Difference between revisions of "User:Jackoalan/Particle Script"

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{{research|1|Details are subject to corrections}}
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#REDIRECT [[Particle Script]]
Retro games feature a uniform, fixed-function '''Particle Script''' system for describing various geometrical effects and weapon systems.
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The PAK archives contain binary resources using [[wikipedia:FourCC|FourCCs]] to build a [[wikipedia:Associative_array|key-value dictionary]].
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These codes correspond to application-specific parameters controlling the system in question.
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The scripts use a [[wikipedia:Dataflow programming|dataflow paradigm]] built around value-generating ''element'' classes of the following types:
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* [[#Int Elements|Int]]
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* [[#Real Elements|Real]] (float)
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* [[#Vector Elements|Vector]] (3-component float)
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* [[#Mod Vector Elements|Mod Vector]] (3-component float)
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** Velocity vector in/out
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** Position vector in/out
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* [[#Color Elements|Color]] (4-component float, internally converted to RGBA8)
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* [[#UV Elements|UV]] ([[TXTR_(File_Format)|TXTR]] reference and [[wikipedia:UV_mapping|UV coordinate]] source)
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* [[#Emitter Elements|Emitter]]
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** Initial position vector (3-component float)
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** Initial velocity vector (3-component float)
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The system features several subclasses that output generated values through <code>GetValue</code> as a function of the current frame index.
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These implementations may recursively accept input from other elements, permitting effect designs of scalable complexity.
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== File Layout ==
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All effect script file formats are read linearly to populate a ''descriptor'' tree of element nodes:
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* Script Magic FourCC (see [[#Script Types|table below]])
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* Parameters
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** Key FourCC
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** Value Parameter(s) (one of:)
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*** <code>NONE</code>: null value (equivalent to not specifying the key at all)
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*** Element FourCC ([[#Elements|see below]])
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**** Child Elements (count/types according to parent)
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* <code>_END</code>
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== Script Types ==
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{| class="wikitable"
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!Type
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!Magic
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!Purpose
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|-
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|[[PART (File Format)|PART]]
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|<code>GPSM</code>
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|Particle element generator
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|-
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|[[SWHC (File Format)|SWHC]]
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|<code>SWSH</code>
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|Swoosh generator
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|-
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|[[ELSC (File Format)|ELSC]]
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|<code>ELSM</code>
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|Electric generator
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|-
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|[[DPSC (File Format)|DPSC]]
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|<code>DPSM</code>
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|Decal generator
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|-
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|[[WPSC (File Format)|WPSC]]
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|<code>WPSM</code>
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|Projectile weapon configuration
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|-
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|[[CRSC (File Format)|CRSC]]
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|<code>CRSM</code>
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|Projectile collision response configuration
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|}
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== Elements ==
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Many of the animated qualities in particle scripts are achieved with dynamic ''elements''.
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These elements provide I/O interfaces and internally process numeric data that passes through.
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They may also gather data from other sources within the particle system's state.
