ANCS (File Format): Difference between revisions
Jump to navigation
Jump to search
>Aruki m (Parax0 moved page User:Parax0/ANCS (File Format) to ANCS (File Format) without leaving a redirect: how the fuck did that happen) |
>Aruki |
||
(29 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
The '''ANCS format''' defines | The '''ANCS format''' defines character sets and animation sets in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the [[CHAR (File Format)|CHAR]] and [[SAND (File Format)|SAND]] formats. The extension stands for '''AN'''imation '''C'''haracter '''S'''et. | ||
__TOC__ | __TOC__ | ||
== | == Format == | ||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |||
| u16 | |||
| '''Version''' | |||
| Always 1. | |||
|- | |||
| [[#Character Set|Character Set]] | |||
| '''Character Set''' | |||
| Set of characters that share animation data. | |||
|- | |||
| [[#Animation Set|Animation Set]] | |||
| '''Animation Set''' | |||
| Set of animations used by the characters in the character set. | |||
|} | |||
=== Character Set === | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| | | u16 | ||
| | | 1 | ||
| '''Version''' | |||
| Always 1. | |||
|- | |- | ||
| | | u32 | ||
| | | 1 | ||
| '''Character Count''' | |||
| Count of characters in this set. | |||
|- | |- | ||
| | | [[#Character|Character]] | ||
| | | ''Character Count'' | ||
| ''' | | '''Characters Array''' | ||
| | | Array of characters. | ||
|} | |} | ||
== | ==== Character ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
! V1 | |||
! V2 | |||
! V4 | |||
! V5 | |||
! V10 | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Character ID''' | ||
| Typically begins at 0 and increments by 1 on each successive character in the set. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u16 | | u16 | ||
| 1 | | 1 | ||
| | | '''Version''' | ||
| This can vary between different files/characters. Usually 5 or 6 in MP1 and 10 in MP2. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| string | | string | ||
| 1 | | 1 | ||
| ''' | | '''Name''' | ||
| Name of the character. Not used by the game; was likely included for debugging purposes. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CMDL (Metroid Prime)|CMDL]]) | |||
| 1 | |||
| '''Model ID''' | |||
| ID of the model used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CSKR_(File_Format)|CSKR]]) | |||
| 1 | |||
| '''Skin ID''' | |||
| ID of the skin used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CINF_(File_Format)|CINF]]) | |||
| 1 | |||
| '''Skeleton ID''' | |||
| ID of the skeleton used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Animation Name Count''' | |||
| Count of animation names in the next array. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[#Animation Name|Animation Name]] | |||
| ''Animation Name Count'' | |||
| '''Animation Name Array''' | |||
| Array of names of animations used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | [[PAS Database]] | ||
| 1 | | 1 | ||
| ''' | | '''PAS Database''' | ||
| Not much is known about how this data is used. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | [[#Particle Resource Data|Particle Resource Data]] | ||
| 1 | | 1 | ||
| ''' | | '''Particle Resource Data''' | ||
| List of particle assets being used by this character. This includes particles being used by attached effects as well as by [[EVNT (File Format)|animation events]]. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| | | u32 | ||
| 1 | | 1 | ||
| | | {{unknown}} | ||
| | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| '''Animation | | {{unknown}} | ||
|} | | | ||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
{| | | {{nocheck}} | ||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Animation AABB Count''' | |||
| Count of animation bounding boxes. | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[#Animation AABB|Animation AABB]] | |||
| ''Animation AABB Count'' | |||
| '''Animation AABB Array''' | |||
| Array of animation bounding boxes for this character. | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Effect Count''' | |||
