
string | Event Name | Same as the event name in the event data. |
Effect Event | Effect Event Data | Actual event data. |
Sound Event
Type | Name | Notes |
---|---|---|
string | Event Name | Same as the event name in the event data. |
Sound Event | Sound Event Data | Actual event data. |
Animation
Type | Name | Notes |
---|---|---|
string | Name | Animation name. |
Meta-Animation | Animation | Meta-animation data. |
Animation Bounding Box
Type | Name | Notes |
---|---|---|
Asset ID (ANIM) | Animation Asset ID | Asset ID of the animation that this bounding box corresponds to. |
AABox | Animation Bounding Box | Bounding box of the animation when applied to this character. |
Collision Primitive Set
Type | Count | Name | Notes |
---|---|---|---|
string | 1 | Set Name | Name of this primitive set. |
u32 | 1 | Primitive Count | Number of primitives contained in this set. |
Collision Primitive | Primitive Count | Primitive Array | Array of collision primitives contained in this set. |
Collision Primitive
Offset | Type | Name | Notes |
---|---|---|---|
0x0 | u32 | Unknown | |
0x4 | u32 | Unknown | |
0x8 | u32 | Unknown | |
0xC | u32 | Unknown | |
0x10 | u32 | Unknown | |
0x14 | float | Unknown | |
0x18 | float | Unknown | |
0x1C | float | Unknown | |
0x20 | float | Unknown | |
0x24 | float | Unknown | |
0x28 | float | Unknown | |
0x2C | float | Unknown | |
0x30 | float | Unknown | |
0x34 | string | Primitive Name | Name of the collision primitive. |
float | Unknown |