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− | The '''.MREA file format''' is used to define areas in Metroid Prime and Donkey Kong Country Returns. MREA files are broken up into many sections, and each section serves a specific purpose. However for the sake of brevity this article will only cover each revision of the MREA header. | + | The '''MREA format''' is a massive format used to define areas in the Metroid Prime trilogy and Donkey Kong Country Returns. MREA files are broken up into many sections, and each section serves a different purpose. Since the format changes so much between games, each game's MREA format has its own article. |
| | | |
− | {{researchmoderate
| + | * [[MREA (Metroid Prime)]] |
− | |reason=Still a few sections we know nothing about.
| + | * [[MREA (Metroid Prime 2)]] |
− | }}
| + | * [[MREA (Metroid Prime 3)]] |
− | __TOC__
| + | * [[MREA (Donkey Kong Country Returns)]] |
− | | + | |
− | =Universal Header=
| + | |
− | | + | |
− | This header is shared between Metroid Prime and Donkey Kong Country, and is fairly straight forward.
| + | |
− | | + | |
− | {| class="wikitable"
| + | |
− | !Offset
| + | |
− | !Size
| + | |
− | !Description
| + | |
− | |-
| + | |
− | |0x0
| + | |
− | |4
| + | |
− | |'''Magic Number''' 0xDEADBEEF
| + | |
− | |-
| + | |
− | |0x4
| + | |
− | |4
| + | |
− | |'''File Version''' See below
| + | |
− | |-
| + | |
− | |0x8
| + | |
− | |48
| + | |
− | |'''Transformation Matrix''' The position of the area in world-space
| + | |
− | |-
| + | |
− | |0x38
| + | |
− | |4
| + | |
− | |'''Mesh Count'''
| + | |
− | |-
| + | |
− | |0x3C
| + | |
− | |4
| + | |
− | |'''SCLY Count''' ''Note: Not present in Metroid Prime 1''
| + | |
− | |-
| + | |
− | |0x40
| + | |
− | |4
| + | |
− | |'''Section Count'''
| + | |
− | |}
| + | |
− | | + | |
− | {|class="wikitable"
| + | |
− | !Version
| + | |
− | !Game
| + | |
− | |-
| + | |
− | |15
| + | |
− | |'''Metroid Prime 1'''
| + | |
− | |-
| + | |
− | |25
| + | |
− | |'''Metroid Prime 2'''
| + | |
− | |-
| + | |
− | |30
| + | |
− | |'''Metroid Prime 3'''
| + | |
− | |-
| + | |
− | |32
| + | |
− | |'''Donkey Kong Country Returns'''
| + | |
− | |}
| + | |
− | | + | |
− | =Metroid Prime 3 & Donkey Kong Header=
| + | |
− | | + | |
− | Metroid Prime 3 and Donkey Kong Country Returns share the same header, also Metroid Prime 2 contains the Compressed Block Count present in this header as well.
| + | |
− | | + | |
− | {| class="wikitable"
| + | |
− | !Offset
| + | |
− | !Size
| + | |
− | !Description
| + | |
− | |-
| + | |
− | |0x0
| + | |
− | |4
| + | |
− | |'''Compressed Block Count''' ''Note: Present in Metroid Prime 2''
| + | |
− | |-
| + | |
− | |0x4
| + | |
− | |4
| + | |
− | |'''Section Number Count''' ''Note: see below''
| + | |
− | |}
| + | |
− | | + | |
− | =Section Numbers=
| + | |
− | | + | |
− | ===Metroid Prime 1 and 2===
| + | |
− | | + | |
− | In metroid Prime 1 and 2 Immediately following the header each section in an MREA is given it's own number, the following is the order in which they appear:
| + | |
− | | + | |
− | {|class="wikitable"
| + | |
− | !Description
| + | |
− | |-
| + | |
− | |'''Materials'''
| + | |
− | |-
| + | |
− | |'''SCLY'''
| + | |
− | |-
| + | |
− | |'''SCGN''' ''Note: Not present in Metroid Prime 1''
| + | |
− | |-
| + | |
− | |'''Collision'''
| + | |
− | |-
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |'''Lights'''
| + | |
− | |-
| + | |
− | |'''VISI'''
| + | |
− | |-
| + | |
− | |'''PATH'''
| + | |
− | |-
| + | |
− | |'''AROT'''
| + | |
− | |-
| + | |
− | |'''PTLA''' ''Note: Not present in Metroid Prime 1''
| + | |
− | |-
| + | |
− | |'''EGMC''' ''Note: Not present in Metroid Prime 1''
| + | |
− | |}
| + | |
− | | + | |
− | ===Metroid Prime 3 and Donkey Kong Country Returns===
| + | |
− | | + | |
− | Metroid Prime 3 and Donkey Kong Country Returns does it differently, and it is also preceded by the compressed blocks, each section is designated in the following:
| + | |
− | | + | |
− | <code>let N=Section Number Count</code>
| + | |
− | {| class="wikitable"
| + | |
− | !Type
| + | |
− | !Description
| + | |
− | |-
| + | |
− | |FourCC
| + | |
− | |Section type
| + | |
− | |-
| + | |
− | |Long
| + | |
− | |Section Number
| + | |
− | |}
| + | |
− | | + | |
− | Repeat <code>N</code> times, one for each section, and the sections sections are associated with the following FourCC values:
| + | |
− | | + | |
− | | + | |
− | {|class="wikitable"
| + | |
− | !FourCC
| + | |
− | !Description
| + | |
− | |-
| + | |
− | |AABB
| + | |
− | |Axis Aligned Bounding Boxes
| + | |
− | |-
| + | |
− | |APTL
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |COLI
| + | |
− | |Collision
| + | |
− | |-
| + | |
− | |DEPS
| + | |
− | |Dependencies
| + | |
− | |-
| + | |
− | |EGMC
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |GPUD
| + | |
− | |Submesh data, e.g, vertices, normals, etc.
| + | |
− | |-
| + | |
− | |LITE
| + | |
− | |Lights
| + | |
− | |-
| + | |
− | |LLTE
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |PFL2
| + | |
− | |Path file
| + | |
− | |-
| + | |
− | |PVS!
| + | |
− | |Area vis octree, used for culling unseen geometry
| + | |
− | |-
| + | |
− | |ROCT
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |RSOS
| + | |
− | |Revolution Shared Objects
| + | |
− | |-
| + | |
− | |SOBJ
| + | |
− | |SCLY Layer data, there can be multiple copies, but only the first is indicated.
| + | |
− | |-
| + | |
− | |SGEN
| + | |
− | |{{unknown|Unknown}}
| + | |
− | |-
| + | |
− | |WOBJ
| + | |
− | |Mesh Header, always 0 and there are usually two.
| + | |
− | |}
| + | |
| | | |
| [[Category:File Formats]] | | [[Category:File Formats]] |