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

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(Created page with "{{research|1|Details are subject to corrections}} Retro games feature a uniform, fixed-function '''Particle Script''' system for describing various geometrical effects and wea...")
 
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! DKCTF
 
! DKCTF
 
{{ParticleElementRow|ADD_|RealElement a, RealElement b|Add|Returns ''a'' + ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 
{{ParticleElementRow|ADD_|RealElement a, RealElement b|Add|Returns ''a'' + ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|CEQL|RealElement ca, RealElement cb, RealElement pass, RealElement fail|Compare Equals|Returns ''pass'' if ''ca'' and ''cb'' are within 0.00001 difference, otherwise ''fail''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|CEXT|IntElement a|{{unknown|'''Unknown'''}}|Involves a global lookup table|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 
{{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}}}}
 
{{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}}}}
 
{{ParticleElementRow|CLMP|RealElement min, RealElement max, RealElement val|Clamp|Returns ''val'' clamped between ''min'' and ''max''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 
{{ParticleElementRow|CLMP|RealElement min, RealElement max, RealElement val|Clamp|Returns ''val'' clamped between ''min'' and ''max''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|CLTN|RealElement ca, RealElement cb, RealElement pass, RealElement fail|Compare Less-Than|Returns ''pass'' if ''ca'' is less-than ''cb'', otherwise ''fail''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 
{{ParticleElementRow|CNST|float value|Constant|Returns ''value'' on every call|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 
{{ParticleElementRow|CNST|float value|Constant|Returns ''value'' on every call|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|CRNG|RealElement val, RealElement min, RealElement max, RealElement inRange, RealElement outOfRange|Constant Range|Returns ''inRange'' if ''val'' is between ''min'' and ''max'', otherwise ''outOfRange''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|DOTP|VectorElement a, VectorElement b|[[wikipedia:Dot product|Dot Product]]|Returns ''a'' · ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|GTCR|ColorElement color|Get Component Red|Extracts red component from ''color''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|GTCG|ColorElement color|Get Component Green|Extracts green component from ''color''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|GTCB|ColorElement color|Get Component Blue|Extracts blue component from ''color''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|GTCA|ColorElement color|Get Component Alpha|Extracts alpha component from ''color''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|IRND|RealElement a, RealElement 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}}}}
 +
{{ParticleElementRow|ISWT|RealElement a, RealElement b|Initial Switch|Returns ''a'' ONLY at frame index 0, then returns ''b'' for subsequent frames|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|ITRL|IntElement a, RealElement b|Int Times Real|Returns ''a'' * ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|KEYE|[[#Keyframe Emitter Template|KeyframeEmitterData]] data|Keyframe Emitter|List of synchronized animation keys|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|KEYP|[[#Keyframe Emitter Template|KeyframeEmitterData]] data|Keyframe Emitter|List of percentage-tweened animation keys|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|LFTW|RealElement a, RealElement b|Lifetime Tween|Linearly-interpolates ''a'' to ''b'' over the lifetime of the particle instance|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|MULT|RealElement a, RealElement b|Multiply|Returns ''a'' * ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|PAPn||Particle System Access Parameter|Accesses the value stored into ADV[1-8] for each system update|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|PRLW||Particle Rotation or Line Width|Returns the rotation (in degrees) or line width for the current particle instance|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|PSLL||Particle Size or Line Length|Returns the size or line length for the current particle instance|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|PULS|IntElement aDuration, IntElement bDuration, RealElement a, RealElement b|Pulse|Returns ''a'' for ''aDuration'' frames then ''b'' for ''bDuration'' frames, then repeats this cycle|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|RAND|RealElement a, RealElement b|Random|Rolls a random value between ''a'' and ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|RLPT|RealElement percent|Lifetime Percent|Queries the frame index at ''percent''/100.0 into the lifetime of the particle instance|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|SCAL|RealElement dv|Time Scale|Returns ''dv'' times the current frame index|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|SINE|RealElement magnitude, RealElement linearAngle, RealElement constantAngle|Sine Wave|Returns sin((curFrame * ''linearAngle'' + ''constantAngle'') * π / 180.0) * ''magnitude''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|SUB_|RealElement a, RealElement b|Subtract|Returns ''a'' - ''b''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|VMAG|VectorElement vec|Vector Magnitude|Computes magnitude (length) of ''vec''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|VXTR|VectorElement vec|Vector X To Real|Extracts X component of ''vec''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|VYTR|VectorElement vec|Vector Y To Real|Extracts Y component of ''vec''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
{{ParticleElementRow|VZTR|VectorElement vec|Vector Z To Real|Extracts Z component of ''vec''|{{check}}|{{check}}|{{check}}|{{check}}|{{check}}}}
 +
 