| Count of attached effects. | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[#Effect|Effect]] | |||
| ''Effect Count'' | |||
| '''Effect Array''' | |||
| Effects attached to this character. | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CMDL_(Metroid_Prime)|CMDL]]) | |||
| 1 | |||
| '''Frozen Model''' | |||
| Overlay model that appears when the character is frozen with the Ice/Dark Beam. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CSKR_(File_Format)|CSKR]]) | |||
| 1 | |||
| '''Frozen Skin''' | |||
| Skin for rigging the ''Frozen Model'' to the character's skeleton. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Animation Count''' | |||
| Count of animations used by this character. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| ''Animation Count'' | |||
| '''Animation ID Map''' | |||
| Array of animation IDs. Indexing this array with the character-relative animation ID returns the animset-relative animation ID. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[CSPP (File Format)|CSPP]]) | |||
| 1 | | 1 | ||
| ''' | | '''Spatial Primitives ID''' | ||
| ID of the spatial primitives used by this character. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| u8 | | u8 | ||
| 1 | | 1 | ||
| {{unknown| | | {{unknown}} | ||
| | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |- | ||
| | | u32 | ||
| 1 | | 1 | ||
| '''Animation | | '''Indexed Animation AABB Count''' | ||
| Count of indexed animation bounding boxes. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |||
| [[#Indexed Animation AABB|Indexed Animation AABB]] | |||
| ''Indexed Animation AABB Count'' | |||
| '''Indexed Animation AABB Array''' | |||
| Unknown purpose. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|} | |} | ||
=== | ===== Animation Name ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Type | ||
! | ! Name | ||
! | ! Notes | ||
! V1 | |||
! V10 | |||
|- | |- | ||
| | | u32 | ||
| | | '''Animation ID''' | ||
| ''' | | Character-relative animation ID. Must be remapped via the ''Animation ID Map'' to access the corresponding animation in the animset. | ||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| | | string | ||
| | | {{unknown|'''Unknown'''}} | ||
| ''' | | Always empty. | ||
| {{check}} | |||
| {{nocheck}} | |||
|- | |- | ||
| | | string | ||
| '''Animation Name''' | |||
| ''' | | The name of the animation. | ||
| {{check}} | |||
| {{check}} | |||
|} | |} | ||
==== | ===== Particle Resource Data ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
! V5 | |||
! V6 | |||
! V10 | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Generic Particle Count''' | |||
| Count of generic particle systems. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[PART (File Format)|PART]]) | |||
| ''Generic Particle Count'' | |||
| '''Generic Particle List''' | |||
| List of generic particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| {{ | | '''Swoosh Particle Count''' | ||
| Count of swoosh particle systems. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[SWHC (File Format)|SWHC]]) | |||
| ''Swoosh Particle Count'' | |||
| '''Swoosh Particle List''' | |||
| List of swoosh particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| {{unknown}} | |||
| Always 0. | |||
| {{nocheck}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Electric Particle Count''' | ||
| Count of electric particle systems. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[ELSC_(File_Format)|ELSC]]) | |||
| ''Electric Particle Count'' | |||
| '''Electric Particle List''' | |||
| List of electric particle systems used by this character. | |||
| {{check}} | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Spawn Particle Count''' | ||
| Count of spawn particle systems. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |||
| Asset ID ([[SPSC (File Format)|SPSC]]) | |||
| ''Spawn Particle Count'' | |||
| '''Spawn Particle List''' | |||
| List of spawn particle systems used by this character. | |||
| {{nocheck}} | |||
