Animal Group (.ANS) File Format

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Revision as of 01:39, 22 November 2022 by Whataboutclyde (talk | contribs) (→‎Overall: Typo)
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Note: This page pertains to Reverse Engineering of Okami.

Explanation

This file defines each group of animals on a single map.

File Format

Overall

Start (Byte) Width (Bytes) Type Field Name Note
0 4 uint32 Number of Entries Count of animal definitions
4 40 ANSEntry array groups Animal group definition
padding 00 Pad zeroes for 4 byte alignment

ANSEntry

Describes a single animal group.

Start (Byte) Width (Bytes) Type Field Name Note
0 1 uint8 an_id See Animal ID Table
1 1 uint8 cat_id Category ID: 05 is animals
2 1 uint8 unknown2 Unknown. Always 03.
3 1 uint8 unknown3 Unknown. Always 00. Padding?
4 3 PackedTuple\<uint8\> size Animal size (width, height, depth)
7 3 PackedTuple\<uint8\> rotation Rotation around axis (x, y, z)
10 6 PackedTuple\<uint16\> coordinates Location (x, y, z)
16 1 uint8 texture Which animal texture to use.
17 1 uint8 unknown5 Unknown.
18 1 uint8 group_id Offset for the bit that marks the animal group as fed.
19 1 uint8 tod Time of day the animal group appears: 0 = Always, 1 = Day Only, 2 = Night Only
20 2 uint16 unknown6 Unknown. Always 00. Padding?
22 1 uint8 an_id2 Always matches an_id.
23 1 uint8 unknown8 Unknown. Always 00. Padding?
24 1 uint8 unknown9 Unknown.
25 1 uint8 unknowna Unknown.
26 1 uint8 unknownb Unknown.
27 1 uint8 unknownc Unknown.
28 12 uint8 array padding All 00