Soul Calibur 1-6 .mot animation file
Posted: Tue Nov 13, 2018 5:32 am
It appears as though every soul calibur game has shared the same animation file format (ios, ps2, pc...)
I have been able to extract individual entries from the .mot archive
But i havent been able to make sense of the entries
.mot
MOTION Entry
I have been able to extract individual entries from the .mot archive
But i havent been able to make sense of the entries
.mot
Code: Select all
int idType[2]<hidden=true>;
if(idType[1] == 0) //SC6
{
FSeek(0);
int64 count;
}
else //==2 SC3
{
FSeek(0);
int count;
int unkn;
}
int offset[count]<bgcolor=cLtGreen>;
typedef struct(int size)
{
byte data[size];
}Data<optimize=false>;
local int i = 0;
local int size = 0;
local int id = 0;
local int minID = 0;
local int maxID = 0;
local int minSize = 9999999;
local int maxSize = -9999999;
for(i = 0; i < count; i++)
{
FSeek(offset[i]);
if(i == count-1)
size = FileSize() - offset[i];
else
size = offset[i+1] - offset[i];
if( i%2)
SetBackColor(cLtRed);
else
SetBackColor(cLtBlue);
if(size == 0)
continue;
if(size < minSize)
{
minSize = size;
minID = id;
}
if(size > maxSize)
{
maxSize = size;
maxID = id;
}
Data data(size)<optimize=false>;
id++;
}
SetBackColor(cNone);
Printf("Min: [%d] %d Max: [%d] %d -> Count: %d\n", minID, minSize, maxID, maxSize, id);
Code: Select all
short id;
short size; //mostly varies with size
short flagA, flagB; //flag a is not a size
byte pad0[3]; //fffff
short count0;
short count1;
short count2;
short count3;
byte pad1[8];
byte pad2;
if(flagA == 0)
{
}
else
{
int count;
}