Category: Nintendo DS
Description: Common model animation format used in Nintendo DS games.
Author: lowlines
Filename: bca0.xml
Size: 5.15 KB
Date Modified: 07 November 2019
Type | Offset | Size | Value | Description | |
---|---|---|---|---|---|
Magic Stamp | 0x0000 | 4 | 0x42434130 | Stamp (BCA0) "Basic Character Animation". | |
Constant | 0x0004 | 4 | 0x0001FEFF | ||
File Size | 0x0008 | 4 | |||
Header Size | 0x000C | 2 | 16 | ||
# Sections | 0x000E | 2 | 1 | ||
Section Offset | 0x0010 | 4 | Repeats * Number of Sections. |
Type | Offset | Size | Value | Description | |
---|---|---|---|---|---|
Magic Stamp | 0x0000 | 4 | 0x4A4E5430 | Stamp (JNT0) "Joint Transformation". | |
Section Size | 0x0004 | 4 |
Type | Offset | Size | Value | Description | |
---|---|---|---|---|---|
Dummy | 0x0000 | 1 | 0 | ||
# Objects | 0x0001 | 1 | |||
Header Size | 0x0002 | 2 | |||
Unknown Block | |||||
Data Size | 0x0000 | 2 | 8 | ||
Block Size | 0x0002 | 2 | |||
Constant | 0x0004 | 4 | 0x0000017F | ||
Unknown Data | 0x0008 | 8 | Repeats * Number of Objects. | ||
Offset Block | |||||
Data Size | 0x0000 | 2 | 4 | ||
Block Size | 0x0002 | 2 | |||
Object Offset | 0x0004 | 4 | Offset to Data. Relative to start of this section. Repeats * Number of Objects. | ||
Name Block | |||||
Object Name | 0x0000 | 16 | Repeats * Number of Objects. |
Type | Offset | Size | Value | Description | |
---|---|---|---|---|---|
Magic Stamp | 0x0000 | 4 | 0x4A004143 | Stamp (J.AC) "Joint Animation Content?". | |
# Frames | 0x0004 | 2 | |||
# Objects | 0x0006 | 2 | Number of Objects being animated. Should equal to the number of Objects in a model. | ||
Unknown | 0x0008 | 4 | |||
Offset1 | 0x000C | 4 | Offset to Offset1 chunk. Relative to start of this block. | ||
Offset2 | 0x0010 | 4 | Offset to Offset2 chunk. Relative to start of this block. | ||
Object Info Offset | 0x0000 | 4 | Repeats * Number of Objects. Relative to start of this block. | ||
Object Info - Repeats * Number of Objects | |||||
Flag | 0x0000 | 2 | Indicates what sort of Transformations are applied. --zyx-Sr-RZYX-T- T, R, S stand for Translation, Rotation & Scale respectively. If they are cleared, transformation data follows. X, Y, Z, r, x, y, z are flags that identify how the data is stored. | ||
Unknown | 0x0002 | 1 | |||
ID # | 0x0003 | 1 | |||
Transformation Info (Translation XYZ, Rotation, Scale XYZ) when set | |||||
Fixed Value | 0x0000 | 4 | Actual value. | ||
Transformation Info (Translation XYZ, Rotation, Scale XYZ) when cleared | |||||
Unknown | 0x0000 | 2 | Typically 0. | ||
Unknown | 0x0002 | 2 | |||
Offset | 0x0004 | 4 | Offset to data. Relative to end Object Info Header (Object Info Offset + 4). |
Type | Offset | Size | Value | Description | |
---|---|---|---|---|---|
Number | 0x0000 | 2 | I've seen 36, 32 & 0. | ||
Value1 | 0x0002 | 2 | Possibly a signed value? | ||
Value2 | 0x0004 | 2 | Possibly a signed value? |