OBD:CRSA: Difference between revisions

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'''[[OBD_Talk:CRSA|ssg's version is here]]'''
{{OBD_File_Header | type=CRSA | prev=CONS | next=DOOR | name=Corpse Array | family=Level | align=center | onistuff=crsa}}
==CRSA - Corpse Array==
Related :
[[OBD:File types/Level|Level files]]
[[OBD:Oni Binary Data|Oni Binary Data]]


The array consists of
*a 32-byte header
*a number of fixed-size corpse chunks (1100 bytes each)
*a number of unused corpse chunks integrally set to 0 (1100 bytes each)
(used chunks and unused chunks add up to the capacity of the array : 20 chunks in the original binaries)
*the resulting file is completed to a 32-byte multiple with the 0xADDE blank filler


Since the capacity of the array is always the same (20 corpses), CRSA files are all the same size (0x5620 bytes) : actual arrays take up 0x5610 bytes, and the last 16 bytes are filled with the blank filler 0xADDE.
The first image shows the header and the beginning of the first element. The second image the end of it.
===Header===
 
;What's in the header?
 
*File ID and level ID as usual : 4 bytes each
[[image:crsa_a.gif]]
*A blank field filled with 0xADDE (dead) : 12 bytes
*Array size (number of corpses) duplicated : 2x4 bytes
*Array capacity (maximum number of corpses, always 20) : another 4 bytes
;Example:'''00565-.CRSA''' in '''level3_Final.dat'''
{|border=1 cellspacing=0
|+Header
!Offset
!Raw hex/string
!Value
!Meaning
|-
|0x00
|01 35 02 00
|565
|File ID for 00565-.CRSA
|-
|0x04
|01 00 00 06
|3
|Level ID
|-
|0x08<br>0x0C<br>0x010
|AD DE AD DE<br>AD DE AD DE<br>AD DE AD DE
|DEAD
|blank filler
|-
|0x14
|11 00 00 00
|17
|17 corpses (array size)
|-
|0x18
|11 00 00 00
|17
|17 corpses (array size again)
|-
|0x1C
|14 00 00 00
|20
|Room for 20 corpses (array capacity)
|}


===Corpse chunks===
They follow the header directly


;What's in a corpse?
[[image:crsa_m.gif]]
*A space for notes (160 bytes) : often the name of the file the corpse was taken from when packing the array.
*A link to the [[OBD:ONCC|ONCC]] (model that should be used for the corpse) : that's 4 bytes as usual.
*Then, 19 bones, each of them defined by absolute orientation and position (unlike in a TRAM, where orientations are relative)<br>Every bone is (3x3 + 3)x4 = 48 bytes, so that's 19x48 = 912 bytes.
*Finally, an axis-aligned bounding box (2x3x4 = 24 bytes)
The total size of a corpse is thus 1100 bytes.


;What's in a bone?:The absolute orientation is defined in a "heavy" way ''via'' an orthonormal trihedron :
:three 3D vectors '''x''', '''y''' and '''z''', each of length 1, at right angles with each other, and ordered "directly"
:(like Oni's world axes : if '''x''' points left and '''y''' points up then '''z''' points to ''front'', not back).
:Each one of those vectors is stored as 3 floats (3x4 bytes), first '''x''', then '''y''', then '''z''' (so 3x3x4 = 36 bytes in total).
:The absolute position '''R''' of a bone (of its parent node, actually) is stored as 3 floats right after the orientation trihedron.
:That's another 12 bytes, so 48 bytes in total.
Reminder : the 2nd coordinate of '''R''' aka ''y'' is the height; same for '''x''', '''y''' and '''z'''.


