OK some news about MT5 format.
I have been quiet in the past few weeks, i know, but i have not been completely asleep.
I have come to a point where i can't understand some stuff i found so i think Yazgoo needs to take over, or someone else who is more familiar with these topics.
At first - i got some files with original code from AM2 from the scene compiling process. I am sure i can get more of them by investing more time, so here is what you get, i made a zip archive containing 2 examples
--> Download
http://www.tankraider.com/userup/1264542643.zip
And here is the whole stash including mt7 examples and stuff from shenmue 2:
http://www.tankraider.com/userup/1264579444.zip
OK first lets discuss about what's inside the archive and why i think it's valuable. At first it's a gift from AM2. I am not sure i understood everything as it's all very japanese, but also some delightfull surprises.
Lets first take a look at the .txt file. if i got it right this is the original log file from creating a "scene package". Why is this interesting? As it shows they simply used gzip to zip together some MT5 files. And as we know mt5 is good as we can extract it with yazgoo's method.
So whats the conclusion from the .txt file? If we look closely we notice that AM2 did more. In a first run they seem to gzip the mt5 files together, then they run a special script to add Motion files. As i understand it a scene does not necessarily need motion files, but here we got an example where motion files were added.
The next interesting file is the .chr file. This is the definition file they used to compile the file. at first this seems quite random, they just assign 4 characters to each mt5 model, but they also assign an offset to the file.
So this is where these mt5 files are placed in space of a scene.
Yazgoo, i hope you read this. It might not be much, but i believe this brings us much closer to understanding MAPINFO, PKS and PKF files.
If you look at the 2 examples i added (These are from scenes DCBN and D000), you can see the 4-letter name assigned to each mt5 files. You can also see the position in 3D space there. I think if you look closely into the files you can find the 4 letter name - and i bet - also the coordinates.
The MAPINFO.BIn files are particulary interesting. Here you also find the motion files. As we know from the compile log these were squised in along with the gzipped mt5 files. And what does that mean? The mt5 are gzipped, the motions NOT. So you can actually read the motion descriptions in clear text. As you can imagine japanese people "secretly writing in english", in mind that noone will every read it again we come across some excellent funny "engrish".
But there is more to them.
There are sounds defined like background musics, some funny comments from the programmers and even small "procedures" or "timers" for actions.
For example one timer reads "yamagisi ga iru!" which obviously means "There's Yamagashi-san" and comments like that.
I also discovered a completely new file type, "MOBJ" files. From what i see i believe it is a motion capture format or a motion definition file. But i lack the abilities and experience to properly interpret the meaning.
CYCLEMAN.BIN in D000 is a good example. I believe it is the motions used for riding a bicycle. It would be fun if you could swap the satandard motion for walking Ryo with the bicycle one. Didn't someone wanna ride the bike? ;)
That's it for today, more as soon as i think it's noteworthy.