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'''====Objects group:'''Group====
'''=====Objects list:'''List=====
'''=====Settings 1:'''=====
Cameras:
{| border="1" cellspacing="1" cellpadding="3" align="center" styleCamera Animations Collection="border: 1px solid black; border-collapse: collapse;"! style="background:rgb(204,204,204)" | Offset! style="background:rgb(204,204,204)" | Length! style="background:rgb(204,204,204)" | Description|-| 0| uint16| NumberOfCameras|-| 2 *(Camera)| uint16| Relative pointer to camera animation|-| 2 *(Camera)+ 2| uint16| Relative pointer to EOF|-| 2 *(Camera) + 4| CameraAnimationCollection| CameraAnimationCollection|} Camera Animations Collection:
Dependency CAMERA: -Camera Settings -Camera Animation Collection (even three collections in a0stg006.x and up to 7 in a0stg101.x!) | | -Camera animation Set (Always 8 camera animations, may be empty (0xFFFF); look for example to a0stg127.x collectionId==1; there are 8 animations, but 7 of them are 0xFFFF (pointers increase by 2)) | | - Camera animation
CAMERA:
-Camera Settings=====Example=====
| | -Therefore: a0stg006.x Camera animation Set (usually 7 or 8) | | - Camera animation (usually 8)in camera collection 0 is at 0xAC0
Byte TPage = InputBytes[TexturePage_index] & 0F; //Bitwise TPage byte AND 0F, to delete first For 4 bits int TPageINT = TPage * 128; //For 16 -bit TIM's, the texture page : 0xB2 byte is 128 sized: 2*256 = 512
Example:0xB2 byte Each time you half the number of bits you double the amount of data you can store in the same space. So the calculated Texture Page is:2*128 = 256different.
'''1.====Quad wing order:'''====
'''2.====Quad triangulation face order'''====
'''3.====Triangles VT order:'''====
====Example:====
→0 Default: fix size of animation frame
|-
| Texture
| 01 10 00 00 00 09 (Always)| Contains one .TIM texture , 8 BPP
|}
|}
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
|}
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
|}
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
| 0
| uInt16
| Pointers count. Fixed (02 00 () '''[Unused in code)/ pointers count]'''
|-
| 2
| uInt16
| Relative jump to CameraSetting. Should be (08 00)
|-
| 4
| uInt16
| Relative jump to CameraAnimationCameraAnimationCollection. Should be (20 00)
|-
| 6
| uInt16
| Camera data size (starting from 0) '''[unused in code]'''
|-
| 8
| 32
| ?? bytes
| CamerasCamera Animation Collection
|}
====Camera Setting:====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
| ???
|}
|}
=====CameraAnimationSet:=====Seems to be 8 pointers in each set.
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
|0
|ushort
|AnimPointer*2
|-
|AnimPointer
|}
== Camera Animation (WIP) ==
All this is based on best effort knowledge from reversing by Maki. I'm just trying to understand it.
=== Control Word ===
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t (bit varies)
| Main controller. If 0xFFFFU END
|}
==== FOV ====
Control Word & 0b0000'0000'1100'0000U
===== 1 Default =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| None
| None
| Start = 0x200
|-
| None
| None
| End = 0x200
|}
===== 2 Same =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t
| Start
|-
| 2
| uint16_t
| Padding
|-
| None
| None
| End = Start
|}
===== 2 Different =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t
| Start
|-
| 2
| uint16_t
| Padding
|-
| 4
| uint16_t
| End
|}
==== ROLL ====
Control Word & 0b0000'0011'0000'0000U
===== 0 Unknown =====
TODO
===== 1 Default =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| None
| None
| Start = 0x000
|-
| None
| None
| End = 0x000
|}
===== 2 Same =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t
| Start
|-
| None
| None
| End = Start
|}
===== 2 Different =====
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t
| Start
|-
| 2
| uint16_t
| End
|}
==== LAYOUT ====
Control Word & 0b0000'0000'0000'0001U
===== 0 Default =====
You'll loop through the data till the first value is less than 0. pushing back to a variable length container.
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| int16_t
| if < 0 break; could be related to time of frame.
|-
| 2
| 16 bytes
| Animation Frame
|}
===== 1 Other =====
TODO
===Time===
Time is calculated from number of frames. You basically set starting position World+lookat and ending position, then mark number of frames to interpolate between them. Every frame is one draw call and it costs 16. Starting time needs to be equal or higher for next animation frame to be read; If next frame==0xFFFF then it's all done.
=== Animation Frame ===
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0
| uint16_t
| is frame durations shot
|-
| 2
| Vertice<uint16_t> (x,y,z)
| World
|-
| 8
| uint16_t
| is frame ending shot
|-
| 10
| Vertice<uint16_t> (x,y,z)
| Look At
|}
=====Dependency=====
a0stg006.x:<br>0x5d8 -> 02 00 08 00 20 00 # Get EOF-> *(0x5d8 + 8) -> 32# Jump to EOF -> 0x5d8 + 32 = 0x5F8 (This is now Camera Animation Collection)# Get pointer to correct anim collection. In this case we will use AnimCollectionID == 0, so: *(0x5F8 + 0*2 + 2) -> 0x0c# Jump to Anim collection data: 0x5F8 + 0x0c = 0x604 (This is now Camera Animation Set)# Jump to Camera animation by cameraAnimSetID, let's take for example cameraAnimSetID == 7, so: *(0x604 + 7*2) -> 0x25E. Now carefully, jump by multiplying it by 2! ## 0x604 + (0x25E * 2) = 0xAC0
== Geometry ==
=== Texture page calculation ===
Byte TPage = InputBytes[TexturePage_index] & 0F;
Bitwise TPage byte AND 0F, to delete first 4 bits
int TPageINT = TPage * 64;
For 16 bit TIM's, the texture page is 64 pixels wide
====Example====
For 24-bit TIM:
0xB2 byte is: 2*48 = 96
Unsure about this one. It could be 42.667 instead of 48. It takes 1.5x the space of 16 bit. I haven't seen a file that uses 24-bit yet.
For 16-bit TIM:
0xB2 byte is: 2*64= 128
For 8-bit TIM:
0xB2 byte is: 2*128 = 256
=== Face order / Translation/ triangulation ===
ABCD ---> ABDC
example:
f 1 2 4 3
ABDC > ABD
ACD (same for VT)
f 1 2 4
f 1 3 4
A/T1 > A/T2
B/T2 > B/T3
C/T3 > C/T1
(Also with quad triangulation face order!)
f 1/1 2/2 7/4 6/3