Pokémon Ranger Docs

Researched and documented by Aurum

ObjDesc format

ObjDesc is the graphics format used in Pokémon Ranger. The game supports a lot of ObjDesc types, however, all of them have the same base format as they only differ in usage / context. The graphics consist of sequenced animation frames, sprite frames and their respective cells, raw tile data and color palettes.

Structure

A flatbuffer may contain more than one ObjDesc block that are loaded for different contexts. Usually, all blocks refer to the same raw tile and palette data.

Each ObjDesc entry starts with this 0x10 bytes structure:

Offset Type Name Description
0x00 int offAnimInfo Offset to AnimationInfo
0x04 int offFrameInfo Offset to FrameInfo
0x08 int offTileInfo Offset to TileInfo
0x0C int offPaletteInfo Offset to PaletteInfo

AnimationInfo

The AnimationInfo block is 0x8 bytes. It contains the offset to the very first Animation offset and the number of Animation entries.

Offset Type Name Description
0x00 int offAnims Offset to list of Animation
0x04 int numAnims Number of Animation entries

It is worth noting that the game interprets a number of 0 Animation entries as 1.

Animation

An Animation is a sequence of animation frames. It is a linked list of offsets to single AnimationFrame entries. An offset of 0x0 denotes the end of an animation. Therefore, each animation has a variable size, but the minimum size is 0x4 bytes.

AnimationFrame

An AnimationFrame is a sequence of "micro instructions" that control how to display a frame on the screen. Usually, a micro instruction is 0x4 bytes and has the same structure. Thus, a single AnimationFrame has a variable size, though the minimum is 0x2 to 0x4 bytes. The structure of these entries looks like this:

Offset Type Name Description
0x00 byte type Instruction identifier
0x01 bool useParam Uses parameter?
0x02 short param Parameter (read if useParam is true)

The following instruction types can be found in the game.

ID Description Parameter Notes
0x01 Frame duration[*] Duration in time frames After duration is over, the game goes to the next AnimationFrame in line. If the end of the list is reached, it loops back to the first AnimationFrame.
0x02 Load frame Frame index Draws the Frame specified by its index onto the screen.
0x03 Unknown Unknown
0x04 Unknown Unknown
0x05 Unknown Unknown
0x06 Unknown Unknown
0x10 Unknown Unknown
0x20 Cancel animation[*] n/a Cancels the Animation without looping to the beginning.
0x50 Unkown[*] n/a

[*] Marks the end of a micro instruction list.

FrameInfo

The FrameInfo block is 0x8 bytes. It contains the offset to the very first Frame and an unknown value that still needs to be figured out.

Offset Type Name Description
0x00 int offFirstFrame Offset to first Frame
0x04 int unkFrameInfo Unknown

Frame

A frame is a fully-composed sprite consisting of one or more smaller frame cells. Each Frame is 0x8 bytes. This can be easily implemented as an array or list.

Offset Type Name Description
0x00 int offFrameCells Offset to first FrameCell
0x04 int numFrameCells Number of FrameCell entries

FrameCell

A frame cell contains information how to load a tile from the tile block, which colors/palette to use and how to draw it onto the screen. Each FrameCell is 0xC bytes.

Offset Type Name Description
0x00 short tileIndex Tile index
0x02 byte dimWidth Tile width*
0x03 byte dimHeight Tile height*
0x04 short offPalette Palette offset
0x06 byte flip Flip bits (bit 0 = horizontally, bit 1 = vertically)
0x07 byte unk7 Unknown (always 0?)
0x08 short offX X offset on screen
0x0A short offY Y offset on screen

[*] Allowed values are 0 to 3. The values are interpreted as:

TileInfo

The TileInfo block is 0x8 bytes. It contains the offset to the very first Tile and the size of the raw tile block.

Offset Type Name Description
0x00 int offTiles Offset to first Tile
0x04 int rawTilesSize Size of raw tile data

Tile

A tile holds information on where raw tile data is found in the tiles block. The information includes the offset to the raw tile data and the bitmap size in bytes. The actual dimensions of the tile are not specified here. Each entry is 0x8 bytes.

Offset Type Name Description
0x00 int offTile Offset to raw tile data
0x04 short bitmapSize Bitmap size in bytes
0x06 short offTileCopy Copy of raw tile offset

PaletteInfo

The PaletteInfo block is 0x8 bytes. It contains the offset to palette data and an unknown value that still needs to be figured out.

Offset Type Name Description
0x00 int offPalettes Offset to palette data
0x04 int unkPaletteInfo Unknown (always 0x200?)

The palette data contains at least one palette and each palette contains 16 colors. The first color is always interpreted transparent. Colors are stored in BGR555 format (uint16). The following pseudo code shows how to retrieve the red, green and blue components of a BGR555 color:

b = (bgr555 & 0x7C00) >>> 7;
g = (bgr555 & 0x03E0) >>> 2;
r = (bgr555 & 0x001F) << 3;

Note: ">>>" is unsigned right shift in Java.

Contents of pointer fix list

The list should contain offsets to the following fields:

ObjDesc derivates

The following types can be found in the game:

Name Description
abilityObjDesc
ability_bodyObjDesc
ability_neckObjDesc
ability_sebireObjDesc
ability_standObjDesc
ability_stand_bodyObjDesc
ability_stand_neckObjDesc
ability_stand_sebireObjDesc
ability_stand_tailObjDesc
ability_tailObjDesc
action2ObjDesc
action3ObjDesc
actionObjDesc
attack1ObjDesc
attack1_standObjDesc
attack2ObjDesc
boroObjDesc
breakObjDesc
catchObjDesc
cut1ObjDesc
cut2ObjDesc
damageObjDesc
dislikeObjDesc Annoyed Steelix
dododamageObjDesc
dodoriostandObjDesc
dodoriowalkObjDesc
dodostandObjDesc
dodowalkObjDesc
fallObjDesc
flyObjDesc Flying states
fly_standObjDesc
hoverObjDesc
ladderObjDesc
ladder_downObjDesc
ladder_upObjDesc
landingObjDesc
laplacestandObjDesc
laplacewalkObjDesc
pose2ObjDesc
poseObjDesc
pose_koObjDesc
pukaObjDesc
rideObjDesc
runObjDesc
shakeObjDesc
sleepObjDesc Sleeping Steelix
stand2ObjDesc
standObjDesc Idle states
stand_abilityObjDesc
stand_attack1ObjDesc
stand_bodyObjDesc
stand_flyObjDesc
stand_neckObjDesc
stand_sebireObjDesc
stand_tailObjDesc
stand_walkObjDesc
walkObjDesc Walking states
walk_standObjDesc