I'm trying to look at where animations are located in memory. (ex the monster is doing walk animation, the monster is doing a certain attack, etc.)
I've found that the game uses MT Framework, and uses bones for modelling (as opposed to meshes).
There's this post
https://forum.xentax.com/viewtopic.php?f=22&t=2979
which is for Resident Evil 4, but it uses the same/similar engine.
I'm not sure if I'm interpreting this correctly either.
For example if I'm looking for something that has two bones I should be looking for
uint
short
float
float
float
short
float
float
float
uint
uint
I don't know if there is going to be space between these values either.
and from what I understand this file is from the disc, and not necessarily what it will look like in memory.
Anyone know if I'm going in the correct direction? An easier way to do this, or tips, etc.? Right now I'm just scrolling with a memory viewer around parts where certain other relevant memory is stored [ex I've already found the locations responsible for the position of the enemy monster, and the monster's hp, etc.]
I've found that the game uses MT Framework, and uses bones for modelling (as opposed to meshes).
There's this post
https://forum.xentax.com/viewtopic.php?f=22&t=2979
which is for Resident Evil 4, but it uses the same/similar engine.
Quote:#positioning data
for amount of bones moving at different times: #undetermined as to how this is known
uint how many bones
for bone index in how many bones:
short index of bone in PMD file currently being used
for bone position in how many bones:
float new x coordinate
float new y coordinate
float new z coordinate
#end this point in time
uint time flag? #all is judged on the truth in this statement
uint current time
uint * 6 0 #definitely padding
refer to positioning data
I'm not sure if I'm interpreting this correctly either.
For example if I'm looking for something that has two bones I should be looking for
uint
short
float
float
float
short
float
float
float
uint
uint
I don't know if there is going to be space between these values either.
and from what I understand this file is from the disc, and not necessarily what it will look like in memory.
Anyone know if I'm going in the correct direction? An easier way to do this, or tips, etc.? Right now I'm just scrolling with a memory viewer around parts where certain other relevant memory is stored [ex I've already found the locations responsible for the position of the enemy monster, and the monster's hp, etc.]