;Example:first corpse of '''00565-.CRSA''' in '''level3_Final.dat'''.
{{Table}}
:Offsets are measured from the start of the corpse chunk : add 0x20 for the offset from the start of file.
{{OBDth}}
{|border=1 cellspacing=0
{{OBDtr| 0x000 | res_id  |FF0000| 01 35 02 00 | 565        | 00565-.CRSA }}
|+Notes and ONCC link
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 06 | 3          | level 3 }}
!Offset
{{OBDtr| 0x008 | char[12] |00FF00| AD DE      | dead      | unused }}
!Raw hex/string
{{OBDtr| 0x014 | int32    |00FFFF| 11 00 00 00 | 17        | number of "fixed" corpses }}
!Value
{{OBDtr| 0x018 | int32    |FF00FF| 11 00 00 00 | 17        | number of "used" corpses }}
!Meaning
{{OBDtr| 0x01C | int32    |FF8000| 14 00 00 00 | 20        | array capacity; always the same in original Oni }}
|-
{{OBDtrBK}}
|0x00
{{OBDtr2|0x000 | char[32]|FFC8C8| _lvl_3_Intro_TCL_A_corpse.dat| ignored; the name of the source file }}
|colspan=2|_lvl_3_Intro_TCL_A_corpse.dat
{{OBDtr|0x020 | int[32] |FFC8C8|  |  | runtime only }}
|probably the name of the source file
{{OBDtr| 0x0A0 | link    |FFFFC8| 01 36 02 00 | 566       | link to 00566-TCTF_lite_1.[[OBD:ONCC|ONCC]] }}
|-
|- ALIGN=CENTER VALIGN=TOP
|0xA0
|0x0A4||matrix||
|01 36 02 00
{|border=1 cellspacing=0 style="white-space:nowrap"
|566
|-BGCOLOR="#C8FFC8"
|Link to 00566-TCTF_lite_1.[[OBD:ONCC|ONCC]]
|C1 74 66 3F||00 78 3E 3D||45 AB DD 3E
|-BGCOLOR="#C8FFC8"
|A6 8B 7D 3D||19 73 7F BF||EE 67 B0 BC
|-BGCOLOR="#C8FFC8"
|03 AE DC 3E||82 2C 3D 3D||8D B2 66 BF
|-BGCOLOR="#C8FFC8"
|C5 FA E7 41||2E 2B CB C1||58 B4 45 C1
|}
|}
{|border=1 cellspacing=0
|
|+Bone orientation and position
{|border=1 cellspacing=0 style="white-space:nowrap"
!Offset
|0.900219||0.046501||0.432947
!Bone
!Raw hex
!Value/Meaning
|-
|-
|0xA4
|0.061901||-0.997850||0.021534
|Pelvis
|C1 74 66 3F 00 78 3E 3D 45 AB DD 3E<br>A6 8B 7D 3D 19 73 7F BF EE 67 B0 BC<br>03 AE DC 3E 82 2C 3D 3D 8D B2 66 BF<br>C5 FA E7 41 2E 2B CB C1 58 B4 45 C1
|'''x''' = (0.900219, 0.046501, 0.432947)<br>'''y''' =  (0.061901, -0.997850, -0.021534)<br>'''z''' = (0.431015, 0.0461850, -0.901162)<br>'''R''' = (28.997446, -25.396084, -12.356529)
|-
|-
|0xD4
|0.431015||0.0461850||-0.901162
|Lt Thigh
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|-
|0x104
|28.997446||-25.396084||-12.356529
|Lt Calf
|}
|...
|ALIGN=LEFT|transform matrix for the pelvis (in world space)
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
{{OBDtrBK|0xD4-0x434 : transform matrices for the other 18 bones}}
|-
|- ALIGN=CENTER VALIGN=TOP
|0x134
|0x434||AABB||
|Lt Foot
{|border=1 cellspacing=0 style="white-space:nowrap"
|...
|-BGCOLOR="#C8FFFF"
|'''x''' = (, , )<br>'''y''' = (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|D4 22 8C 41||95 50 E9 C1||BC 31 9C C1
|-
|-BGCOLOR="#C8FFFF"
|0x164
|75 E6 14 42||2E 20 B1 C1||07 B1 D3 C0
|Rt Thigh
|}
|...
|
|'''x''' = (, , )<br>'''y''' = (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
{|border=1 cellspacing=0 style="white-space:nowrap"
|17.517006||-29.164347||-19.524284
|-
|-
|0x194
|37.225056||-22.140713||-6.615360
|Rt Calf
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x1C4
|Rt Foot
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x1F4
|Mid
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x224
|Chest
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x254
|Neck
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x284
|Head
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x2B4
|Lt Shoulder
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x2E4
|Lt Arm
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x314
|Lt Wrist
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x344
|Lt Fist
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x374
|Rt Shoulder
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x3A4
|Rt Arm
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x3D4
|Rt Wrist
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|-
|0x404
|Rt Fist
|...
|'''x''' = (, , )<br>'''y''' =  (, , )<br>'''z''' = (, , )<br>'''R''' = (, , )
|}
|}
{|border=1 cellspacing=0
|ALIGN=LEFT|bounding box for the whole corpse
|+axis-aligned bounding box
!Offset
!Raw hex/string
!Value
!Meaning
|-
|0x434
|D4 22 8C 41 95 50 E9 C1 BC 31 9C C1
|(17.517006, -29.164347, -19.524284)
|"minimal" corner of the AABB
|-
|0x440
|75 E6 14 42 2E 20 B1 C1 07 B1 D3 C0
|(37.225056, -22.140713, -6.615360)
|"maximal" corner of the AABB
|}
|}
;Array capacity
:The array capacity is larger than the number of "fixed"/"used" corpses to allow the engine to store new corpses at runtime. "Fixed" means that those corpses are never overwritten/deleted at runtime, all new corpses are stored after the "fixed" ones. This means that "fixed" <= "used" <= "capacity".
;Bones
:Here is one of the few places where the bone count 19 is apparently hardcoded.
:I.e., custom characters with weird bone counts won't work. See, e.g., [[OBD:TRIA#Bones|TRIA]]


