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{{Stub}}{{Lowercase}}
<onlyinclude>
<onlyinclude>
'''Yaz0''' is a compression algorithm used in many Nintendo games.
'''bas''' files each represent an animation that can be called by an [[actor]] or [[Demo|cutscene]]. They contain a reference to an animation name, but not the animation file itself. They can be found at '''Actor/AS/{EventName}/{AnimationSequenceName}.bas''' in [[Beventpack|beventpacks]] and [[TitleBG.pack]]/Actor/AS, and '''Actor/AS/{AnimationSequenceName}.bas''' in bactorpacks.
</onlyinclude>
</onlyinclude>


== Structure ==
== Layout ==
The structure is documented on the [[mk8:YAZ0 (File Format)|MK8 wiki]].
Each bas file is made up of one list of elements, named Elements. Each element (Element0, Element1, etc) can be either a test to figure out what animation to play, or a call to play the animation.


== Tools ==
=== Parameters ===
* [https://github.com/Shadsterwolf/BotWUnpacker BotW Unpacker]
All nodes have Parameters, which determine what kind of node they are. They can be a control node, which helps decide which animation to play, or an animation node, which actually plays the animation.
* [https://szs.wiimm.de/wszst/ wszst]
{| class="wikitable"
[[Category:File formats]]
!Key
!Type
!Description
!Type
!Default value
|-
|TypeIndex
|int
|Type of node the Element is. Known types are listed below the table.
| -
| -
|-
|NoSync
|bool
| -
|Control
| -
|-
|JudgeOnce
|bool
|Tells the game to skip evaluating this node (and use the previous result) if the input value has not changed since the last time the node was run.
|Control
|False
|-
|InputLimit
|float
| -
|Control
| -
|-
|FileName
|str64
|Name of the animation to play
|Animation
| -
|-
|Morph
|int
| -
|Animation
| -
|-
|}
 
==== Parameter TypeIndexes ====
{| class="wikitable"
!Index
!Control Type
!Animation Type
!Input (Control)/Output (Animation) Value
|-
|1
|Range comparison
| -
|Current world temperature
|-
|7
|Unknown
| -
|See [[#BitIndex]]{{#tag:ref|Element1 of Player_CutNinja.bas, WiiU 1.5.0|name=e1pcn}}{{#tag:ref|Element0 of Player_FaceDefault.bas, WiiU 1.5.0|name=e0pfd}}{{#tag:ref|Element2 of Player_FaceDefault.bas, WiiU 1.5.0|name=e2pfd}}
|-
|14
|Range evaluation
| -
|The movement analog stick's current orientation, in degrees, in counter-clockwise fashion. Accepts -359 to 360. (e.g. 270 and -90 both point directly to the right)
|-
|16
|Range evaluation
| -
|Either Link's current movement speed or movement analog stick tilt{{#tag:ref|Element2 of Player_CutNinja.bas, WiiU 1.5.0|name=e2pcn}}
|-
|44
|String comparison
| -
|Name of a bone, but unknown how it decides which bone name to use.{{#tag:ref|Element0 of Player_LadderJump.bas, WiiU 1.5.0|name=e0plj}}
|-
|47
|String comparison
| -
|Last played animation name. Known to accept two Children to test against, plus a default case, but might accept more or less.
|-
|61
|Float comparison
| -
|Unknown{{#tag:ref|Element0 of Player_Move.bas, WiiU 1.5.0|name=e0pm}}
|-
|62
| -
|Material animation
|StrRef of the animation name. Its Extend uses a secondary animation name for unknown purpose.{{#tag:ref|Element1 of Player_SkinColor.bas, WiiU 1.5.0|name=e1psc}}{{#tag:ref|Element2 of Player_SkinColor.bas, WiiU 1.5.0|name=e2psc}}
|-
|64
| -
|Model animation (unknown difference between this and 67)
|StrRef of the animation name.
|-
|67
| -
|Model animation (main usage)
|StrRef of the animation name.
|-
|72
|Range evaluation
| -
|Unknown{{#tag:ref|Element0 of Player_SwimAtnMove.bas, WiiU 1.5.0|name=e0psam}}
|-
|80
|Unknown (believed to play multiple animations at once){{#tag:ref|Element0 of Player_FaceTalkWeaponShowSword.bas, WiiU 1.5.0|name=e0pftwss}}
| -
| -
|-
|82
|Range evaluation
| -
|Unknown{{#tag:ref|Element1 of Player_FaceDefault.bas, WiiU 1.5.0|name=e1pfd}}
|-
|97
|String comparison
| -
|Link's equipped weapon subtype (from its bgparamlist [ProfileUser] WeaponSubtype value)
|-
|98
|String comparison
| -
|Link's equipped weapon profile (from its bxml ProfileUser value)
|-
|}
 
=== Children ===
Control nodes will have Children, in addition to Parameters, which determine which Element to go to after the control node is evaluated. The properties of Children will be named Child0, Child1, etc, and each will have a single integer value, which will correspond to the Element number. e.g. <code>Child0: 7</code> points to Element7.
 
