7/29/2023 0 Comments Jump ultimate stars nds![]() ![]() 0x00 = null move?īyte NodeCount //Number of Nodes? Nodes are referenced in the. Word Offsets //Offsets Point to additional DataChunks. And haven't seen anything between 0x00 and 0x2A. Word Type //Where does 0x2A(42) come from? It's not a size as far as I can tell. Ubyte Framerate //Pretty sure this is framerate (Mostly 60 fps) Word Unknown //Last frame of Bounds Index? ![]() Ubyte ID //ID consists of unique 4 bytes. Pretty straight forward header on each move. ![]() Word Offsets //Index of offsets, relative to start of DataChunk. Ubyte FlagRef_Trunicated //Flag ID number Edit: Yep, found a with an expanded texID and Bounds. Which is why the flag ref usually isn't in order. I'm betting when I look closer C1 will be trunicated entries, and C2 will be full entries from the Flag Ref. I'm not sure what these signafy other than counts? Ubyte Unknown //Always the same per flag? ![]()
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