Difference between revisions of "CIN file"

From Pikmin Technical Knowledge Base
Jump to navigation Jump to search
m
Line 1: Line 1:
 
'''CIN''' files (internally named '''Cinematic''' files) tell the game which [[DSK file|'''DSK''' file(s)]] to load, actor resources to allocate (animations and models) and manage scene cuts. In short, they are cutscene resource managers.
 
'''CIN''' files (internally named '''Cinematic''' files) tell the game which [[DSK file|'''DSK''' file(s)]] to load, actor resources to allocate (animations and models) and manage scene cuts. In short, they are cutscene resource managers.
 +
 +
CIN files are plaintext, meaning that they can be edited in a text-editor like Notepad++.
 +
 +
__TOC__
 +
 +
== File structure ==
 +
 +
CIN files consist of:
 +
 +
* Cutscene flags/properties
 +
* DSK file declarations
 +
* Actor declarations which can contain a model and it's animations.
 +
* Scene cuts and where they are placed.
 +
 +
Example from <code>demo01.cin</code>:
 +
 +
<nowiki>// Movie flags<br/>
 +
type 0<br/>
 +
flags 128<br/>
 +
 +
// Scene files
 +
addScene { scene cinemas/demo01/demo1.dsk<br/>
 +
}<br/>
 +
 +
// Actor files</br>
 +
addActor { shape cinemas/demo01/spacebg.mod</br>
 +
}</br>
 +
 +
addActor { shape cinemas/demo01/meteor.mod</br>
 +
bundle cinemas/demo01/meteor.anm</br>
 +
anims cinemas/demo01/meteor.bin</br>
 +
}</br>
 +
 +
addActor { shape cinemas/demo01/ufo.mod</br>
 +
bundle cinemas/demo01/ufo.anm</br>
 +
anims cinemas/demo01/ufo.bin</br>
 +
}</br>
 +
 +
addActor { shape pikis/nv3Model.mod</br>
 +
bundle cinemas/demo01/navi.anm</br>
 +
anims cinemas/demo01/navi.bin</br>
 +
}
 +
 +
// Scene cuts</br>
 +
addCut { cut 0 0 1199</br>
 +
flags 3</br>
 +
actor cinemas/demo01/spacebg.mod</br>
 +
acflags 2</br>
 +
anim 1 -1</br>
 +
actor cinemas/demo01/meteor.mod</br>
 +
acflags 2</br>
 +
anim 2 0</br>
 +
actor pikis/nv3Model.mod</br>
 +
acflags 2</br>
 +
anim 2 0</br>
 +
actor cinemas/demo01/ufo.mod</br>
 +
acflags 2</br>
 +
anim 2 0</br>
 +
keys 0 { </br>
 +
}</br>
 +
}</nowiki>

Revision as of 16:39, 29 April 2024

CIN files (internally named Cinematic files) tell the game which DSK file(s) to load, actor resources to allocate (animations and models) and manage scene cuts. In short, they are cutscene resource managers.

CIN files are plaintext, meaning that they can be edited in a text-editor like Notepad++.

File structure

CIN files consist of:

  • Cutscene flags/properties
  • DSK file declarations
  • Actor declarations which can contain a model and it's animations.
  • Scene cuts and where they are placed.

Example from demo01.cin:

// Movie flags<br/>
type 	0<br/>
flags 	128<br/>

// Scene files
addScene {	scene	cinemas/demo01/demo1.dsk<br/>
			}<br/>

// Actor files</br>
addActor {	shape	cinemas/demo01/spacebg.mod</br>
			}</br>

addActor {	shape	cinemas/demo01/meteor.mod</br>
			bundle	cinemas/demo01/meteor.anm</br>
			anims	cinemas/demo01/meteor.bin</br>
			}</br>

addActor {	shape	cinemas/demo01/ufo.mod</br>
			bundle	cinemas/demo01/ufo.anm</br>
			anims	cinemas/demo01/ufo.bin</br>
			}</br>

addActor {	shape	pikis/nv3Model.mod</br>
			bundle	cinemas/demo01/navi.anm</br>
			anims	cinemas/demo01/navi.bin</br>
			}

// Scene cuts</br>
addCut {	cut		0	0	1199</br>
			flags	3</br>
			actor	cinemas/demo01/spacebg.mod</br>
			acflags	2</br>
			anim	1	-1</br>
			actor	cinemas/demo01/meteor.mod</br>
			acflags	2</br>
			anim	2	0</br>
			actor	pikis/nv3Model.mod</br>
			acflags	2</br>
			anim	2	0</br>
			actor	cinemas/demo01/ufo.mod</br>
			acflags	2</br>
			anim	2	0</br>
			keys	0	{	</br>
						}</br>
			}