Difference between revisions of "HAR File Format (.AF)"
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|HAR Number || 1 WORD || Must be the same number as in the filename eg: FIGHTR1.AF | |HAR Number || 1 WORD || Must be the same number as in the filename eg: FIGHTR1.AF | ||
|- | |- | ||
− | |Unknown Data || | + | |Unknown Data || 2 bytes || ? Always 10 |
|- | |- | ||
− | |Endurance || | + | |Endurance || 4 bytes || Max is 548,801,280. Above or below that results in permanantly stunned state. Multiplied by 3.6 after loading |
|- | |- | ||
− | |Unknown Data || 1 byte || ? | + | |Unknown Data || 1 byte || ? Always 1 or 2 |
|- | |- | ||
|Power || 1 WORD || Damage Resistance, max is 8717. | |Power || 1 WORD || Damage Resistance, max is 8717. | ||
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|Backward Speed || 1 signed DWORD || Speed at which HAR retreats from opponent | |Backward Speed || 1 signed DWORD || Speed at which HAR retreats from opponent | ||
|- | |- | ||
− | |Upward Speed || 1 signed DWORD || Initial jump speed, this should be negative | + | |Upward Speed || 1 signed DWORD || Initial jump speed, this should be negative. Outside tournament mode, used value = 256 * (upward speed / 256 + jump height (in advanced menu) / 100) |
|- | |- | ||
|Downward Speed || 1 signed DWORD || How quickly the HAR falls while being airborne, should be positive | |Downward Speed || 1 signed DWORD || How quickly the HAR falls while being airborne, should be positive | ||
|- | |- | ||
− | |Unknown Data || 1 | + | |Unknown Data || 1 byte || ? Always 0x32 |
+ | |- | ||
+ | |Unknown Data || 1 byte || ? Always 0x14 | ||
+ | |} | ||
+ | |||
+ | There then follow a number of blocks. Each block starts with a one byte ''animation number''. | ||
+ | {| border="1" | ||
+ | |Animation Number || 1 BYTES || Unique Identifier for animation (less than 70), end of animations (>= 70) | ||
|} | |} | ||
+ | If this value is less than 70, then an Animation and a Move footer follows. A value of 70 or higher marks the end of animations, and the fighter footer follows. | ||
== Animation == | == Animation == | ||
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=== Animation Header === | === Animation Header === | ||
{| border="1" | {| border="1" | ||
− | | | + | |X Start || 1 SIGNED WORD || Initial X position of sprite (unless spawned from another animation) |
|- | |- | ||
− | |Unknown Data || | + | |Y Start || 1 SIGNED WORD || Initial Y position of sprite (unless spawned from another animation) |
+ | |- | ||
+ | |Unknown Data || 4 BYTES || ??? - Seems to be [00 00 00 00] in all AF and BK files. Maybe just UDWORD null ? | ||
|- | |- | ||
|Overlay Amount || 1 WORD || TODO | |Overlay Amount || 1 WORD || TODO | ||
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=== Animation String Header === | === Animation String Header === | ||
{| border="1" | {| border="1" | ||
− | |String Length || 1 | + | |String Length || 1 WORD || Length of the string |
|- | |- | ||
|String || N BYTES || [[Animation string]] | |String || N BYTES || [[Animation string]] | ||
|- | |- | ||
− | |Unknown Data || 1 BYTE || | + | |Unknown Data || 1 BYTE || Nul terminator |
|- | |- | ||
|Number of Extra Strings || 1 BYTE || How many other animation strings there are | |Number of Extra Strings || 1 BYTE || How many other animation strings there are | ||
|- | |- | ||
|} | |} | ||
+ | There then follow N extra animation strings, where N was the number specified in the Animation String Header. The extra strings are stored as follows: | ||
=== Extra Animation Strings === | === Extra Animation Strings === | ||
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|String || N BYTES || Extra [[Animation string|Animation String]] | |String || N BYTES || Extra [[Animation string|Animation String]] | ||
|- | |- | ||
− | |Unknown Data || 1 BYTE || | + | |Unknown Data || 1 BYTE || Nul terminator |
|- | |- | ||
|} | |} | ||
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=== Sprites === | === Sprites === | ||
− | There then follow N sprites, where N is the frame count specified in the animation header. | + | There then follow N sprites, where N is the frame count specified in the animation header, followed by the animation footer. |
− | + | See [[Sprite format]] for the format of the sprites. | |
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− | + | == Move Footer == | |
− | |||
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− | = | ||
