Whoah, animation. Might as well tackle it if we can. I've some questions for you halkun:
1.) If I hit a delta frame and changed its hex values, would that affect all delta frames thereafter, making for easy observation during experiments? I could at least use this to detect the presence of animation data.
2.) Also, would it theoretically be possible to get a rough estimate of the number of frames in an animation by recording how long an animation lasts and multiplying that by the frames-per-second the game is running on? Like, if an attack took 2 seconds to complete and the game runs at 30FPS, there would be 60 frames for that attack animation?
3.) I imagine that there will not be a set length in bytes for each frame while the data is compressed, but after it's uncompressed should there be, say, two bytes each devoted to X, Y, and Z rotations?
Ha, I've been remiss in wiki scribing. Luminaire, how did the rotational data in Section 2 work out for you? Is there some way to determine consistently which order the X, Y, and Z rotations are stored?
If Luminaire gets Kid's model working, I need to take a look at the structure of Guile's model, which is different from either of the first two, and get the nature of that structural discrepancy settled before moving on to animation experiments.