;What's in a bone?
:The transformation matrix (3D rotation/scale/shear/mirror and translation)
::can be seen as four 3D vectors '''X''', '''Y''', '''Z''', and '''R''' in world space.
:If a bone mesh has a vertex at (x, y, z) in its native coordinates,
::then the actual position of that vertex in the level will be '''R''' + x '''X''' + y '''Y''' + z '''Z'''
:That's the transformation defined by the 3x4 transform matrix.
Reminder : the 2nd coordinate of '''X''', '''Y''', '''Z''', and '''R''' is the height.


----
;Authoring
:The script command [[make_corpse]](filename) creates a separate corpse file in the Oni folder. The pose of this corpse is taken from the player character (the [[Dev Mode]] shortcut Ctrl+F7, "Play dead", would have come in handy here). The format is roughly as above. The contents of the files thus created can then be inserted as elements in a level's CRSA.


==Screenshot==
The example is the same as above : '''00565-.CRSA''' in '''level3_Final.dat'''


The first corpse chunk has been outlined in black.
{{OBD_File_Footer | type=CRSA | prev=CONS | next=DOOR | name=Corpse Array | family=Level}}


http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/crsa_a.gif
{{OBD}}

Latest revision as of 19:49, 23 May 2013

ONI BINARY DATA
CONS << Other file types >> DOOR
CRSA : Corpse Array
switch to XML:CRSA page
Overview @ Oni Stuff
OBD.png


The first image shows the header and the beginning of the first element. The second image the end of it.


Crsa a.gif


Crsa m.gif


Offset Type Raw Hex Value Description
0x000 res_id 01 35 02 00 565 00565-.CRSA
0x004 lev_id 01 00 00 06 3 level 3
0x008 char[12] AD DE dead unused
0x014 int32 11 00 00 00 17 number of "fixed" corpses
0x018 int32 11 00 00 00 17 number of "used" corpses
0x01C int32 14 00 00 00 20 array capacity; always the same in original Oni
First element (black outline)
0x000 char[32] _lvl_3_Intro_TCL_A_corpse.dat ignored; the name of the source file
0x020 int[32] runtime only
0x0A0 link 01 36 02 00 566 link to 00566-TCTF_lite_1.ONCC
0x0A4 matrix
C1 74 66 3F 00 78 3E 3D 45 AB DD 3E
A6 8B 7D 3D 19 73 7F BF EE 67 B0 BC
03 AE DC 3E 82 2C 3D 3D 8D B2 66 BF
C5 FA E7 41 2E 2B CB C1 58 B4 45 C1
0.900219 0.046501 0.432947
0.061901 -0.997850 0.021534
0.431015 0.0461850 -0.901162
28.997446 -25.396084 -12.356529
transform matrix for the pelvis (in world space)
0xD4-0x434 : transform matrices for the other 18 bones
0x434 AABB
D4 22 8C 41 95 50 E9 C1 BC 31 9C C1
75 E6 14 42 2E 20 B1 C1 07 B1 D3 C0
17.517006 -29.164347 -19.524284
37.225056 -22.140713 -6.615360
bounding box for the whole corpse
Array capacity
The array capacity is larger than the number of "fixed"/"used" corpses to allow the engine to store new corpses at runtime. "Fixed" means that those corpses are never overwritten/deleted at runtime, all new corpses are stored after the "fixed" ones. This means that "fixed" <= "used" <= "capacity".
Bones
Here is one of the few places where the bone count 19 is apparently hardcoded.
I.e., custom characters with weird bone counts won't work. See, e.g., TRIA
What's in a bone?
The transformation matrix (3D rotation/scale/shear/mirror and translation)
can be seen as four 3D vectors X, Y, Z, and R in world space.
If a bone mesh has a vertex at (x, y, z) in its native coordinates,
then the actual position of that vertex in the level will be R + x X + y Y + z Z
That's the transformation defined by the 3x4 transform matrix.

Reminder : the 2nd coordinate of X, Y, Z, and R is the height.

Authoring
The script command make_corpse(filename) creates a separate corpse file in the Oni folder. The pose of this corpse is taken from the player character (the Dev Mode shortcut Ctrl+F7, "Play dead", would have come in handy here). The format is roughly as above. The contents of the files thus created can then be inserted as elements in a level's CRSA.


ONI BINARY DATA
CONS << Other file types >> DOOR
CRSA : Corpse Array
Level file