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Notes
This page is mostly just my loose collection of notes.
FRME files sets the layouts of GUI elements, such as visor widgets and some menu layouts.
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xchellx/three.js
A modified three.js editor that can read and display FRME from Metroid Prime 2. -
Dolphin Emulator (Download)
For extracting and building game ISOs
AxioDL/nod can be used for this purpose instead. -
pupperuki/PakTool (Included inside the 16:9 HUD Mod package for Metroid Prime)
For extracting PAK files from Metroid Prime games. -
AxioDL/PrimeWorldEditor
Does lots of things, but for our case, it's useful for the included Tweak editor. - A Hex editor
Note
This will probably easier if you use PrimeWorldEditor to extract the game.
My method involves using PakTool, so the asset files are named by ID rather than decoded names.
See Known Files for the assets' IDs and decoded names.
The following instructions are for Windows. If you're using macOS or a Linux OS, you already know what you signed up for.
- Use Dolphin to copy GGuiSys.pak from the game's file system into an empty folder.
If you're interested in the Multiplayer UI data, you'll want to do this procedure with NoARAM.pak instead of GGuiSys.pak. - Copy PakTool.exe and zlib1.dll from the 16:9 HUD Mod into that folder.
- In a CMD window, run these commands to unpack the PAK and create a list file:
PakTool GGuiSys.pak
PakTool -d GGuiSys.pak
You'll now have a new file called GGuiSys-pak.txt and a new folder called GGuiSys-pak with the relevant FRME, CMDL, TXTR, etc. files.
- Download and extract xchellx/three.js, then run editor.bat
You'll need to install m3ng9i/ran before you can use editor.bat - Visit
http://127.0.0.1:8080/editor/
in Chrome of Firefox - File -> Import, and then select the FRME file you wish to view
- When all of the models load, you can now select them by clicking on them directly in the view port or by selecting their name in the Scene tab of the right sidebar
- You can also edit the position, rotation, scaling, etc in the Object tab of the Scene sidebar
- To export the edited hex, Edit -> Get Basis and Translation
A window will appear with the relevant hex data text that you can now edit into the FRME file with a hex-editor.
You can find info about the FRME file format at FRME (File Format) - Retro Modding Wiki.htm.
- In the folder from with GGuiSys-pak.txt and GGuiSys-pak,
in a CMD window, run
PakTool -ra mp2 GGuiSys
The old GGuiSys.pak should now be overwritten with your changes.
You can use Dolphin or a tool (such as NODTool or GCRebuilder) to rebuild/edit the ISO with your new PAK.
G2ME01 (NTSC) Files (named by PWE) | G2ME01 (NTSC) Files (named by PakTool) | G2MP01 (PAL) Files (named by PWE) | G2MP01 (PAL) Files (named by PakTool) | Identical in both versions |
---|---|---|---|---|
FRME_DarkVisorMask.FRME | ec2e235d.FRME |
FRME_DarkVisorMask.FRME | ec2e235d.FRME |
Yes |
FRME_GenericMenu_0.FRME | 9962a6f9.FRME |
FRME_GenericMenu_0.FRME | 9962a6f9.FRME |
Yes |
FRME_Helmet.FRME | e6f37215.FRME |
FRME_Helmet.FRME | e6f37215.FRME |
Yes |
FRME_HudMessage.FRME | d9c941c9.FRME |
FRME_HudMessage.FRME | d9c941c9.FRME |
Yes |
FRME_HudMessage2.FRME | d03cf057.FRME |
FRME_HudMessage2.FRME | d03cf057.FRME |
Yes |
FRME_HudMessage4.FRME | 82468e9f.FRME |
FRME_HudMessage4.FRME | 82468e9f.FRME |
|
FRME_LogBook.FRME * | 5ba5589a.FRME |
FRME_LogBook_0.FRME * | e0bca226.FRME |
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FRME_MapScreen_0.FRME * | 834e8fa4.FRME |
FRME_MapScreen_1.FRME * | baf48d93.FRME |
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FRME_MapScreenBackground.FRME | ba8b6bb6.FRME |
FRME_MapScreenBackground.FRME | ba8b6bb6.FRME |
Yes |
FRME_MsgScreen_0.FRME * | d4540f2a.FRME |
FRME_MsgScreen_1.FRME * | 977252cf.FRME |
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FRME_QuitScreen1.FRME * | 84f05cd4.FRME |
FRME_QuitScreen1_0.FRME * | 96bc9b7d.FRME |
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FRME_QuitScreen2.FRME | b1ef98f1.FRME |
FRME_QuitScreen2.FRME | b1ef98f1.FRME |
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FRME_QuitScreen4.FRME | 16db2ff9.FRME |
FRME_QuitScreen4.FRME | 16db2ff9.FRME |
Yes |
FRME_SamusHud1Ball.FRME | 88738d60.FRME |
FRME_SamusHud1Ball.FRME | 88738d60.FRME |
Yes |
FRME_SamusHud1Combat.FRME * | eef43aa1.FRME |
FRME_SamusHud1Combat_0.FRME * | b5cf0c19.FRME |
|
FRME_ScanHudFlat_0.FRME * | f7ec0850.FRME |
FRME_ScanHudFlat_1.FRME * | d9d58fa5.FRME |
* indicates difference in PWE named files between region versions.
Note
FRME_SamusHud1Combat.FRME
and FRME_SamusHud1Combat_0.FRME
have data for Combat Visor, Dark Visor, and Echo Visor.
FRME_QuitScreen2.FRME
is not identical across versions despite having the same ID. The PAL version of this contains a widget that is vertically stretched compared to the NTSC-U version.
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TweakGui: Misc: Unknown (BallViewportYReduction)
- In a hex editor,
4 byte float at 0x05F6
- In PWE Tweak's Editor,
Tools > Edit Tweaks > TweakGui Tab > Misc
- Set this to 0 to remove viewport black bars in Morph Ball mode
- In a hex editor,
4 byte float at 0x05F6
<Element Type="Float" ID="0xEEB7839B">
<DefaultValue>0.2</DefaultValue>
</Element>