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TWINE Cut-Scenes Data

 
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SubDrag
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 PostPosted: Sat May 03, 2025 12:52 pm    Post subject: TWINE Cut-Scenes Data Reply with quote Back to top

Figured out how they parse. Turns out they were right after the objects, and are, in fact, not completely hardcoded impressively. There are 0x24 Commands.

Didn't really know what a lot of it did, but if anyone wants to investigate more, looks fun.

Anim Parse Retail:
https://www.dropbox.com/scl/fi/jaijnf38anylc3xi5lczi/twineanimparse.txt?rlkey=9h0c50qjrb7xzy369u2m51j49&st=t8s8v2a3&dl=0

Anim Parse US Proto (has names which is nice)
https://www.dropbox.com/scl/fi/x2x1uu138b6oguxxa3cok/twineprotoanimparse.txt?rlkey=5bbux6s485c2tmdfbuex2o8ig&st=bni8bk7g&dl=0

Courier Intro US Retail's animation is loaded to: 80254740
ASM Function at 8000DC74, loads the value, and does a JR to the digit read.


Last edited by SubDrag on Sun May 04, 2025 4:25 am; edited 2 times in total
 
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Wreck
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 PostPosted: Sun May 04, 2025 2:33 am    Post subject: Reply with quote Back to top

Awesome. Glad the scenes were located. I'll try to poke around at some point.
 
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SubDrag
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 PostPosted: Sun May 04, 2025 3:54 am    Post subject: Reply with quote Back to top

Note in the command 32-bits, the 00000080 bit seems unused, though oddly has a value sometimes.

The upper 16-bits of the Load Guard Command (0B) seem to indicate the action of the guard. Some of the values in a range (maybe some are specific to levels and other chunks). The ranges seem to be if less than 0x14C, or greater than or equal to 0x14C and less than 0x1B4. That value, if greater than or equal to 0x14C, loads an offset off of 800B0B94 (<< 2 of value), which is then a pointer to some kind of built-in action commands for each. Those pointers start at 800AEA10.

They get loaded here:
ASM 8000336C built in action commands, & 0x1F < 0x1E for commands
Jump table 800D1EC0 for commands

So are 0x1E commands, that are heftier ASM chunks that probably tell the guard to do things. I think these are the simple built-in types like walk forward.

The first guard loaded in cut-scene (015F), the walking businessman, loads 800AE9C0-800AE9D4

So guessing command 0004 is terminator. I think they are 16-bit commands.

80254790:00000050:01476AD0:0D (015F03 1) Load Guard? 0000FF22 [Businessman] Coord 0.013006 1.146639 -5.917797 Rotation 0.000000 172.999985 -0.000000
802547B0:00000070:01476AF0:0E (015F06 0) Unknown 00000000

I also noticed next command has the same action 015F, so must be related, something about the value next to it.

That value might be some kind of guard id #?
XXXXYY0D Load Guard
XXXX = Action
YY = Guard id?

Not sure difference between 0B and 0D commands. Maybe it's relating to rotation - one might be rotation, other some kind of rotation movement (seems specified differently in 0D command, not a float?)
 
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