| {{nocheck}} | |||
| {{check}} | |||
|} | |||
===== Animation AABB ===== | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |||
| string | |||
| '''Animation Name''' | |||
| | |||
|- | |||
| {{AABox}} | |||
| '''Animation Bounding Box''' | |||
| | |||
|} | |||
===== Indexed Animation AABB ===== | |||
Similar to [[#Animation AABB|Animation AABB]], but with animations referenced via ID instead of name. | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |- | ||
| | | u32 | ||
| '''Animation ID''' | |||
| ''' | | Confirm this is character-relative? | ||
|- | |- | ||
| | | {{AABox}} | ||
| '''Animation Bounding Box''' | |||
| ''' | | | ||
|} | |} | ||
===== | ===== Effect ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
|- | |- | ||
| | | string | ||
| 1 | | 1 | ||
| ''' | | '''Effect Name''' | ||
| Name of the effect. | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| '''Effect Component Count''' | |||
| Count of effect components | |||
| | |||
|- | |- | ||
| | | [[#Effect Component|Effect Component]] | ||
| | | ''Effect Component Count'' | ||
| ''' | | '''Effect Components''' | ||
| Array of effect components used by this effect. | |||
|} | |} | ||
====== Effect Component ====== | |||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Name | |||
! Notes | |||
|- | |- | ||
| | | string | ||
| | | '''Component Name''' | ||
| | | Name of this effect component. | ||
|- | |- | ||
| | | {{FourCC}} | ||
| | | '''Particle Asset Type''' | ||
| | | Type of the particle used by this effect. | ||
|- | |||
| Asset ID | |||
| '''Particle Asset ID''' | |||
| Particle resource used by this effect. | |||
|- | |||
| string | |||
| '''Bone Name''' | |||
| Bone that the component is attached to. | |||
|- | |- | ||
| float | | float | ||
| '''Scale''' | |||
| Scale of the component. | |||
|- | |- | ||
| | | u32 | ||
| | | '''Parented Mode''' | ||
| | | Needs documentation | ||
|- | |- | ||
| | | u32 | ||
| | | '''Flags''' | ||
| | | Needs documentation | ||
|} | |} | ||
===== | === Animation Set === | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! Count | ! Count | ||
! | ! Name | ||
! Notes | |||
! MP1 | |||
! MP2 | |||
|- | |||
| u16 | |||
| 1 | |||
| '''Version''' | |||
| Always 4. Note there are format differences between MP1 and MP2 despite them both being version 4. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Animation Count''' | ||
| Count of animations contained by the set. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | [[#Animation|Animation]] | ||
| | | ''Animation Count'' | ||
| ''' | | '''Animation Array''' | ||
| Array of animations. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Transition Count''' | ||
| Count of transitions contained by the set. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| [[ | | [[#Transition|Transition]] | ||
| | | ''Transition Count'' | ||
| ''' | | '''Transition Array''' | ||
| Array of transitions. | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[Meta-Transition]] | |||
| 1 | |||
| '''Default Transition''' | |||
| | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| u32 | |||
| 1 | |||
| '''Additive Animation Count''' | |||
| Count of additive animations contained by the set. | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[#Additive Animation|Additive Animation]] | |||
| ''Additive Animation Count'' | |||
| '''Additive Animation Array''' | |||
| Array of additive animations. Although any animation can be used as additive, this array allows for customizing the fade in/out time for each animation. | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| float | |||
| 1 | |||
| '''Default Additive Fade-In Time''' | |||
| Fade-in time used for additive animations not listed in the above array. | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| float | |||
| 1 | |||
| '''Default Additive Fade-Out Time''' | |||
| Fade-out time used for additive animations not listed in the above array. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| {{ | | '''Half Transition Count''' | ||