=== Extend ===
All nodes have an Extend, which contains specific details about the node. Control node Extends will contain details about the comparison being performed, while animation nodes will contain information about the animation being played, such as: during which frames of the animation a weapon will deal damage if it hits something, when user input is ignored, when to draw weapon trails through the air for attack animations, etc.
 
==== Typed Array ====
A list of variables of a given type to use for various Control comparisons. Corresponds directly the Children of the node. i.e. if Value0 matches the value being compared against, the code will jump to the Element listed under Child0. If no comparison of a lower Child number has evaluated as true, automatically evaluates a Child whose value is "default" as true.{{#tag:ref|Element0 of Player_CutNinja.bas, WiiU 1.5.0|name=e0pcn}}{{#tag:ref|Element3 of Player_FaceDefault.bas, WiiU 1.5.0|name=e3pfd}}
 
==== BitIndex ====
Used with Parameter TypeIndex 7. Also has TypeIndex, which are used to perform the check.
 
* 2 - Unknown (believed to check if Link has any armor equipped)<ref name=e0pfd />
* 30 - Whether or not Link has a shield equipped.<ref name=e1pcn />
* 33 - Unknown<ref name=e2pfd />
* 46 - Unknown (believed to check if Link is crouched)
 
==== Ranges ====
Used with Parameter TypeIndex 16. If the value being compared is above the Start value and below the End value, evaluates as true. Otherwise, moves on to the next value. (Unknown what happens if none of the Ranges evaluate to true, presumably game crash)
 
==== FrameCtrl ====
Used with Parameter TypeIndex 67. Required, even if it is empty.
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|Rate
|float
|Speed at which to play the animation. Higher numbers are faster.
|1.0
|-
|EndFrame
|int
| -
| -
|-
|}
 
==== TriggerEvents ====
Used with Parameter TypeIndex 67. Events which are triggered during this animation.
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|TypeIndex
|int
|Which type of event to fire. Known events are detailed below
| -
|-
|Frame
|int
|Which frame to fire the event on, relative to the frame numbers of the animation. Can be negative.
| -
|-
|Value
|strRef
| -
| -
|-
|}
Known TypeIndex values:
 
* 0 - Unknown (believed to define when an attack begins to deal damage)<ref>Compare Event0 of TriggerEvents and Event0 of HoldEvents for most of Link's attack animations</ref>
* 4 - Triggers the animation controller to transition back into the idle stance. The Frame value should be a few before the end of the actual animation, so that the controller can make the blending look natural.<ref>Compare TriggerEvent TypeIndex 4 Frame value for an animation with the number of frames in the actual animation.</ref>
* 7 - Call AS. Passes the strRef to the ASList to retrieve an AS file and starts evaluating it from Element0.
* 28 - Unknown (seems to always be triggered at frame -2, with value PV%03d, but needs more investigation)
 
==== HoldEvents ====
Used with Parameter TypeIndex 67. States that are entered into while the animation is playing.
{| class="wikitable"
!Key
!Type
!Description
!Default value
|-
|TypeIndex
|int
|Which type of event to fire. Known events are detailed below
| -
|-
|StartFrame
|int
|Which frame to start the event on, relative to the frame numbers of the animation. Unknown if it can be negative.
| -
|-
|EndFrame
|int
|Which frame to end the event on, relative to the frame numbers of the animation. A value of -1 is treated as the ending frame of the animation.
| -
|-
|Value
|strRef
| -
| -
|-
|}
Known TypeIndex values:
 
* 0 - Unknown
* 2 - Unknown
* 3 - Defines when an attack will deal damage. Value is the damage type. Left: slashing. Stab: piercing. Lower: blunt.
* 17 - Unknown
* 25 - Unknown
* 45 - Defines when to accept input to start the next attack.
* 48 - Defines when to display the trails in the air during an attack.
 
=== References ===
[[Category:File extensions]]
[[Category:File extensions (AAMP)]]
[[Category:Actor parameter files]]
<references />
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