19 KiB
Anim/WarHammer.ani
This turns out to simply be an obj
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:
Data/AniObDef.dat
Data/Coordinates.dat
Data/HasAction.dat
Data/VehicDef.dat
Data/WeapDef.dat
Idx/WarHammer.idx
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.
Data/HasAction.dat
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
. The names map
very well to the descriptions I came up with when observing the sprites.
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.
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 a single Librarian:
_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>, 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
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.
So what are we doing here? What did we read? Here's what I get:
Type 1 record
From 0x84
:
# xxd -s 0x84 -c 12 -e -l 12 -u orig/Idx/WarHammer.idx
00000084: 00097C30 00000098 0000F888 0|..........
The first read contains 0x097C30
. The second (+5) read, at 0x097C30
,
contains 0x0984D8
. We then read 20, followed by 78, bytes, and go on to read
from the .ani
file.
The whole start of the file looks like a directory of the same kind of records (call them type 1). The record at offset 0 is empty, as are the last few, but the rest have always-increasing offsets in the first and third position. The first appears to be for a "tactical marine", or at least, it is read (similarly to the librarian) when placing a "tactical squad". That has an offset of 0x1800` in the first position, which gives us space for 512 of these 12-byte records. We can say they look like:
Is there anything in here that can link us to what we're reading from the .ani
file? From it, we read 14 entries from the sprite directory, starting at
byte offset 0x07C600
and direntry offset 63676 (0xF8BC
). We then load 10
sprites. The first is at byte offset 0x9CD491C
, and is 3688 bytes.
Looking at that sprite in the object viewer, it is the librarian \o/ - facing
south \o/. However, it's not the sprite we see in WH40K_TD.exe
. That one is,
I think, number 63688 (0xF8C8
) - 12 sprites on. Nothing matches these numbers.
However, the first librarian sprite is at index 63624 (0xF888
), which
matches the value at offset 8. This, then, must be the link.
If the first sprite is 0, the displayed sprite is 64 (0x40
)...
Offset | Size | Meaning |
---|---|---|
0 | 4 | Offset of type 2 record(s) |
4 | 4 | Unknown |
8 | 4 | First sprite in WarHammer.ani for this record |
Type 2 record(s)
From 0x097C30
:
# xxd -s 0x00097C30 -g 1 -c 12 -l 60 -u orig/Idx/WarHammer.idx
00097c30: 02 01 01 33 50 83 09 00 0D 00 00 00 ...3P.......
00097c3c: 02 01 02 33 B2 83 09 00 0D 00 00 00 ...3........
00097c48: 02 01 03 33 14 84 09 00 0D 00 00 00 ...3........
00097c54: 02 01 04 33 76 84 09 00 0D 00 00 00 ...3v.......
00097c60: 02 01 05 33 D8 84 09 00 0D 00 00 00 ...3........
Next, we read 5x 12-byte records - 60 bytes total - from that offset in the type 1 record. The address of the next read is embedded in the fifth, which is where the reads of type 2 records stop - so we were searching for it.
In the first 12-byte record, we have a close offset: 0x098350
. So we have
1,824 bytes available in this block of type 2 records - enough for 152 of them.
What is the significance of the fifth 12-byte read? Why do we move onto type 3 records when we reach it? When we place the librarian, he is facing south, and that facing is the fifth one in the listing (N, NE, E, SE, S). It's all I can come up with.
Perhaps this is the fifth facing of the first action? Looking ahead in the file, we can see that the third byte counts from 1 to 8 and falls again, so this is a tempting idea.
If so, since we know the librarian has 23 actions, we'd expect room for 23 * 8 type 2 records in this block. That would need 2208 bytes, and we only have 1824
- enough for 19 animations, which is quite close.
Looking at the librarian in the ani
file, we see they have 1055 sprites in
total, but I haven't counted the actions yet.
Offset | Size | Meaning |
---|---|---|
0 | 2? | Static per each group of 8 type-2 records? |
2 | 1? | Counts up from 01 to 08 in each group of 8 type-2 records? |
3 | 1? | Is 0x33 for all but the last 4 groups of 8 type-2 records? |
4 | 4 | Position of type 3 record |
8 | 4? | ??? - small values though. Count of frames? |
Type 3 record
From 0x0984D8
:
# xxd -s 0x984D8 -g 1 -c 12 -l 20 -u orig/Idx/WarHammer.idx
000984d8: 34 00 40 00 40 00 01 00 00 00 00 00 4.@.@.......
000984e4: 00 00 00 00 00 00 00 00
# xxd -s 0x984EC -g 1 -c 12 -l 78 -u orig/Idx/WarHammer.idx
000984ec: 00 00 06 00 04 00 00 00 06 00 04 00 ............
000984f8: 00 00 06 00 04 00 00 00 05 00 04 00 ............
00098504: 00 00 05 00 04 00 00 00 03 00 04 00 ............
00098510: 00 00 04 00 FC FF 00 00 05 00 FC FF ............
0009851c: 00 00 06 00 FC FF 00 00 05 00 FC FF ............
00098528: 00 00 06 00 FC FF 00 00 06 00 FC FF ............
00098534: 00 00 00 00 00 00
Here, in the first read, we see 34 00
and 40 00
. These are the relative
offsets of the frames we load.
Offset | Size | Meaning |
---|---|---|
0 | 2 | First sprite in animation (relative offset) |
2 | 2 | Last sprite in animation (relative offset)? |
4 | 2? | Could also be last sprite in animation? |
6 | 2? | ??? |
8 | 12? | ??? - unset in this case |
The remaining 78-byte chunk is impenetrable so far, but we should now have the
information we need to display all the animated sequences in WarHammer.ani
!