|}
 
|}
  
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| u32
 
| u32
 
| Percentage-Tweening Flag
 
| Percentage-Tweening Flag
| 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)
+
| If non-zero, this is a <code>KEYP</code> and there are exactly 101 keys in the list; all of these keys are linearly-interpolated over the lifetime of the particle instance (however long that may be)
 
|-
 
|-
 
| u32
 
| u32

Revision as of 20:53, 27 February 2016

Morphball render.png This file format is almost completely documented
Details are subject to corrections

Retro games feature a uniform, fixed-function Particle Script system for describing various geometrical effects and weapon systems. The PAK archives contain binary resources using FourCCs to build a key-value dictionary. These codes correspond to application-specific parameters controlling the system in question.

The scripts use a dataflow paradigm built around value-generating element classes of the following types:

  • Int
  • Real (float)
  • Vector (3-component float)
  • Mod Vector (3-component float)
    • Velocity vector in/out
    • Position vector in/out
  • Color (4-component float, internally converted to RGBA8)
  • UV (TXTR reference and UV coordinate source)
  • Emitter
    • Initial position vector (3-component float)
    • Initial velocity vector (3-component float)

The system features several subclasses that output generated values through GetValue as a function of the current frame index. These implementations may recursively accept input from other elements, permitting effect designs of scalable complexity.

File Layout

All effect script file formats are read linearly to populate a descriptor tree of element nodes:

  • Script Magic FourCC (see table below)
  • Parameters
    • Key FourCC
    • Value Parameter(s) (one of:)
      • NONE: null value (equivalent to not specifying the key at all)
      • Element FourCC (see below)
        • Child Elements (count/types according to parent)
  • _END

Script Types

Type Magic Purpose
PART GPSM Particle element generator
SWHC SWSH Swoosh generator
ELSC ELSM Electric generator
DPSC DPSM Decal generator
WPSC WPSM Projectile weapon configuration
CRSC CRSM Projectile collision response configuration

Elements

Many of the animated qualities in particle scripts are achieved with dynamic elements. These elements provide I/O interfaces and internally process numeric data that passes through. They may also gather data from other sources within the particle system's state.

Int Elements

FourCC Parameters Description Notes MP1 MP2 MP3 DKCR DKCTF
ADD_ (IntElement a, IntElement b) Add Returns a + b
CHAN (IntElement a, IntElement b, IntElement thresholdFrame) Time Chain Returns a when current frame index is less-than thresholdFrame, otherwise b
CLMP (IntElement min, IntElement max, IntElement val) Clamp Returns val clamped between min and max
CNST (s32 value) Constant Returns value on every call
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
GAPC () Unknown
GEMT () Unknown
GTCP () Unknown
ILPT (IntElement percent) Lifetime Percent Queries the frame index at percent/100.0 into the lifetime of the particle instance
IMPL (IntElement val) Impulse Returns val ONLY at frame index 0, then returns 0 for subsequent frames
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
KEYE (KeyframeEmitterData data) Keyframe Emitter List of synchronized animation keys
KEYP (KeyframeEmitterData data) Keyframe Emitter List of percentage-tweened animation keys
MODU (IntElement a, IntElement b) Modulo Returns a % b
MULT (IntElement a, IntElement b) Multiply Returns a * b
PULS (IntElement aDuration, IntElement bDuration, IntElement a, IntElement b) Pulse Returns a for aDuration frames then b for bDuration frames, then repeats this cycle
RAND (IntElement a, IntElement b) Random Rolls a random value between a and b
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
SUB_ (IntElement a, IntElement b) Subtract Returns a - b
TSCL (RealElement dv) Time Scale Returns dv times the current frame index (rounding down to nearest integer)

