Reading crashing P5R animations in GFD Studio

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Elvagan
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Joined: Sat May 09, 2020 6:03 pm
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Finally I managed to read the (some? haven't tested all) P5R bfxxx_xx animations that were trigging errors in GFD Studio (for example bf0001_01.GAP).

Actually they added a new KeyType on AnimationLayers. As I don't know it's purpose I kept it labelled as it's value : 35
This AnimationLayer uses keys of 14 Bytes and ends with 3 Int32 of 0s.

Here is an example of said bf0001_01.GAP AnimationLayer in hexa https://cdn.discordapp.com/attachments/ ... Type32.bin (you can find it in the GAP file between positions 168A69 and 168C27)
And i made a 010 editor template to read the bin file i uploaded https://cdn.discordapp.com/attachments/ ... yType35.bt.

If someone is interested in digging into this it would be nice to understand what is stored inside but GFD can still play the animation without it so it's not that important for now ^^ (for joker it seems to be linked to it's jacket btw).

So Shrinefox (or maybe TGE if he passes by) if you haven't already figured out this issue ^^ and if you are interested in implementing this in the GFD Studio release tell me, I don't know how we could discuss this, maybe with a Pull Request on your Github, or discord, or here? You tell me :D

Cheers
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