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# `Anim/WarHammer.ani`
2020-04-15 22:18:53 +01:00
This turns out to simply be an [`obj`](obj.md) file.
The first 1,064 sprites are all of the same Ultramarine, carryng a bolter. There
are eight "facing" orientations:
* North
* Northeast
* East
* Southeast
* South
* Southwest
* West
* Northwest
For each orientation, an action is pictured in a variable number of frames. The
final frame for each action appears to be "stationary".
* Walk (13 frames)
* Run (9 frames)
* Crouch down (8 frames)
* Stand up (8 frames)
* Take aim (standing) (6 frames)
* Fire (standing) (6 frames)
* Relax aim (standing) (6 frames)
* Throw grenade (standing) (18 frames)
* Take aim (crouched) (5 frames)
* Fire (crouched) (5 frames)
* Relax aim (crouched) (5 frames)
* Throw grenade (crouched) (17 frames)
* Draw melee weapon (standing) (10 frames)
* Strike down with melee weapon (standing) (8 frames)
* Stab with melee weapon (standing) (9 frames)
Added together and multiplied by 87, that's 1064.
The next sprite is a walking-north action for an ultramarine with a flamer. The
total number of frames for this character is 1120 - 56 additional frames, or 7
per orientation. Could be an extra action, or an extra frame per action.
Also notable is that while the bolter showed muzzle flash in the animation, the
flamer only showed a tiny hint of fire. I think the animation for spewing flame
is held elsewhere.
I strongly suspect the actions and the number of frames in each action are
configurable. So, what other files are implicated in its interpretation? Here's
a few possibilities:
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* `Data/AniObDef.dat`
* `Data/Coordinates.dat`
* `Data/HasAction.dat`
* `Data/VehicDef.dat`
* `Data/WeapDef.dat`
- `Idx/WarHammer.idx`
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## `Data/AniObDef.dat`
Including comments, this is 4098 lines, giving approx. 45 lines for each
of the ~188 characters in the `ani`. That doesn't seem many, and there's no
obvious correspondence between the commented-on names (`SMOKE01`?) and the
viewed frames... but then, I've not viewed all the frames.
2020-04-15 22:18:53 +01:00
## `Idx/WarHammer.idx`
`WarHammer.idx` (1,880,078 bytes, binary, so around 10KiB per character, in
theory) is more reasonable.
Here's a list of operations on the file when `WH40K_TD.EXE` is instructed to
place an Ultramarine squad:
<details>
```
# Operation 1
_llseek(34, 12, [12], SEEK_SET) = 0
read(34, "\0\30\0\0X\4\0\0\0\0\0\0", 12) = 12
# Operation 2
_llseek(34, 6144, [6144], SEEK_SET) = 0
read(34, "\2\6\1\0 L\0\0\r\0\0\0", 12) = 12
_llseek(34, 6156, [6156], SEEK_SET) = 0
read(34, "\2\6\2\0\202L\0\0\r\0\0\0", 12) = 12
_llseek(34, 6168, [6168], SEEK_SET) = 0
read(34, "\2\6\3\0\344L\0\0\r\0\0\0", 12) = 12
_llseek(34, 6180, [6180], SEEK_SET) = 0
read(34, "\2\6\4\0FM\0\0\r\0\0\0", 12) = 12
_llseek(34, 6192, [6192], SEEK_SET) = 0
