Pokémon Mystery Dungeon: Red Rescue Team/Pokémon Graphics/Overworld Animations

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Revision as of 21:02, 13 February 2016 by BRNMan (talk | contribs) (Added More Animation Research)
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Pokémon Graphics:Overworld Animations
Game Pokémon Mystery Dungeon: Red Rescue Team
Start Address 0x0511F40
End Address 0x167FE77
# of Entries 423
Entry Length varies
Total Length 18,276,152 bytes (0x116DF38)
Back to the ROM map

There are 423 SIRO files pointed to by the graphics Pointer Table. Each one represents a different Pokemon graphics file. The structure of these individual files is as follows.

Entry Structure

Header

  • Note - all pointers are stored in little-endian format.
Address   Size     Description
--------  ----   ----------------
0000      0004    SIRO Header - Spells out SIRO and begins file.
0004      0004    Pointer to footer - Points to main data structure in each Pokemon

Animation Data Before Sprites

Comes in 0x14 byte increments which each represent a frame of the animation.

Address   Size     Description
--------  ----   ----------------
0000      0004    The index of the sprite to be displayed.
0004      0001    Vertical Displacement Value
0005      0001    Unknown
0006      0001    Horizontal Displacement
0007      0001    Unknown
0008      0002    Unknown
000A      000A    Allows VRAM to be cleared.

The next section deals with animation timing.

Overworld Sprites

Every Sprite has data associated with it.

The sprite data pointers in the data after the sprites point to each individual sprite's data.

The individual sprite data is in this format when it only points to one sub sprite:

Address   Size     Description
--------  ----   ----------------
0000      0004   Pointer to individual sprite
0004      0002   Number of bytes to read (little endian)

Very frequently, the individual sprite data is split into sub sprites and is different. Possibly due to different tile alignment.

Address   Size     Description
--------  ----   ----------------
{
  0000      0004   Unknown - Possibly a flag to tell where to stop reading sub sprites.
  0004      0004   Pointer to individual sprite
  0008      0002   Number of bytes to read (little endian)
  000A      0006   Unknown (Nothing?)
}
Repeats until every sub sprite has been pointed to.

Data After Sprites

Animation Data

A set of little-endian pointers that will point to an animation for any direction.

Index Direction Pointed to
----- --------------------
0x00:  S, SE, E, NE,
0x10:  N, NW, W, SW

Footer

The header points to another set of pointers starting here and ending at the next SIRO file.

Address   Size     Description
--------  ----   ----------------
0000      0004   Animation Timing?
0004      0004   Pointer to Animations - Different animations can be chosen based upon direction.
0008      0004   Unknown
000C      0004   Sprite Data Pointer
0010      0004   Pointer to Unknown Data
0014      0004   SIRO Header of next Pokemon