HAR File Format (.AF)

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Revision as of 18:47, 21 November 2009 by Andrew (talk | contribs) (Added fighter footer)
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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 3 bytes ?
Endurance 3 bytes Max is 2,143,755. Above or below that results in permanantly stunned state.
Unknown Data 1 byte ?
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
Downward Speed 1 signed DWORD How quickly the HAR falls while being airborne, should be positive
Unknown Data 1 WORD ?

Animation

Animation Header

Animation Number 1 BYTES Unique Identifier for animation
Unknown Data 8 BYTES Zero padding?
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 DWORD Length of the string
String N BYTES Animation string
Unknown Data 1 BYTE ?
Number of Extra Strings 1 BYTE How many other animation strings there are

Extra Animation Strings

String Length 1 WORD Length of string
String N BYTES Extra Animation String
Unknown Data 1 BYTE ?

Sprites

There then follow N sprites, where N is the frame count specified in the animation header.

Sprite Header

Length 1 WORD Length of sprite
X Position 1 SIGNED WORD TODO
Y Position 1 SIGNED WORD TODO
Width 1 WORD Width of the sprite, in pixels
Height 1 WORD Height of the sprite, in pixels
Mirrored 1 BYTE Is the sprite Mirrored

If the sprite's mirrored value is non zero, the sprite data appears elsewhere and the sprite data is fetched from the sprite whose index value is the current's sprite's mirrored value.

Sprite Data

If the sprite is not mirrored, Length bytes of sprite data follow. The sprite data is decoded thusly:

  • Initalize X and Y to 0
  • Read 1 WORD as P
  • Modulus P by 4 to get OPCODE
  • Integer divide P by 4 to get DATA
  • Compare the OPCODE against the following and take that action
  1. Set X to DATA
    • While DATA is greater than 0
      • Read 1 BYTE
      • Store that byte as the pixel at X,Y in the sprite
      • Increment X
      • Decrement DATA
  2. Set Y to DATA
  3. End of sprite data

Animation Footer

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
Unknown 15 1 BYTE Animation categories
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
Move String 21 BYTES Move String
Footer String Length 1 WORD Length of footer string
Footer String Length N BYTES Footer string

Fighter Footer

Magic Number 1 BYTE Always 250
Filler? 9 BYTES ?
Footer Length 1 WORD -
Footer N BYTES ??