read(34, "\2\6\5\0\250M\0\0\r\0\0\0", 12) = 12
# Operation 3
_llseek(34, 19880, [19880], SEEK_SET) = 0
read(34, "4\0@\0@\0\1\0\0\0\0\0\0\0\0\0\0\0\0\0", 20) = 20
read(34, "\0\0\6\0\4\0\0\0\6\0\4\0\0\0\6\0\4\0\0\0\5\0\4\0\0\0\5\0\4\0\0\0"..., 78) = 78
# Operation 4: repeat 1
# Operation 5: repeat 2
# Operation 6: repeat 3
# Operation 7
_llseek(34, 24, [24], SEEK_SET) = 0
read(34, "0\212\1\0X\4\0\0\210&\0\0", 12) = 12
# Operation 8
_llseek(34, 100912, [100912], SEEK_SET) = 0
read(34, "\2\6\1\0P\276\1\0\r\0\0\0", 12) = 12
_llseek(34, 100924, [100924], SEEK_SET) = 0
read(34, "\2\6\2\0\262\276\1\0\r\0\0\0", 12) = 12
_llseek(34, 100936, [100936], SEEK_SET) = 0
read(34, "\2\6\3\0\24\277\1\0\r\0\0\0", 12) = 12
_llseek(34, 100948, [100948], SEEK_SET) = 0
read(34, "\2\6\4\0v\277\1\0\r\0\0\0", 12) = 12
_llseek(34, 100960, [100960], SEEK_SET) = 0
read(34, "\2\6\5\0\330\277\1\0\r\0\0\0", 12) = 12
# Operation 9
_llseek(34, 114648, [114648], SEEK_SET) = 0
read(34, "4\0@\0@\0\1\0\0\0\0\0\0\0\0\0\0\0\0\0", 20) = 20
# Operation 10
_llseek(34, 114648, [114648], SEEK_SET) = 0
read(34, "4\0@\0@\0\1\0\0\0\0\0\0\0\0\0\0\0\0\0", 20) = 20
read(34, "\0\0\6\0\4\0\0\0\6\0\4\0\0\0\6\0\4\0\0\0\5\0\4\0\0\0\5\0\4\0\0\0"..., 78) = 78
# Operation 11: repeat 7
# Operation 12: repeat 8
# Operation 13: repeat 9
# lots of repeats
```
</details>
So what are we doing here? What did we read? Here's another view of it:
```
# Operation 1: read 12 bytes from 0x0C
0000000C 00 18 00 00 58 04 00 00 00 00 00 00 ....X.......
# Operation 7: read 12 bytes from offset 0x18
00000018 30 8A 01 00 58 04 00 00 88 26 00 00 0...X....&..
# Operation 2: 5 times, read 12 bytes from offset 0x1800
00001800 02 06 01 00 20 4C 00 00 0D 00 00 00 .... L......
0000180C 02 06 02 00 82 4C 00 00 0D 00 00 00 .....L......
00001818 02 06 03 00 E4 4C 00 00 0D 00 00 00 .....L......
00001824 02 06 04 00 46 4D 00 00 0D 00 00 00 ....FM......
00001830 02 06 05 00 A8 4D 00 00 0D 00 00 00 .....M......
# Operation 3a: read 20 bytes from offset 0x4DA8
00004DA8 34 00 40 00 40 00 01 00 00 00 00 00 4.@.@.......
00004DB4 00 00 00 00 00 00 00 00 ........
# Operation 3b: read 78 more bytes
00004DBC 00 00 06 00 04 00 00 00 06 00 04 00
00004DC8 00 00 06 00 04 00 00 00 05 00 04 00
00004DD4 00 00 05 00 04 00 00 00 03 00 04 00
00004DE0 00 00 04 00 FC FF 00 00 05 00 FC FF
00004DEC 00 00 06 00 FC FF 00 00 05 00 FC FF
00004DF8 00 00 06 00 FC FF 00 00 06 00 FC FF
00004E04 00 00 00 00 00 00
# Operation 8: 5 times, read 12 bytes from offset 0x18A30
00018A30 02 06 01 00 50 BE 01 00 0D 00 00 00 ....P.......
00018A3C 02 06 02 00 B2 BE 01 00 0D 00 00 00 ............
00018A48 02 06 03 00 14 BF 01 00 0D 00 00 00 ............
00018A54 02 06 04 00 76 BF 01 00 0D 00 00 00 ....v.......
00018A60 02 06 05 00 D8 BF 01 00 0D 00 00 00 ............
# Operation 9a: read 20 bytes from offset 0x1BFD8
0001BFD8 34 00 40 00 40 00 01 00 00 00 00 00 4.@.@.......
0001BFE4 00 00 00 00 00 00 00 00 ........
