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Construct file definitions for the Mercury Engine, the in-house game engine from MercurySteam

Project description

Mercury Engine Data Structures

Construct type definitions for Mercury Engine

Format Support

Format Samus Returns (Read) Samus Returns (Write) Dread (Read) Dread (Write) Purpose
BAPD Missing Missing Audio Preset (positional audio data)
BCCAM Camera Animation (used exclusively for cutscene takes)
BCLGT Missing Missing Lighting (?)
BCMDL 3D Models
BCPTL Particle Effect
BCSKLA Skeleton Animation
BCTEX Texture File
BCURV Missing Missing CURV (?)
BCUT Missing Missing Related to cutscene files
BCWAV Missing Missing Cafe/Citra Wave (common AAL audio format)
BFGRP Missing Missing Sound WaveGroup (common AAL audio format)
BFONT Font File
BFSAR Missing Missing FSAR (?)
BFSTM Missing Missing Common Switch audio format
BGSNDS Missing Missing BackGround Sounds (?)
BLDEF Missing Missing Actor Lighting Definition
BLSND Sounds (?)
BLUT Missing Missing LookUp Table (used for ADAM animation)
BMBLS Missing Missing Blend Space
BMDEFS Music Track Definitions & Properties
BMMAP Missing Missing MiniMap
BMMDEF Missing Missing MiniMap Definitions (?)
BMSAD Actor Definitions
BMSAS Missing Missing Action Sets
BMSAT Animation Tree
BMSBK Missing Missing Blocks, per Scenario
BMSCC Collision Cameras
BMSCD Collision Data / Geometry
BMSCP Missing Missing GUI Composition
BMSCU Cutscene Files
BMSEM Missing Missing Environment Music
BMSES Missing Missing Environment Sound
BMSEV Missing Missing Environment Visuals (fx)
BMSLD Missing Missing Samus Returns scenario entity data
BMSLGROUP Missing Missing SmartLink Group
BMSLINK Missing Missing SmartLink (actor-specific navmesh paths)
BMSMD Missing Missing Menu Data (?)
BMSMSD Missing Missing Map Screen Data (?)
BMSNAV Navigation Meshes
BMSND Missing Missing Sound (?)
BMSSA Missing Missing SSA (?)
BMSSD Scene Data (scene blocks, objects, msr lighting)
BMSSH Missing Missing GUI Shape
BMSSK Missing Missing GUI Skin
BMSSS Missing Missing GUI SpriteSheet
BMSSTOC Missing Missing Sound Table of Contents (links BFSAR sfx to BFGRP files)
BMTRE Behavior Tree; entitity AI)
BMTUN Missing Missing Tunables; exposed variables
BNVIB Missing Missing Vibration Data
BPSI PackSet; dev leftovers
BPTDAT Missing Missing PlayThrough Data
BPTDEF Missing Missing PlayThrough Def
BREM Missing Missing Environmental Music Presets
BRES Missing Missing Environmental Sound Presets
BREV Missing Missing Environmental Visual Presets
BRFLD Missing Missing Dread Scenario Entity Data
BRSA Missing Missing SubArea Setups
BRSPD Missing Missing Shot Audio Presets
BSHDAT Shader Data
BSMAT Missing Missing Mesh Material
BTUNDA Missing Missing Tunable Data
BUCT Font Glyph Data (?)
INI Missing Missing Standard INI
LC Lua Bytecode
PKG Packaged Files
TOC Table of Contents
TXT UTF-16 Text File (?)
WEBM Missing Missing Standard WEBM

Example Usage

# TODO

Colors for Text

Metroid Dread uses the following annotations in text to change color:

Code Color
{c0} White (Default)
{c1} Yellow
{c2} Red
{c3} Pink
{c4} Green
{c5} Blue
{c6} UI Active (Light blue)
{c7} UI Inactive (Dim blue)

Tests

For running the full test suite, the following environment variables must be set.

Variable Purpose
SAMUS_RETURNS_PATH Path to a Samus Returns extracted RomFS
DREAD_1_0_0_PATH Path to a Metroid Dread v1.0.0 extracted RomFS
DREAD_2_1_0_PATH Path to a Metroid Dread v2.1.0 extracted RomFS

If any of these variables are not set, the associated tests are skipped.

Running

export SAMUS_RETURNS_PATH=D:/RomFS/Samus Returns
python -m pytest

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