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Rez MapShape Data Format

Build 836

Map Table Layout

22 longs, which are:

This repeats per mapshape until done.

Map Data Table Layout

6 longs, which are:

Instance List Layout

11 longs, which are:

  1. Object ID (in order of objects in the object list),
  2. Unknown (object won't render on certain values),
  3. X position,
  4. Z position,
  5. Y position,
  6. X rotation,
  7. Z rotation,
  8. Y rotation,
  9. X scale,
  10. Z scale,
  11. Y scale.

This repeats for each object defined in the scene object count.

Model List Layout

12 longs per object, these are:

  1. The offset for the NJCM model in the stage .NB file,
  2. The offset for the model's starting NMDM animation in the .NB (optional),
  3. A pointer to a table of pointers to 1ST_READ's code (same for each object),
  4. The offset for the model's CPSM in the .NB,
  5. The offset for the model's next CPSM in the .NB,
  6. Object display mode (00 solid/01 wire)
  7. Unknown,
  8. Can take an NMDM offset and use it constantly but unsure if this is its purpose,
  9. Unknown,
  10. Unknown,
  11. An offset for the model's NMDM in the .NB (for constant anim?),
  12. The offset for the NMDM to override with when the layer is about to transition.

This repeats for every object to be defined in the object list.

Map Parameters

  1. Fog type,
  2. Fog near,
  3. Fog far,
  4. Fog colour,
  5. BG colour,
  6. Wire colour,
  7. Camera far,
  8. Camera distance,
  9. Starting pass animation index in STG NB,
  10. Pass loop animation index in STG NB,
  11. Pass doesn't count-up when not 01,
  12. Affects starting map frame number,
  13. Affects which frame the map changes shape on,
  14. Layer transition effect mode,
  15. Layer transition effect buildup time,
  16. Layer transition effect duration,
  17. Unknown,
  18. Fade duration from previous map,
  19. Time until auto advance,
  20. Layer type,
  21. Texture overlay ID.

Fog Type

Demonstration video

Rez supports a few different fog modes, but normally only uses mode 1. Mode 2 looks cool but can cause the stage to appear to flicker when in motion.

Layer Transition Effect Mode

Demonstration video

The layer transition effect is applied when you go to the next layer, and can be further controlled by the buildup time and duration values.

Layer Type

The game will let you use values other than 1 and 2 for this, but the other types seem to behave the same as 1 and 2. The game does use 3 sometimes, which is like 1.


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