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Mostly got it done, Here's one of the moves for Ichigo:
HexWorkshop Output
Ran into a few moves that don't use the same ordering for the flags. Such as this:
The CollisionRect0 in that move was a null terminated array that referenced other moves. Can't do Null Terminated arrays in hex workshop. :/
HexWorkshop Output
Code:
00000000 struct ALMTheader {...}
00000000 char ID[4] ALMT
00000004 byte Unknown 2 02
00000005 byte Unknown 0 00
00000006 byte NodeCount 3 03
00000007 byte MoveCount 48 30
00000008 dword FlagCount 15 0F000000
00000012 Node Node[NodeCount]
00000024 dword MoveOffsets[MoveCount]
00000216 word FlagOffsets[FlagCount]
00000246 Flag Flags[FlagCount]
00000246 Flag Flags[0] {...}
00000246 ubyte Unknown 213 D5
00000247 ubyte Unknown 225 E1
00000248 zstring String BoundsIndex 426F756E6473496E64657800
00000260 Flag Flags[1] {...}
00000268 Flag Flags[2] {...}
00000268 ubyte Unknown 174 AE
00000269 ubyte Unknown 10 0A
00000270 zstring String Marker 4D61726B657200
00000277 Flag Flags[3] {...}
00000277 ubyte Unknown 230 E6
00000278 ubyte Unknown 170 AA
00000279 zstring String CollisionType0 436F6C6C6973696F6E547970653000
00000294 Flag Flags[4] {...}
00000311 Flag Flags[5] {...}
00000311 ubyte Unknown 127 7F
00000312 ubyte Unknown 0 00
00000313 zstring String CollisionEnable0 436F6C6C6973696F6E456E61626C653000
00000330 Flag Flags[6] {...}
00000349 Flag Flags[7] {...}
00000349 ubyte Unknown 242 F2
00000350 ubyte Unknown 170 AA
00000351 zstring String CollisionRect0 436F6C6C6973696F6E526563743000
00000366 Flag Flags[8] {...}
00000383 Flag Flags[9] {...}
00000397 Flag Flags[10] {...}
00000410 Flag Flags[11] {...}
00000421 Flag Flags[12] {...}
00000434 Flag Flags[13] {...}
00000446 Flag Flags[14] {...}
00000458 byte Pad[0]
00000460 struct MOVE {...}
00000460 MoveID ID {...}
00000464 word Unknown_iMaxFrames 32 2000
00000466 ubyte iFramerate 60 3C
00000467 bool Unknown_iCollisionEnable 1 01
00000468 ControlByte_1 CrazyAssArray {...}
00000468 word ControlByte_1 46 2E00
00000470 switch (ControlByte_1) {...}
00000470 ubyte Unknown[4]
00000474 ControlByte_2 ControlByte_2 {...}
00000474 word iControl2 261 0501
00000476 ubyte Unknown 13 0D
00000477 switch (iControl2) {...}
00000477 ubyte Unknown[5]
00000477 ubyte Unknown[0] 3 CollisionType0
00000478 ubyte Unknown[1] 7 CollisionRect0
00000479 ubyte Unknown[2] 5 CollisionEnable0
00000480 ubyte Unknown[3] 2 Marker
00000481 ubyte Unknown[4] 0 BoundsIndex
00000482 word Offset[6]
00000494 MoveID ID {...} //Transition move
00000498 word Unknown 0 CollisionType0
00000500 word Unknown[2][2] CollisionRect0
00000508 word Unknown 1 CollisionEnable0
00000510 word Unknown 0 Marker
(Hex Workshop Limitations prevent null terminated arrays....) BoundsIndex
Ran into a few moves that don't use the same ordering for the flags. Such as this:
Code:
00001981 ubyte Unknown[9]
00001981 ubyte Unknown[0] 3 CollisionType0
00001982 ubyte Unknown[1] 4 CollisionType1
00001983 ubyte Unknown[2] 8 CollisionRect1
00001984 ubyte Unknown[3] 5 CollisionEnable0
00001985 ubyte Unknown[4] 6 CollisionEnable1
00001986 ubyte Unknown[5] 2 Marker
00001987 ubyte Unknown[6] 0 BoundsIndex
00001988 ubyte Unknown[7] 7 CollisionRect0
00001989 ubyte Unknown[8] 0 00
The CollisionRect0 in that move was a null terminated array that referenced other moves. Can't do Null Terminated arrays in hex workshop. :/





