MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "STX_file",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "95": {
                "pageid": 95,
                "ns": 0,
                "title": "SPICA",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "'''SPICA''' is a 3D model viewer for 3DS [[BCH file]]s.\n\n== Download ==\n* [https://github.com/gdkchan/SPICA GitHub] (the end of the README links to [https://ci.appveyor.com/api/projects/gdkchan/spica/artifacts/spica_lastest.zip this download link])\n\n== Use ==\nDownload and extract SPICA somewhere.\n\nThen, run <code>SPICA.WinForms.exe</code>. Go to File/Open... and select your BCH file.\n\nRotate the camera with the left mouse button. Pan with the right mouse button. Zoom with the mouse wheel.\n\n== Features ==\nThis viewer can view 3D models from ''Hey! Pikmin''. It can also show the textures and cameras used, by entering the textures or cameras tab on the right-side panel. On that same panel, one can find the list of bone animations, material animations, visibility animations and camera animations. Clicking an animation will select it, and by using the playback bar on the bottom, one can play the currently selected animation at any speed, and even backward.\n\nIt can also rotate/pan/zoom the camera around, show/hide the floor grid, show/hide the axis and center point, show/hide bones (not for ''Hey! Pikmin'' models), and show texture format information. Finally, it can export textures.\n\n[[Category:Tools]]"
                    }
                ]
            },
            "425": {
                "pageid": 425,
                "ns": 0,
                "title": "STB file",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{todo|Get the info from [https://docs.google.com/document/d/1dLYlg620m1xWW-o2wl9G09ogKOrPJgMe-SiKpqe5rso this document].}}\n\n'''STB files''' contain cutscene data in ''Pikmin 2''.\n\n==STB File Format==\n\nOverview:\nContains cutscene information. File may include data for spawning objects, assigning particle systems, calling animations, grabbing text ids for textboxes, transitions between scenes, rendering cutscene exclusive BMDs.\n\nHeader:\n0x00 (4 char) - Magicword, \u201cSTB \u201d\n0x04 (4 char) - BOM (FEFF), data read in big endian\n0x06 (uint16) - unknown\n0x08 (uint32) - size of file in bytes\n0x0C (uint32) - object count\n0x10 (8 char) - unknown string, \u201cjstudio\u201d\n0X18 (uint32) - unknown\n0X1C (uint32) - unknown\n\nObjects:\nJFVBFVB - Camera translations, rotation  values, keyframes? And such\n\t0x00 (8 char) - String, \u201cJFVBFVB \u201d\n\t0X08 (4 char) - BOM (FEFF), data read in big endian\n\t0x0A (uint16) - unknown, set as 0x0100\n\t0X0C (uint32) - size of data in subsection as bytes\n0x10 (uint32) - Number of batches\n0x14 (uint32) - ?\n\t~Start of data~ (length depends on number batches and its contents)\n0x18 (uint16) - \n0x1A (uint16) -\n0x1C (uint16) -\n0x1E (uint16) -\n0x20 (float32)\n\nJCMR - JStudio Camera Manager, defines camera parameters and lengths of each cut in frame?\n0x00 (4 char) - String, JCMR\n0x04 (uint32) - Set to 7\n0x08 (8 char) - String, camera\n\nJMSG - JStudio Message, triggers text box messages and pulling contents from BMG by index IDs.\n  \nJACT - JStudio Actor, Cueing of animations?\nJSND - JStudio Sound, Cueing of sounds? Particle emitters? Queueing of particles?\n\n\n[[Category:File formats]]\n[[Category:Pikmin 2]]"
                    }
                ]
            }
        }
    }
}