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'''ASB''' ('''A'''nimation '''S'''equence '''B'''inary) is a file format used to store animation sequences for actors in recent Nintendo EPD games such as ''The Legend of Zelda: Tears of the Kingdom'' and ''Nintendo Switch Sports''. This article is primarily aimed at the version that appears in ''Tears of the Kingdom'' (v0x0417). Other ASB versions include 0x304 (''Ring Fit Adventure''), 0x3FB (''Labo Toy-Con 04'' and ''Game Builder Garage''), 0x407 (''Animal Crossing: New Horizons''), 0x40F (''Nintendo Switch Sports''), 0x410 (''Splatoon 3''), | '''ASB''' ('''A'''nimation '''S'''equence '''B'''inary) is a file format used to store animation sequences for actors in recent Nintendo EPD games such as ''The Legend of Zelda: Tears of the Kingdom'' and ''Nintendo Switch Sports''. This article is primarily aimed at the version that appears in ''Tears of the Kingdom'' and ''Mario vs Donkey Kong'' (v0x0417). Other ASB versions include 0x304 (''Ring Fit Adventure''), 0x3FB (''Labo Toy-Con 04'' and ''Game Builder Garage''), 0x407 (''Animal Crossing: New Horizons''), 0x40F (''Nintendo Switch Sports''), 0x410 (''Splatoon 3''), 0x418 (''Super Mario Bros. Wonder''), and 0x41A (''Nintendo Switch Online: Playtest Program''). ASB files can be found in the AS folder of the romfs as well as the AS folder of certain pack files. | ||
=== File Structure === | === File Structure === | ||
ASB is a little endian format which consists of node pathways triggered by AS commands. When an AS command is called, it runs the sequence of nodes connected to it which trigger and control animations and animation logic. Nodes are arranged in an array and referenced and accessed by their array index. Despite the presence of animation events in ASB files, these events do not appear to be used by the game. | ASB is a little endian format which consists of node pathways triggered by AS commands. When an AS command is called, it runs the sequence of nodes connected to it which trigger and control animations and animation logic. Nodes are arranged in an array and referenced and accessed by their array index. Despite the presence of animation events in ASB files, these events do not appear to be used by the game. | ||
All string offsets in the file are relative to the start of the string pool and name hashes are 32-bit murmur3 hashes. There are six possible parameter types: string, int (32-bit signed integer), float (32-bit floating point number), bool, vector3f, and pointer (object pointer). | All string offsets in the file are relative to the start of the string pool and name hashes are 32-bit murmur3 hashes. There are six possible parameter types: string, int (32-bit signed integer), float (32-bit floating point number), bool, vector3f, and pointer (object pointer, this is not actually possible in ASB, only usable in AINB). | ||
Documentation is still sparse, refer to [https://github.com/dt-12345/asb this repository] for more details (names may not match exactly). | |||
==== Section Order ==== | ==== Section Order ==== | ||
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# Sync Data | # Sync Data | ||
# State Transitions | # State Transitions | ||
# Events | # Events (in games that use BAEV, these events are non-functional) | ||
# Transitions | # Transitions | ||
# Command Groups | # Command Groups | ||
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|0x04 | |0x04 | ||
|u32 | |u32 | ||
|Version ( | |Version (0x0417 in ''Tears of the Kingdom'') | ||
|- | |- | ||
|0x08 | |0x08 | ||
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