Difference between revisions of "Cutscenes"

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0xFFF = Normal variable- Link is present.
 
0xFFF = Normal variable- Link is present.
 
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[[Category: Documentation]]

Revision as of 07:12, 6 October 2012

Text:
00000013 0000xxxx

00000013 = Marker
xxxx = number of entries

Text Entries (follows one of two formats):

FFFF xxxx yyyy FFFF FFFF FFFF
x = start frame
y = end frame
(no text displayed)

or

zzzz xxxx yyyy 0000 0000 0000
z = message number
x = start frame
y = end frame (waits for text to finish before continuing cutscene)


Camera Positions:
00000001wwwwxxxxyyyyzzzz

00000001 = Marker
w = ?
x = start frame?
y = end frame?
z = ?

following that:
ww00 [????] [????????] [xxxxyyyyzzzz] [????]
ww = ? FF on last entry
xxxx = x position
yyyy = y position
zzzz = z position


Camera Focus:
00000002wwwwxxxxyyyyzzzz

00000002 = Marker
ww = ?
xxxx = start frame?
yyyy = end frame?
zzzz = ?

following that:
ww00 [????] [????????] [xxxxyyyyzzzz] [????]
ww = ? FF on last entry
xxxx = x position
yyyy = y position
zzzz = z position


Screen transition effects:
0000002D 00000001 xxxx yyyy zzzz zzzz?

0000002D = Marker
00000001 = constant?
x = transition (probably the same as entrance/exit transitions)
y = start frame
z = end frame (seems to be repeated)


Exits:
000003E8 00000001 xxxx yyyy zzzz zzzz?

000003E8 = Marker
00000001 = constant?
x = index for a list of addresses at 8013AF78, the machine code at these addresses sets the exit number to use
y = start frame
z = end frame (seems to be repeated)


End of cutscene data:
FFFFFFFF

^^ Taken from DeathBasket's posts on the GCN

Animation -> Navi
0000003E 0000xxxx

0000003E = Marker
xxxx = number of entries

Animation -> Link
0000000A 0000xxxx

0000000A = Marker
xxxx = number of entries

Entry format (ex. Navi, Link's house)
aaaa bbbb cccc dddd -------- eeeeeeee ffffffff gggggggg hhhhhhhh iiiiiiii jjjjjjjj kkkkkkkk llllllll mmmmmmmm

aaaa = Current Action
bbbb = Starting frame for path.
cccc = Ending frame for path.

dddd -------- = Unknown.

eeeeeeee = X coordinate of path start vertex.
ffffffff = Y coordinate of path start vertex.
gggggggg = Z coordinate of path start vertex.

hhhhhhhh = X coordinate of path end vertex.
iiiiiiii = Y coordinate of path end vertex.
jjjjjjjj = Z coordinate of path end vertex.

kkkkkkkk llllllll mmmmmmmm = Appears to be a vertex normal for the path, single precision floats.


Cutscene Duration:
0000000B 0000xxxx

0000000B = Marker
xxxx = length in frames


Path/animation for something?
0000003D 0000xxxx

0000003D = Marker
xxxx = number of entries, same format as Link, Navi, etc?

^^ Merged some information from a few posts by Twili and xdaniel on the GCN

Cutscene Headers:

*Vital data for cutscenes are stored in alternate headers which are pointed to by the 0x18 scene header command.
*Headers for cutscenes begin after "00 00 00" in the data. Anything before those bytes are for daytime and nighttime alternates scene headers.

The pointer to the cutscene headers is in the simple format of:
BB XX XX XX

BB = Bank (03)
XX XX XX = Pointer to Cutscene Header.

^^ Data given by Flotonic.

Start position data pointed to by cutscene headers (found within the scene file) have different Link variables depending on whether or not Link is present in the cutscene. 

0xFF = Cutscenes where Link is not present.
0xFFF = Normal variable- Link is present.