| Count of half transitions contained by the set. | |||
| {{check}} | |||
| {{check}} | |||
|- | |||
| [[#Half Transition|Half Transition]] | |||
| ''Half Transition Count'' | |||
| '''Half Transition Array''' | |||
| Array of half transitions. | |||
| {{check}} | |||
| {{check}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| ''' | | '''Animation Resource Count''' | ||
| Count of animation assets used by this set. | |||
| {{check}} | |||
| {{nocheck}} | |||
|- | |- | ||
| [[ | | [[#Animation Resource Pair|Animation Resource Pair]] | ||
| | | ''Animation Resource Count'' | ||
| ''' | | '''Animation Resource List''' | ||
| List of animation assets used by this set. | |||
| {{check}} | |||
| {{nocheck}} | |||
|- | |- | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| {{ | | '''Event Set Count''' | ||
| Count of event sets. Matches the animation count. | |||
| {{nocheck}} | |||
| {{check}} | |||
|- | |||
| [[EVNT_(File_Format)|Event Set]] | |||
| ''Event Set Count'' | |||
| '''Event Set Array''' | |||
| Array of animation events. Each event set maps to the animation at the same index. Note this is basically MP1's [[EVNT (File Format)|EVNT]] file format, but embedded in ANCS. | |||
| {{nocheck}} | |||
| {{check}} | |||
|} | |} | ||
=== | ==== Animation ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
! | ! Notes | ||
|- | |- | ||
| string | | string | ||
| '''Name''' | |||
| ''' | | Animation name. | ||
|- | |- | ||
| | | [[Meta-Animation]] | ||
| '''Animation''' | |||
| Meta-animation data. | |||
|} | |} | ||
=== | ==== Transition ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
! | ! Notes | ||
|- | |- | ||
| | | u32 | ||
| | | {{unknown}} | ||
| | | | ||
|- | |- | ||
| u32 | | u32 | ||
| '''Animation ID A''' | |||
| The animation being transitioned from. | |||
|- | |- | ||
| | | u32 | ||
| '''Animation ID B''' | |||
| ''' | | The animation being transitioned to. | ||
|- | |- | ||
| | | [[Meta-Transition]] | ||
| '''Transition''' | |||
| ''' | | Meta-transition data. | ||
|} | |||
==== Additive Animation ==== | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |- | ||
| | | u32 | ||
| '''Animation ID''' | |||
| ''' | | | ||
|- | |- | ||
| | | float | ||
| '''Fade-In Time''' | |||
| ''' | | Fade-in duration. | ||
|- | |- | ||
| float | | float | ||
| '''Fade-Out Time''' | |||
| Fade-out duration. | |||
|} | |||
==== Half Transition ==== | |||
{| class="wikitable" | |||
! Type | |||
! Name | |||
! Notes | |||
|- | |- | ||
| u32 | | u32 | ||
| '''Animation ID''' | |||
| The animation being transitioned from. | |||
|- | |- | ||
| | | [[Meta-Transition]] | ||
| '''Transition''' | |||
| Meta-transition data. | |||
|} | |} | ||
=== | ==== Animation Resource Pair ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type | ! Type | ||
! | ! Name | ||
|- | |- | ||
| [[ | | Asset ID ([[ANIM_(File_Format)|ANIM]]) | ||
| '''ANIM ID''' | |||
|- | |- | ||
| | | Asset ID ([[EVNT_(File_Format)|EVNT]]) | ||
| '''EVNT ID''' | |||
| | |||
|} | |} | ||
Latest revision as of 08:04, 3 March 2017
The ANCS format defines character sets and animation sets in Metroid Prime 1 and 2. Starting in Metroid Prime 3, it was replaced by the CHAR and SAND formats. The extension stands for ANimation Character Set.
Format
Type | Name | Notes |
---|---|---|
u16 | Version | Always 1. |
Character Set | Character Set | Set of characters that share animation data. |
Animation Set | Animation Set | Set of animations used by the characters in the character set. |
Character Set
Type | Count | Name | Notes |
---|---|---|---|
u16 | 1 | Version | Always 1. |
u32 | 1 | Character Count | Count of characters in this set. |
Character | Character Count | Characters Array | Array of characters. |
Character
Type | Count | Name | Notes | V1 | V2 | V4 | V5 | V10 |
---|---|---|---|---|---|---|---|---|
u32 | 1 | Character ID | Typically begins at 0 and increments by 1 on each successive character in the set. | ✔ | ✔ | ✔ | ✔ | ✔ |
u16 | 1 | Version | This can vary between different files/characters. Usually 5 or 6 in MP1 and 10 in MP2. | ✔ | ✔ | ✔ | ✔ | ✔ |