# Operation 9b: read 78 more bytes
0001BFEC 00 00 06 00 04 00 00 00 06 00 04 00
0001BFF8 00 00 06 00 04 00 00 00 05 00 04 00
0001C004 00 00 05 00 04 00 00 00 03 00 04 00
0001C010 00 00 04 00 FC FF 00 00 05 00 FC FF
0001C01C 00 00 06 00 FC FF 00 00 05 00 FC FF
0001C028 00 00 06 00 FC FF 00 00 06 00 FC FF
0001C034 00 00 00 00 00 00
```
Operation 1 contains `[18 00]`. Operation 2, at `0x1800`, contains `[A8 4D]` -
and operation 3 starts at `0x4DA8`. The pattern repeats for operations
7 -> 8 -> 9.
Assumimg operations 1 & 7 represent one type of record, while 2 & 8 represent
another, that would give us a 511-entry directory starting at 0xC. We know the
first 4 bytes represent an offset to find the type of record represented by
2 & 8. We don't know about the other 8 bytes.
| Offset | Size | Meaning |
| ------ | ---- | ------- |
| 0 | 4 | Position of type 2 record(s) |
| 4 | ? | Unknown |
The records represented by operations 2 & 8 both read 5x 12-byte records, but it
looks like they're arranged in blocks of 8. Nothing in type 1 records indicates
how many type 2 records there are.
| Offset | Size | Meaning |
| ------ | ---- | ------- |
| 0 | 2? | `02 06` - ??? |
| 2 | 2? | `n xx` - ??? `n` counts from 1 to 8 |
| 4 | 4 | Position of type 3 record |
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| 8 | 4 | ??? |
The two type 3a and 3b records are identical to each other, it's hard to know
what's what.
None of the unknown numbers, however sliced, seem to be sprite indices for
`Anim/WarHammer.ani`.
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Here's a trace of both `idx` and `ani` files when placing a single librarian for
me to dig into in more detail. No other files are touched when doing this.
<details>
```
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_llseek(<WarHammer.idx>, 132, [132], SEEK_SET) = 0
read(<WarHammer.idx>, "\x30\x7c\x09\x00\x98\x00\x00\x00\x88\xf8\x00\x00", 12) = 12
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_llseek(<WarHammer.idx>, 132, [132], SEEK_SET) = 0
read(<WarHammer.idx>, "\x30\x7c\x09\x00\x98\x00\x00\x00\x88\xf8\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 621616, [621616], SEEK_SET) = 0
read(<WarHammer.idx>, "\x02\x01\x01\x33\x50\x83\x09\x00\x0d\x00\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 621628, [621628], SEEK_SET) = 0
read(<WarHammer.idx>, "\x02\x01\x02\x33\xb2\x83\x09\x00\x0d\x00\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 621640, [621640], SEEK_SET) = 0
read(<WarHammer.idx>, "\x02\x01\x03\x33\x14\x84\x09\x00\x0d\x00\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 621652, [621652], SEEK_SET) = 0
read(<WarHammer.idx>, "\x02\x01\x04\x33\x76\x84\x09\x00\x0d\x00\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 621664, [621664], SEEK_SET) = 0
read(<WarHammer.idx>, "\x02\x01\x05\x33\xd8\x84\x09\x00\x0d\x00\x00\x00", 12) = 12
_llseek(<WarHammer.idx>, 623832, [623832], SEEK_SET) = 0
read(<WarHammer.idx>, "\x34\x00\x40\x00\x40\x00\x01\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00", 20) = 20
_llseek(<WarHammer.idx>, 0, [623852], SEEK_CUR) = 0
_llseek(<WarHammer.idx>, 623852, [623852], SEEK_SET) = 0
_llseek(<WarHammer.idx>, 623930, [623930], SEEK_SET) = 0
_llseek(<WarHammer.ani>, 509440, [509440], SEEK_SET) = 0
read(<WarHammer.ani>, "\x0c\x4d\xb6\x09\x68\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509448, [509448], SEEK_SET) = 0
read(<WarHammer.ani>, "\x74\x5b\xb6\x09\xfe\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509456, [509456], SEEK_SET) = 0
read(<WarHammer.ani>, "\x72\x6a\xb6\x09\x67\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509464, [509464], SEEK_SET) = 0
read(<WarHammer.ani>, "\xd9\x79\xb6\x09\xa9\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509472, [509472], SEEK_SET) = 0