Real Elements

FourCC Parameters Description Notes MP1 MP2 MP3 DKCR DKCTF
ADD_ (RealElement a, RealElement b) Add Returns a + b
CEQL (RealElement ca, RealElement cb, RealElement pass, RealElement fail) Compare Equals Returns pass if ca and cb are within 0.00001 difference, otherwise fail
CEXT (IntElement a) Unknown Involves a global lookup table
CHAN (RealElement a, RealElement b, IntElement thresholdFrame) Time Chain Returns a when current frame index is less-than thresholdFrame, otherwise b
CLMP (RealElement min, RealElement max, RealElement val) Clamp Returns val clamped between min and max
CLTN (RealElement ca, RealElement cb, RealElement pass, RealElement fail) Compare Less-Than Returns pass if ca is less-than cb, otherwise fail
CNST (float value) Constant Returns value on every call
CRNG (RealElement val, RealElement min, RealElement max, RealElement inRange, RealElement outOfRange) Constant Range Returns inRange if val is between min and max, otherwise outOfRange
DOTP (VectorElement a, VectorElement b) Dot Product Returns a · b
GTCR (ColorElement color) Get Component Red Extracts red component from color
GTCG (ColorElement color) Get Component Green Extracts green component from color
GTCB (ColorElement color) Get Component Blue Extracts blue component from color
GTCA (ColorElement color) Get Component Alpha Extracts alpha component from color
IRND (RealElement a, RealElement b) Initial Random Rolls a random value between a and b on frame index 0; returns that value for subsequent frames
ISWT (RealElement a, RealElement b) Initial Switch Returns a ONLY at frame index 0, then returns b for subsequent frames
ITRL (IntElement a, RealElement b) Int Times Real Returns a * b
KEYE (KeyframeEmitterData data) Keyframe Emitter List of synchronized animation keys
KEYP (KeyframeEmitterData data) Keyframe Emitter List of percentage-tweened animation keys
LFTW (RealElement a, RealElement b) Lifetime Tween Linearly-interpolates a to b over the lifetime of the particle instance
MULT (RealElement a, RealElement b) Multiply Returns a * b
PAPn () Particle System Access Parameter Accesses the value stored into ADV[1-8] for each system update
PRLW () Particle Rotation or Line Width Returns the rotation (in degrees) or line width for the current particle instance
PSLL () Particle Size or Line Length Returns the size or line length for the current particle instance
PULS (IntElement aDuration, IntElement bDuration, RealElement a, RealElement b) Pulse Returns a for aDuration frames then b for bDuration frames, then repeats this cycle
RAND (RealElement a, RealElement b) Random Rolls a random value between a and b
RLPT (RealElement percent) Lifetime Percent Queries the frame index at percent/100.0 into the lifetime of the particle instance
SCAL (RealElement dv) Time Scale Returns dv times the current frame index
SINE (RealElement magnitude, RealElement linearAngle, RealElement constantAngle) Sine Wave Returns sin((curFrame * linearAngle + constantAngle) * π / 180.0) * magnitude
SUB_ (RealElement a, RealElement b) Subtract Returns a - b
VMAG (VectorElement vec) Vector Magnitude Computes magnitude (length) of vec
VXTR (VectorElement vec) Vector X To Real Extracts X component of vec
VYTR (VectorElement vec) Vector Y To Real Extracts Y component of vec
VZTR (VectorElement vec) Vector Z To Real Extracts Z component of vec

Vector Elements

Mod Vector Elements

Color Elements

UV Elements

Emitter Elements

Keyframe Emitter Template

KEYE and KEYP elements are able to statically encode a list of key values for all element types (except UV and Emitter elements). T represents the type being encoded.

Data Type Description Notes
u32 Percentage-Tweening Flag If non-zero, this is a KEYP and there are exactly 101 keys in the list; all of these keys are linearly-interpolated over the lifetime of the particle instance (however long that may be)
u32 Unknown Not used by GetValue
u8 Loop Flag If non-zero, the key values are looped between loopStart and loopEnd indices (does not apply to KEYP)
u8 Unknown Not used by GetValue
u32 Loop End Final key index in the loop
u32 Loop Start First key index in the loop
u32 Key Count Count of keys encoded in the list
T[keyCount] Keys The actual key values themselves