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=== Int Elements ===
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{| class="wikitable"
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! FourCC
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! Parameters
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! Description
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! Notes
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! MP1
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! MP2
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! MP3
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! DKCR
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! DKCTF
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{{ParticleElementRow|ADD_|IntElement a, IntElement b|Add|Returns ''a'' + ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CHAN|IntElement a, IntElement b, IntElement thresholdFrame|Time Chain|Returns ''a'' when current frame index is less-than ''thresholdFrame'', otherwise ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CLMP|IntElement min, IntElement max, IntElement val|Clamp|Returns ''val'' clamped between ''min'' and ''max''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CNST|s32 value|Constant|Returns ''value'' on every call|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|DETH|IntElement passthrough, IntElement thresholdFrame|Death|Always returns ''passthrough'', and signals out-of-band to cease updating the system when the current frame index exceeds ''thresholdFrame''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|GAPC||{{unknown|'''Unknown'''}}||{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|GEMT||{{unknown|'''Unknown'''}}||{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|GTCP||{{unknown|'''Unknown'''}}||{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|ILPT|IntElement percent|Lifetime Percent|Queries the frame index at ''percent''/100.0 into the lifetime of the particle instance|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|IMPL|IntElement val|Impulse|Returns ''val'' ONLY at frame index 0, then returns 0 for subsequent frames|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|IRND|IntElement a, IntElement b|Initial Random|Rolls a random value between ''a'' and ''b'' on frame index 0; returns that value for subsequent frames|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|KEYE|[[#Keyframe Emitter Template|KeyframeEmitterData]] data|Keyframe Emitter|List of synchronized animation keys|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|KEYP|[[#Keyframe Emitter Template|KeyframeEmitterData]] data|Keyframe Emitter|List of percentage-tweened animation keys|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|MODU|IntElement a, IntElement b|Modulo|Returns ''a'' % ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|MULT|IntElement a, IntElement b|Multiply|Returns ''a'' * ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|PULS|IntElement aDuration, IntElement bDuration, IntElement a, IntElement b|Pulse|Returns ''a'' for ''aDuration'' frames then ''b'' for ''bDuration'' frames, then repeats this cycle|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|RAND|IntElement a, IntElement b|Random|Rolls a random value between ''a'' and ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|SPAH|IntElement val, IntElement waitMin, IntElement waitMax|Sample And Hold|Stores ''val'' for a random count of frames between ''waitMin'' and ''waitMax'' and repeats this cycle|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|SUB_|IntElement a, IntElement b|Subtract|Returns ''a'' - ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|TSCL|RealElement dv|Time Scale|Returns ''dv'' times the current frame index (rounding down to nearest integer)|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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|}
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=== Real Elements ===
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{| class="wikitable"
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! FourCC
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! Parameters
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! Description
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! Notes
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! MP1
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! MP2
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! MP3
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! DKCR
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! DKCTF
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{{ParticleElementRow|ADD_|RealElement a, RealElement b|Add|Returns ''a'' + ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CHAN|RealElement a, RealElement b, IntElement thresholdFrame|Time Chain|Returns ''a'' when current frame index is less-than ''thresholdFrame'', otherwise ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CLMP|RealElement min, RealElement max, RealElement val|Clamp|Returns ''val'' clamped between ''min'' and ''max''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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{{ParticleElementRow|CNST|float value|Constant|Returns ''value'' on every call|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
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|}
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=== Vector Elements ===
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=== Mod Vector Elements ===
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=== Color Elements ===
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=== UV Elements ===
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=== Emitter Elements ===
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=== Keyframe Emitter Template ===
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<code>KEYE</code> and <code>KEYP</code> elements are able to statically encode a list of key values for all element types (except UV and Emitter elements).
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''T'' represents the type being encoded.
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{| class="wikitable"
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! Data Type
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! Description
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! Notes
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|-
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| u32
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| Percentage-Tweening Flag
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| If non-zero, this is a <code>KEYP</code> and there are exactly 100 keys in the list; all of these keys are linearly-interpolated over the lifetime of the particle instance (however long that may be)
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|-
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| u32
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| {{unknown|'''Unknown'''}}
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| Not used by <code>GetValue</code>
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|-
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| u8
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| Loop Flag
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| If non-zero, the key values are looped between ''loopStart'' and ''loopEnd'' indices (does not apply to <code>KEYP</code>)
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|-
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| u8
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| {{unknown|'''Unknown'''}}
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| Not used by <code>GetValue</code>
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|-
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| u32
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| Loop End
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| Final key index in the loop
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|-
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| u32
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| Loop Start
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| First key index in the loop
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|-
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| u32
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| Key Count
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| Count of keys encoded in the list
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|-
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| T[keyCount]
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| Keys
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| The actual key values themselves
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|}
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[[Category:File Formats]]
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[[Category:Metroid Prime]]
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[[Category:Metroid Prime 2: Echoes]]
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[[Category:Metroid Prime 3: Corruption]]
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[[Category:Donkey Kong Country Returns]]
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Latest revision as of 20:58, 28 February 2016

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