read(<WarHammer.ani>, "\x82\x89\xb6\x09\xbb\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509480, [509480], SEEK_SET) = 0
read(<WarHammer.ani>, "\x3d\x99\xb6\x09\x08\x10\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509488, [509488], SEEK_SET) = 0
read(<WarHammer.ani>, "\x45\xa9\xb6\x09\xd1\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509496, [509496], SEEK_SET) = 0
read(<WarHammer.ani>, "\x16\xb9\xb6\x09\x01\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509504, [509504], SEEK_SET) = 0
read(<WarHammer.ani>, "\x17\xc8\xb6\x09\xc4\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509512, [509512], SEEK_SET) = 0
read(<WarHammer.ani>, "\xdb\xd6\xb6\x09\xe3\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509520, [509520], SEEK_SET) = 0
read(<WarHammer.ani>, "\xbe\xe5\xb6\x09\x0c\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509528, [509528], SEEK_SET) = 0
read(<WarHammer.ani>, "\xca\xf4\xb6\x09\x41\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509536, [509536], SEEK_SET) = 0
read(<WarHammer.ani>, "\x0b\x04\xb7\x09\xa6\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 509440, [509440], SEEK_SET) = 0
read(<WarHammer.ani>, "\x0c\x4d\xb6\x09\x68\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164448540, [164448540], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf7\x00\x0a\x01\x35\x00\x54\x00\x00\x00\x00\x00\x50\x0e\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x13\x87\x2a\x2a\x2b\x2a\x2b"..., 3688) = 3688
_llseek(<WarHammer.ani>, 509448, [509448], SEEK_SET) = 0
read(<WarHammer.ani>, "\x74\x5b\xb6\x09\xfe\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164452228, [164452228], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf5\x00\x08\x01\x37\x00\x57\x00\x00\x00\x00\x00\xe6\x0e\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x15\x03\x2a\x8a\x2b\x2a\x2c"..., 3838) = 3838
_llseek(<WarHammer.ani>, 509456, [509456], SEEK_SET) = 0
read(<WarHammer.ani>, "\x72\x6a\xb6\x09\x67\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164456066, [164456066], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf4\x00\x08\x01\x39\x00\x5a\x00\x00\x00\x00\x00\x4f\x0f\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x18\x81\x2a\x05\x2b\x80\x1b"..., 3943) = 3943
_llseek(<WarHammer.ani>, 509464, [509464], SEEK_SET) = 0
read(<WarHammer.ani>, "\xd9\x79\xb6\x09\xa9\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164460009, [164460009], SEEK_SET) = 0
read(<WarHammer.ani>, "\xee\x00\x07\x01\x42\x00\x5b\x00\x00\x00\x00\x00\x91\x0f\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x22\x81\x2a\x80\x1f\x00\x80"..., 4009) = 4009
_llseek(<WarHammer.ani>, 509472, [509472], SEEK_SET) = 0
read(<WarHammer.ani>, "\x82\x89\xb6\x09\xbb\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164464018, [164464018], SEEK_SET) = 0
read(<WarHammer.ani>, "\xee\x00\x0a\x01\x43\x00\x5c\x00\x00\x00\x00\x00\xa3\x0f\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x23\x03\x29\x03\x2b\x80\x1a"..., 4027) = 4027
_llseek(<WarHammer.ani>, 509480, [509480], SEEK_SET) = 0
read(<WarHammer.ani>, "\x3d\x99\xb6\x09\x08\x10\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164468045, [164468045], SEEK_SET) = 0
read(<WarHammer.ani>, "\xec\x00\x09\x01\x43\x00\x5a\x00\x00\x00\x00\x00\xf0\x0f\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x24\x81\x2a\x80\x1e\x00\x80"..., 4104) = 4104
_llseek(<WarHammer.ani>, 509488, [509488], SEEK_SET) = 0
read(<WarHammer.ani>, "\x45\xa9\xb6\x09\xd1\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164472149, [164472149], SEEK_SET) = 0
read(<WarHammer.ani>, "\xee\x00\x09\x01\x3f\x00\x56\x00\x00\x00\x00\x00\xb9\x0f\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x1d\x8a\x26\x26\x48\x29\x2a"..., 4049) = 4049