The first 21 bytes of the animation footer have an unknown purpose. Some possiblities are listed. | The first 21 bytes of the animation footer have an unknown purpose. Some possiblities are listed. | ||
{| border='1' | {| border='1' | ||
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|Unknown 13|| 1 BYTE|| Next animation to play? | |Unknown 13|| 1 BYTE|| Next animation to play? | ||
|- | |- | ||
− | |Unknown 14|| 1 BYTE|| | + | |Unknown 14|| 1 BYTE|| Animation Category |
+ | * 0 - Misc. | ||
+ | * 2 - Close Quarters/Throw | ||
+ | * 4 - Crouching? | ||
+ | * 5 - Standing? | ||
+ | * 6 - Standing? Walking backward? | ||
+ | * 7 - Airborne | ||
+ | * 8 - Projectile | ||
+ | * 9 - Basic | ||
+ | * 11 - Victory/Defeat | ||
+ | * 12 - Scrap | ||
+ | * 13 - Destruction | ||
+ | |||
+ | These are just educated guesses, but they are definitely used by OMF to decide which animation to play when a player uses a specific key combo. | ||
|- | |- | ||
− | |Unknown 15|| 1 BYTE|| | + | |Unknown 15|| 1 BYTE|| |
|- | |- | ||
|Unknown 16|| 1 BYTE|| Stamina damage? | |Unknown 16|| 1 BYTE|| Stamina damage? | ||
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|Unknown 20|| 1 BYTE|| | |Unknown 20|| 1 BYTE|| | ||
|- | |- | ||
− | |Unknown 21|| 1 BYTE|| | + | |Unknown 21|| 1 BYTE|| ? Multiplied by 4 after loading |
|- | |- | ||
− | |Move String|| 21 BYTES|| [[HAR_File_Format#Move_String|Move String]] | + | |Move String|| 21 BYTES|| [[HAR_File_Format#Move_String|Move String]] NULL terminated (trailing data after the first NULL seems to be reusable to label animations) |
|- | |- | ||
|Footer String Length||1 WORD || Length of footer string | |Footer String Length||1 WORD || Length of footer string | ||
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|} | |} | ||
− | ''' | + | ==Footer== |
+ | |||
+ | {|border='1' | ||
+ | |Unknown || 1 BYTE || ??? - 0 in all known AF/BK files. An animation tag of 's0' does not seem to play the sound stored in this byte. | ||
+ | |- | ||
+ | |Sounds || 29 BYTES(?) || Sound mapping table - when an animation string contains a tag like 's<n>', OMF looks at the Nth element of this table, which contains the ID of the sample to play from SOUNDS.DAT (numbered starting from 1, not 0). For example, INTRO.BK contains multiple instances of the 's1' tag. Position 1 in this table for INTRO.BK contains '15', which is the ID of the thunderclap sound in SOUNDS.DAT. | ||
+ | |||
+ | For all known AF files, the last 5 bytes are FGHED, which correspond to sounds 70, 71, 72, 69 and 68. | ||
+ | |} | ||
+ | |||
+ | == Sample Implementations == | ||
+ | |||
+ | [[PythonAfBkParser|Sample python parser for .af and .bk files]] | ||
+ | |||
+ | ==Magic Numbers== | ||
+ | To check if a file is a valid AF file, there are 2 magic sequences you can check for: | ||
+ | |||
+ | * Seek to the -31st byte (the 31st byte before the end of the file). The value is 250 for all known AF files, and is required to be >= 70. | ||
+ | * The last 5 bytes in the file are the string 'FGHED'. This is the case for all known AF files. |
Latest revision as of 19:16, 8 January 2013
The AF files contain all the information related to HARs; sprites, key-combos, projectile sprites, base damage, etc. The format is not entirely understood but a large portion has been dissected and understood. All AF files are broken up into the following sections:
Fighter Header
This contains the basic data about the HAR. Unmodified speeds, endurance, power, etc.
HAR Number | 1 WORD | Must be the same number as in the filename eg: FIGHTR1.AF |
Unknown Data | 2 bytes | ? Always 10 |
Endurance | 4 bytes | Max is 548,801,280. Above or below that results in permanantly stunned state. Multiplied by 3.6 after loading |
Unknown Data | 1 byte | ? Always 1 or 2 |
Power | 1 WORD | Damage Resistance, max is 8717. |
Forward Speed | 1 signed DWORD | Speed at which the HAR moves towards opponent |
Backward Speed | 1 signed DWORD | Speed at which HAR retreats from opponent |
Upward Speed | 1 signed DWORD | Initial jump speed, this should be negative. Outside tournament mode, used value = 256 * (upward speed / 256 + jump height (in advanced menu) / 100) |
Downward Speed | 1 signed DWORD | How quickly the HAR falls while being airborne, should be positive |
Unknown Data | 1 byte | ? Always 0x32 |
Unknown Data | 1 byte | ? Always 0x14 |
There then follow a number of blocks. Each block starts with a one byte animation number.
