MLVL (File Format)

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The MLVL format defines worlds in the Metroid Prime trilogy and Donkey Kong Country Returns. While the MREA format defines individual areas, the MLVL is what links together all the areas to create a single cohesive world.


Morphball wirerender.png This file format needs more research
There's still a fair number of unknowns left in this format.


Format

The format largely defines properties related to each area in general and how they link together, as well as things that apply to the world on a global scale across all areas, such as the skybox.

Remember that all resource IDs are 32 bits in Prime 1/2, and 64 bits in Prime 3/DKCR.

Header

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Magic; always 0xDEAFBABE
u32 4 Version; see below
STRG 4/8 World name
STRG 4 Dark World Name
u32 4 Unknown
bool 1 Sets whether the next five values exist
string 1 Level number (such as 1-2, 2-2, etc)
float 4 Unknown
float 4 Unknown
float 4 Unknown
float 4 Unknown
SAVW 4/8 SaveWorld ID
CMDL 4/8 World skybox CMDL ID

Version

These are the known version numbers:

ID Game
0xD Metroid Prime Demo
0x11 Metroid Prime
0x14 Metroid Prime 2 Demo
0x17 Metroid Prime 2
0x19 Metroid Prime 3
0x1B Donkey Kong Country Returns

Memory Relays

This section is only present in Prime 1. It contains a list of all Memory Relay objects used in the world and what objects they're connected to. If a Memory Relay is connected to multiple objects, it will show up multiple times.

The section starts with a 32-bit count value, then each relay is structured as:

Offset Type Size Description MP1 MP2 MP3 DKCR
0x0 u32 4 Memory Relay instance ID
0x4 u32 4 Target instance ID
0x8 u16 2 Message
0x10 u8 1 Unknown (always 0)

Areas

This section defines every area in the world and how they connect to other areas.

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Area count
u32 4 Unknown

Area Header

Type Size Description MP1 MP2 MP3 DKCR
STRG 4/8 Area name
float[12] 0x30 Transform matrix
float[6] 0x18 Bounding box
MREA 4/8 Area MREA
u32/u64 4/8 Area ID; used by layer-switching objects

Attached Areas

This part contains a small table listing what areas within the world are attached (connected) to this one. This is done by using indices into the MLVL's area table; so an index of 0 indicates the first area listed in the MLVL, for example.

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Attached area index count (AC)
u16[] 2 × AC Attached area indices
u32 4 Unknown; always 0

Dependency List

This section is only present in Prime 1 and 2. It starts with what's essentially an embedded DGRP file: a 32-bit count value followed by a list of resources used by the area.

Following that is a small array. The purpose of this array is to distinguish which resources are used by which layers, to avoid wasting time loading resources used by objects that aren't active. It's an array of offsets into the dependency table, each one marking the start of that layer's dependency list.

Offset Type Size Description MP1 MP2 MP3 DKCR
0x0 u32 4 Layer count (LC)
0x4 u32[] 4 × LC Layer dependency offsets

Docks

This section is only present in the Prime trilogy.

Type Count Description MP1 MP2 MP3 DKCR
u32 1 Dock count (DC)
Dock DC Docks
Dock
Type Count Description MP1 MP2 MP3 DKCR
u32 1 Connecting dock count (CC)
Connecting dock CC Connecting docks
u32 1 Unknown (always 4; possibly dock coordinate count)
vec3 4 Dock coordinates
Connecting Dock
Type Count Description MP1 MP2 MP3 DKCR
u32 1 Area index
u32 1 Dock index

.rel List

This section is only present in Echoes. It contains a list of .rel files used by the area. Following that is a list of offsets into the .rel list; their purpose is unknown.

Type Count Description MP1 MP2 MP3 DKCR
u32 1 .rel count (RC)
string RC .rel filenames (all zero-terminated)
u32 1 Unknown .rel offset count (UC)
u32 UC .rel offsets

Area Footer

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Unknown; always 0
string 1 Internal area name (zero-terminated)

World Map

This section is only present in the Prime trilogy. It sets the MAPW file used for this world.

Type Size Description MP1 MP2 MP3 DKCR
MAPW 4/8 World map
u8 1 Unknown; always 0
u32 4 Unknown; always 0

Audio Groups

This section is only present in Prime 1. It contains a list of audio groups (AGSC files) used in this world. It begins with a 32-bit count value, then each audio group is defined as:

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Unknown
AGSC 4 Audio Group file

There's a string following this, at the end of the AGSC table.

Type Size Description MP1 MP2 MP3 DKCR
string 1 Unknown; always empty

Layer Info

The final section of the file contains some metadata related to each layer.

Layer Flags

This part attaches a set of 64-bit flags to every area, where each bit corresponds to a layer; if the bit is set, then that indicates that the corresponding layer will be enabled by default (on a new save file). Since the flags are 64 bits, that means the maximum number of layers that can be present in one area is 64.

After a 32-bit area count, the following structure is repeated for each area:

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Area layer count
u64 8 Area layer flags

Layer Names

This is a very simple list of layer name strings. For info on how each layer is actually attached to its corresponding area, check the Layer Name Offsets section.

Type Count Description MP1 MP2 MP3 DKCR
u32 1 Layer count (LC)
string LC Layer names (zero-terminated)

Layer IDs

This array is only present in Prime 3 and DKCR, and is used by layer-switching objects.

Type Size Description MP1 MP2 MP3 DKCR
u32 4 Layer ID count (IC)
u128 0x10 × IC Layer ID

Layer Name Offsets

The final layer info section provides one offset into the layer name table per area. This can be used to attach a layer's name to its corresponding data within the area.

Type Count Description MP1 MP2 MP3 DKCR
u32 1 Area count (AC)
u32 AC Area layer names offsets