_llseek(<WarHammer.ani>, 509496, [509496], SEEK_SET) = 0
read(<WarHammer.ani>, "\x16\xb9\xb6\x09\x01\x0f\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164476198, [164476198], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf6\x00\x08\x01\x35\x00\x5b\x00\x00\x00\x00\x00\xe9\x0e\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x10\x81\x2a\x04\x2b\x86\x2a"..., 3841) = 3841
_llseek(<WarHammer.ani>, 509504, [509504], SEEK_SET) = 0
read(<WarHammer.ani>, "\x17\xc8\xb6\x09\xc4\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164480039, [164480039], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf7\x00\x07\x01\x33\x00\x5b\x00\x00\x00\x00\x00\xac\x0e\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x1b\x88\x2b\x2c\x2b\x2c\x2c"..., 3780) = 3780
_llseek(<WarHammer.ani>, 509512, [509512], SEEK_SET) = 0
read(<WarHammer.ani>, "\xdb\xd6\xb6\x09\xe3\x0e\x00\x00", 8) = 8
_llseek(<WarHammer.ani>, 164483819, [164483819], SEEK_SET) = 0
read(<WarHammer.ani>, "\xf8\x00\x07\x01\x41\x00\x5f\x00\x00\x00\x00\x00\xcb\x0e\x00\x00\xd4\x71\x3b\x01\x00\x00\x00\x00\x80\x1c\x83\x2c\x2c\x2a\x80\x22"..., 3811) = 3811
_llseek(<WarHammer.ani>, 509520, [509520], SEEK_SET) = 0
read(<WarHammer.ani>, "\xbe\xe5\xb6\x09\x0c\x0f\x00\x00", 8) = 8
```
</details>
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Notable is that we read from `idx` **before** we read from `ani` - so it does
seem like the former should tell us where to pull from the latter.
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We still load 5 type 2 records, even though there's just a single librarian, and
8 compass points. Why 5? After looking in `idx`, we load 10 sprites from `ani`,
which is at least a multiple. Do any of the records we load from `idx` specify
sprite directory offsets that match?
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## `Data/HasAction.dat`
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This file seems relevant as it says whether or not particular animations exist
for the different types of character, which maps directly to what is stored in
the .ani file - and so must affect lookups thereof.
Fortunately, it's commented extensively. For each "Character Type", there are
36 different possible animations.
Here's a table representation of the data:
```
Tac Ass Dev Term Apo Tech Chp Lib Cpt CMar CLrd CChp CSrc CTrm Kbz BTh BL FHnd LoC Flm PHr BHr Cult
00 x x x x x x x x x x x x x x x x x x x x x x x
01 x x x x x x x x x x x x x x x x x x x x x x x
02 x x x x x x x x x x x x x x x x x x x x x x x
03
04
05
06 x x x x x x x x x x x x x x x x x x x x
07 x x x x x x x x x x x x x x x x x x x x x x x
08 x x x x x x x x x x x x x x x x
09
10
11
12
13
14 x x x x x x x x x x x x x
15 x x x x x x x x x x x x x
16 x x x x x x x x x x x x x
17 x x x x x x x x x x x x x
18 x x x x x x x x x x x x x
19 x x x x x x x x x x x x x
20 x x x x x x x x x x x x x
21 x x x x x x x x x x x x x
22 x x x x x x x x x x x x x x
23 x x x x x x x x x x x x x
24 x x x x x x x x x x x x x x x x
25 x x x x x x x x x x x x x x x x x x x x x x
26 x x x x x x x x x x x x x x x x x
27 x x x x x x x x x x x x x x x x x x x x x
28 x x x x x x x x x x x x x x
29 x x x
30 x
31 x
32 x x x
33 x x x x x x x x x x x x x x x x x x x x x
34 x x x x x x x x x x x x x x x x x x x x x x x
35 x x x x x x x
```
`WarHammer.ani` doesn't have blank sprites for the unchecked cells, so this must
surely be used to map between set-of-sprites and `AnimAction`.
I think we still need the data in `.idx` for a full picture, though. Things we
still need:
* Mapping of character type to sprite directory index in `WarHammer.ani`
* Number of frames in each AnimAction
Either of these could be hardcoded, or dynamic.