string | 1 | Name | Name of the character. Not used by the game; was likely included for debugging purposes. | ✔ | ✔ | ✔ | ✔ | ✔ |
Asset ID (CMDL) | 1 | Model ID | ID of the model used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
Asset ID (CSKR) | 1 | Skin ID | ID of the skin used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
Asset ID (CINF) | 1 | Skeleton ID | ID of the skeleton used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Animation Name Count | Count of animation names in the next array. | ✔ | ✔ | ✔ | ✔ | ✔ |
Animation Name | Animation Name Count | Animation Name Array | Array of names of animations used by this character. | ✔ | ✔ | ✔ | ✔ | ✔ |
PAS Database | 1 | PAS Database | Not much is known about how this data is used. | ✔ | ✔ | ✔ | ✔ | ✔ |
Particle Resource Data | 1 | Particle Resource Data | List of particle assets being used by this character. This includes particles being used by attached effects as well as by animation events. | ✔ | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Unknown | ✔ | ✔ | ✔ | ✔ | ✔ | |
u32 | 1 | Unknown | ✖ | ✖ | ✖ | ✖ | ✔ | |
u32 | 1 | Animation AABB Count | Count of animation bounding boxes. | ✖ | ✔ | ✔ | ✔ | ✔ |
Animation AABB | Animation AABB Count | Animation AABB Array | Array of animation bounding boxes for this character. | ✖ | ✔ | ✔ | ✔ | ✔ |
u32 | 1 | Effect Count | Count of attached effects. | ✖ | ✔ | ✔ | ✔ | ✔ |
Effect | Effect Count | Effect Array | Effects attached to this character. | ✖ | ✔ | ✔ | ✔ | ✔ |
Asset ID (CMDL) | 1 | Frozen Model | Overlay model that appears when the character is frozen with the Ice/Dark Beam. | ✖ | ✖ | ✔ | ✔ | ✔ |
Asset ID (CSKR) | 1 | Frozen Skin | Skin for rigging the Frozen Model to the character's skeleton. | ✖ | ✖ | ✔ | ✔ | ✔ |
u32 | 1 | Animation Count | Count of animations used by this character. | ✖ | ✖ | ✖ | ✔ | ✔ |
u32 | Animation Count | Animation ID Map | Array of animation IDs. Indexing this array with the character-relative animation ID returns the animset-relative animation ID. | ✖ | ✖ | ✖ | ✔ | ✔ |
Asset ID (CSPP) | 1 | Spatial Primitives ID | ID of the spatial primitives used by this character. | ✖ | ✖ | ✖ | ✖ | ✔ |
u8 | 1 | Unknown | ✖ | ✖ | ✖ | ✖ | ✔ | |
u32 | 1 | Indexed Animation AABB Count | Count of indexed animation bounding boxes. | ✖ | ✖ | ✖ | ✖ | ✔ |
Indexed Animation AABB | Indexed Animation AABB Count | Indexed Animation AABB Array | Unknown purpose. | ✖ | ✖ | ✖ | ✖ | ✔ |
Animation Name
Type | Name | Notes | V1 | V10 |
---|---|---|---|---|
u32 | Animation ID | Character-relative animation ID. Must be remapped via the Animation ID Map to access the corresponding animation in the animset. | ✔ | ✔ |
string | Unknown | Always empty. | ✔ | ✖ |
string | Animation Name | The name of the animation. | ✔ | ✔ |
Particle Resource Data
Type | Count | Name | Notes | V5 | V6 | V10 |
---|---|---|---|---|---|---|
u32 | 1 | Generic Particle Count | Count of generic particle systems. | ✔ | ✔ | ✔ |
Asset ID (PART) | Generic Particle Count | Generic Particle List | List of generic particle systems used by this character. | ✔ | ✔ | ✔ |
u32 | 1 | Swoosh Particle Count | Count of swoosh particle systems. | ✔ | ✔ | ✔ |
Asset ID (SWHC) | Swoosh Particle Count | Swoosh Particle List | List of swoosh particle systems used by this character. | ✔ | ✔ | ✔ |
u32 | 1 | Unknown | Always 0. | ✖ | ✔ | ✔ |
u32 | 1 | Electric Particle Count | Count of electric particle systems. | ✔ | ✔ | ✔ |
Asset ID (ELSC) | Electric Particle Count | Electric Particle List | List of electric particle systems used by this character. | ✔ | ✔ | ✔ |
u32 | 1 | Spawn Particle Count | Count of spawn particle systems. | ✖ | ✖ | ✔ |
Asset ID (SPSC) | Spawn Particle Count | Spawn Particle List | List of spawn particle systems used by this character. | ✖ | ✖ | ✔ |
Animation AABB
Type | Name | Notes |
---|---|---|
string | Animation Name | |
AABox | Animation Bounding Box |
Indexed Animation AABB
Similar to Animation AABB, but with animations referenced via ID instead of name.
