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« Reply #15 on: March 05, 2011, 05:48:15 PM » |
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Have you compared these to the Naruto .mot files to see if they are similar?
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« Reply #16 on: March 05, 2011, 05:48:50 PM » |
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I found out a bit more about the individual animations from the .mot file, mostly having to do with each animation's header. The value at 0x03 is the number of individual header definitions for each bone (I believe), and the header itself I'm still trying to figure out. I can only assume that the first three bytes set to 0 are because the value is set as float. Dunno why they did it that way but I guess if they needed it, then it would work out. I know for sure that each "header" is a consistent header format because it's a sequence of 0x20 bytes that follow a distinctive pattern, and I'm still trying to figure out what all of the numbers mean. But there is a main header from 0x00 to 0x20, then individual headers within the file.
I did find out some of the individual header's format, though. Each animation has relative pointers, meaning that it doesn't rely on it's position in the .mot file at all. Also, the first 4 bytes of each individual header leads to it's position in the .anim file (or it's relative position in the .mot file). Each animation (I presume that's where the data is kept, I could be very very wrong here) is preceded by the bytes "3C 88 88 89" without fail.
Since I'm on a roll here I'm going to keep looking into this, hopefully I can find something more interesting. And I might update the OP soon.
*Edit* - Got ninja'd, you beat me to it Vile. Also I was speaking in Genesis hacking-speak and changed that up a bit.
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« Last Edit: March 05, 2011, 05:52:02 PM by IWasAPerson »
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« Reply #17 on: March 05, 2011, 05:53:12 PM » |
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Nice finds! I cannot wait until this is finished, model imports will be flooding brawl once these animations are in .chr0 > 
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« Reply #18 on: March 05, 2011, 06:13:52 PM » |
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I'm working on CHR0 info (if someone knows where I can get Kryals notes, it would be much appreciated).
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« Last Edit: March 05, 2011, 06:42:08 PM by VILE »
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #19 on: March 05, 2011, 06:17:39 PM » |
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So, once you define each type of animation (chr0 and .anim), what would need to be done? Also, have you tried PM'ing Kryal on smashboards (or wherever he has an account, lol)
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« Reply #20 on: March 05, 2011, 06:20:33 PM » |
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Erm...I don't actually have Naruto Shippuden, so I don't know if the .mot files are the same format or even the same revision. The only reason I included it in the title is because Smashboards research makes it sound like they are very similar if not the same format. Also, the game and TvC are both made by the same company, so it would only make sense.
Also, I fear that since there's no name container for any of the animations we might have to match them up ourselves and manually import them to make a chr0 file. On top of that, to get them to work in Brawl we'll have to multiply each translation keyframe in each animation by 11. But it'll make the process easier and a lot cleaner. So to answer your question, we'd have to transplant each animation data until we know what bone fits for each section, then observe what the full animation is, then multiply it by 11 on the Zero model (or whatever model being worked on).
Thanks for researching all of this, Vile, btw. With the Chr0 info this'll make things a lot easier. And does Kryal actually check his PM's? Or even Bero?
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« Last Edit: March 05, 2011, 06:22:26 PM by IWasAPerson »
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« Reply #21 on: March 05, 2011, 06:21:57 PM » |
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So, once you define each type of animation (chr0 and .anim), what would need to be done? Also, have you tried PM'ing Kryal on smashboards (or wherever he has an account, lol)
When both formats are figured out I will write a converter. Also I don't think Kryal is active anymore (or at least doesn't like to be active with hacking). Also, a note to everyone, it might be a little hard to write a .tvca to .chr0 converter solely because there isn't name definitions (I'm not sure how the bones are defined, if they are relative to the model, which I doubt, but if they are it wouldn't be too hard).
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #22 on: March 05, 2011, 06:26:52 PM » |
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Erm...I don't actually have Naruto Shippuden, so I don't know if the .mot files are the same format or even the same revision. The only reason I included it in the title is because Smashboards research makes it sound like they are very similar if not the same format. Also, the game and TvC are both made by the same company, so it would only make sense.
Also, I fear that since there's no name container for any of the animations we might have to match them up ourselves and manually import them to make a chr0 file. On top of that, to get them to work in Brawl we'll have to multiply each translation keyframe in each animation by 11. But it'll make the process easier and a lot cleaner. So to answer your question, we'd have to transplant each animation data until we know what bone fits for each section, then observe what the full animation is, then multiply it by 11 on the Zero model (or whatever model being worked on).
Thanks for researching all of this, Vile, btw. With the Chr0 info this'll make things a lot easier. And does Kryal actually check his PM's? Or even Bero?
Yeh last time I tried to get in contact with Kryal, he said very little and never replied after that, I got the message he didn't really want any involvement with what I was doing. As for Bero, I talked to him a little while ago to get on the Dev team for Brawl Box, he replied fairly quickly to me, but I doubt he would want involvement in something if he is already on a project of his own. Double post and I don't care.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #23 on: March 05, 2011, 06:34:18 PM » |
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So, once you define each type of animation (chr0 and .anim), what would need to be done? Also, have you tried PM'ing Kryal on smashboards (or wherever he has an account, lol)
When both formats are figured out I will write a converter. Also I don't think Kryal is active anymore (or at least doesn't like to be active with hacking). Also, a note to everyone, it might be a little hard to write a .tvca to .chr0 converter solely because there isn't name definitions (I'm not sure how the bones are defined, if they are relative to the model, which I doubt, but if they are it wouldn't be too hard). I'm pretty sure that each bone's frame information would have to be injected into an existing chr0 in order to get working (by testing on the Zero model). Also, I'll start seeing if the data in the .tvca files match up with anything having to do with chr0 data.
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« Reply #24 on: March 05, 2011, 06:46:00 PM » |
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I went ahead and updated the OP with my info (I also updated the CHR0 info).
There is definitely a similarity between TVCA and CHR0.
I'm gonna go on with TVCA info and finish off the CHR0 info later.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #25 on: March 05, 2011, 07:19:39 PM » |
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Mario Sports Mix also has .mot files, but RandomTBush has had no luck figuring out the compression that those files use; this also applies to the game's .mdl and .bin files.
Anyway, if this unknown compression is figured out, it could lead to another hackable game.
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« Reply #27 on: March 05, 2011, 07:55:45 PM » |
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Updated the OP with my notes on the tvca format, they're slightly different than what Vile has. I'll look more into it later. Also, I always used HxD, but I can give HexEdit a shot. And iirc Mario Sports Mix uses .mot files slightly differently than Tatsunoko Vs. Capcom. Either that or it's simply a compressed version of it and I'm over thinking things 
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« Reply #28 on: March 05, 2011, 08:43:09 PM » |
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I updated OP with my MOT info, I'm gonna look at the TVCA files now.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #29 on: March 05, 2011, 09:07:12 PM » |
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I was looking at the TVCA files again, turns out my info was wrong, I updated with new info.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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