Animation Number | 1 BYTES | Unique Identifier for animation (less than 70), end of animations (>= 70) |
If this value is less than 70, then an Animation and a Move footer follows. A value of 70 or higher marks the end of animations, and the fighter footer follows.
Animation
Animation Header
X Start | 1 SIGNED WORD | Initial X position of sprite (unless spawned from another animation) |
Y Start | 1 SIGNED WORD | Initial Y position of sprite (unless spawned from another animation) |
Unknown Data | 4 BYTES | ??? - Seems to be [00 00 00 00] in all AF and BK files. Maybe just UDWORD null ? |
Overlay Amount | 1 WORD | TODO |
Frame Count | 1 BYTE | How many frames in this animation |
Overlay Table | N DWORDS | TODO |
Animation String Header
String Length | 1 WORD | Length of the string |
String | N BYTES | Animation string |
Unknown Data | 1 BYTE | Nul terminator |
Number of Extra Strings | 1 BYTE | How many other animation strings there are |
There then follow N extra animation strings, where N was the number specified in the Animation String Header. The extra strings are stored as follows:
Extra Animation Strings
String Length | 1 WORD | Length of string |
String | N BYTES | Extra Animation String |
Unknown Data | 1 BYTE | Nul terminator |
Sprites
There then follow N sprites, where N is the frame count specified in the animation header, followed by the animation footer.
See Sprite format for the format of the sprites.
The first 21 bytes of the animation footer have an unknown purpose. Some possiblities are listed.
Unknown 1 | 1 BYTE | |
Unknown 2 | 1 BYTE | |
Unknown 3 | 1 BYTE | Seems to be related to airborne attacks, possibly constraints for positioning (near wall, etc) |
Unknown 4 | 1 BYTE | |
Unknown 5 | 1 BYTE | |
Unknown 6 | 1 BYTE | |
Unknown 7 | 1 BYTE | |
Unknown 8 | 1 BYTE | |
Unknown 9 | 1 BYTE | |
Unknown 10 | 1 BYTE | |
Unknown 11 | 1 BYTE | |
Unknown 12 | 1 BYTE | |
Unknown 13 | 1 BYTE | Next animation to play? |
Unknown 14 | 1 BYTE | Animation Category
These are just educated guesses, but they are definitely used by OMF to decide which animation to play when a player uses a specific key combo. |
Unknown 15 | 1 BYTE | |
Unknown 16 | 1 BYTE | Stamina damage? |
Unknown 17 | 1 BYTE | Seems to be related to throws, maybe velocity of victim? |
Unknown 18 | 1 BYTE | Damage (Value divided by 2.0) |
Unknown 19 | 1 BYTE | |
Unknown 20 | 1 BYTE | |
Unknown 21 | 1 BYTE | ? Multiplied by 4 after loading |
Move String | 21 BYTES | Move String NULL terminated (trailing data after the first NULL seems to be reusable to label animations) |
Footer String Length | 1 WORD | Length of footer string |
Footer String Length | N BYTES | Footer string |
Unknown | 1 BYTE | ??? - 0 in all known AF/BK files. An animation tag of 's0' does not seem to play the sound stored in this byte. |
Sounds | 29 BYTES(?) | Sound mapping table - when an animation string contains a tag like 's<n>', OMF looks at the Nth element of this table, which contains the ID of the sample to play from SOUNDS.DAT (numbered starting from 1, not 0). For example, INTRO.BK contains multiple instances of the 's1' tag. Position 1 in this table for INTRO.BK contains '15', which is the ID of the thunderclap sound in SOUNDS.DAT.
For all known AF files, the last 5 bytes are FGHED, which correspond to sounds 70, 71, 72, 69 and 68. |
Sample Implementations
Sample python parser for .af and .bk files
Magic Numbers
To check if a file is a valid AF file, there are 2 magic sequences you can check for:
- Seek to the -31st byte (the 31st byte before the end of the file). The value is 250 for all known AF files, and is required to be >= 70.
- The last 5 bytes in the file are the string 'FGHED'. This is the case for all known AF files.