Animation Events (File Format)

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Morphball render.png This file format is almost completely documented
Some event parameters need research

Animation events control functional events synchronized to rigged animations for things like sound effects, visual effects, character messages, and playback control. The events can be found in different places in each game; in Prime 1, they are stored in their own file format, the EVNT format. In Echoes, the format is the same as Prime 1, but was merged in to the ANCS format instead of getting its own file. In Prime 3 and the Donkey Kong Country series, events can be found in the CHAR format, as well as Prime 3's SAND format.

Format

File Structure (Metroid Prime 1/2)

Type Count Name Notes
u32 1 Version Either 1 or 2. Both can appear in Prime 1, while Echoes uses version 2 (the version number wasn't updated in Echoes despite format changes).
u32 1 Loop Event Count
Loop Event Loop Event Count Loop Events
u32 1 User Event Count
User Event User Event Count User Events
u32 1 Effect Event Count
Effect Event Effect Event Count Effect Events
u32 1 Sound Event Count Not present in version 1
Sound Event Sound Event Count Sound Events Not present in version 1

Event Base

These parameters are common to every event type.

Type Count Name Notes
u16 1 Unknown
string 1 Event Name
u16 1 Event Type Enumerated event type (unknown values)
Char Anim Time 1 Event Timestamp Time (in seconds) from start of ANIM to trigger event
u32 1 Event Index Index of event unique from other events (perhaps used to maintain a triggered bitmap)
bool 1 Unknown
float 1 Weight The likelihood of this event being selected
s32 1 Character Index Character index that this event should trigger for. If -1, this event triggers for all characters.
u32 1 Unknown

Loop Event

Type Count Name Notes
Event Base 1 Event Base
bool 1 Unknown

User Event

Type Count Name Notes
Event Base 1 Event Base
u32 1 User Event Type Enumerated user event type (unknown values)
string 1 Bone Name Name of the CINF bone to attach this event to (for applicable events)

Effect Event

Type Count Name Notes MP1 MP2
Event Base 1 Event Base
u32 1 Frame Count Number of frames to run the effect emitter for
char 4 Effect Type FourCC of effect's type; either PART, SWHC, or ELSC
Asset ID 1 Effect ID Asset ID of the effect resource
string 1 Bone Name Name of the CINF bone to attach this effect to
u32 1 Bone ID ID of the CINF bone to attach this effect to
float 1 Effect Scale Uniform scale of the particle effect
u32 1 Transform Type Enumerated transform-mode relating effect to actor's bone:
  1. Emitter transformed to bone for initial frame, then retained
  2. Emitter continuously transformed to bone
  3. Entire effect (including particle instances) continuously transformed to bone

Sound Event

Type Count Name Notes MP1 MP2
Event Base 1 Event Base
u32 1 Sound ID Lower 16 bits are an AGSC sound ID indirected via the ATBL; most significant bit is a looped flag
float 1 Reference Amplitude Reference amplitude for audio attenuation
float 1 Reference Distance Reference distance for audio attenuation
u32 1 Unknown
u16 1 Unknown
u16 1 Unknown
float 1 Unknown