Type | Name | Notes |
---|---|---|
u32 | Animation ID | Confirm this is character-relative? |
AABox | Animation Bounding Box |
Effect
Type | Count | Name | Notes |
---|---|---|---|
string | 1 | Effect Name | Name of the effect. |
u32 | 1 | Effect Component Count | Count of effect components |
Effect Component | Effect Component Count | Effect Components | Array of effect components used by this effect. |
Effect Component
Type | Name | Notes |
---|---|---|
string | Component Name | Name of this effect component. |
FourCC | Particle Asset Type | Type of the particle used by this effect. |
Asset ID | Particle Asset ID | Particle resource used by this effect. |
string | Bone Name | Bone that the component is attached to. |
float | Scale | Scale of the component. |
u32 | Parented Mode | Needs documentation |
u32 | Flags | Needs documentation |
Animation Set
Type | Count | Name | Notes | MP1 | MP2 |
---|---|---|---|---|---|
u16 | 1 | Version | Always 4. Note there are format differences between MP1 and MP2 despite them both being version 4. | ✔ | ✔ |
u32 | 1 | Animation Count | Count of animations contained by the set. | ✔ | ✔ |
Animation | Animation Count | Animation Array | Array of animations. | ✔ | ✔ |
u32 | 1 | Transition Count | Count of transitions contained by the set. | ✔ | ✔ |
Transition | Transition Count | Transition Array | Array of transitions. | ✔ | ✔ |
Meta-Transition | 1 | Default Transition | ✔ | ✔ | |
u32 | 1 | Additive Animation Count | Count of additive animations contained by the set. | ✔ | ✔ |
Additive Animation | Additive Animation Count | Additive Animation Array | Array of additive animations. Although any animation can be used as additive, this array allows for customizing the fade in/out time for each animation. | ✔ | ✔ |
float | 1 | Default Additive Fade-In Time | Fade-in time used for additive animations not listed in the above array. | ✔ | ✔ |
float | 1 | Default Additive Fade-Out Time | Fade-out time used for additive animations not listed in the above array. | ✔ | ✔ |
u32 | 1 | Half Transition Count | Count of half transitions contained by the set. | ✔ | ✔ |
Half Transition | Half Transition Count | Half Transition Array | Array of half transitions. | ✔ | ✔ |
u32 | 1 | Animation Resource Count | Count of animation assets used by this set. | ✔ | ✖ |
Animation Resource Pair | Animation Resource Count | Animation Resource List | List of animation assets used by this set. | ✔ | ✖ |
u32 | 1 | Event Set Count | Count of event sets. Matches the animation count. | ✖ | ✔ |
Event Set | Event Set Count | Event Set Array | Array of animation events. Each event set maps to the animation at the same index. Note this is basically MP1's EVNT file format, but embedded in ANCS. | ✖ | ✔ |
Animation
Type | Name | Notes |
---|---|---|
string | Name | Animation name. |
Meta-Animation | Animation | Meta-animation data. |
Transition
Type | Name | Notes |
---|---|---|
u32 | Unknown | |
u32 | Animation ID A | The animation being transitioned from. |
u32 | Animation ID B | The animation being transitioned to. |
Meta-Transition | Transition | Meta-transition data. |
Additive Animation
Type | Name | Notes |
---|---|---|
u32 | Animation ID | |
float | Fade-In Time | Fade-in duration. |
float | Fade-Out Time | Fade-out duration. |
Half Transition
Type | Name | Notes |
---|---|---|
u32 | Animation ID | The animation being transitioned from. |
Meta-Transition | Transition | Meta-transition data. |
Animation Resource Pair
Type | Name |
---|---|
Asset ID (ANIM) | ANIM ID |
Asset ID (EVNT) | EVNT ID |