Notice that the emg is composed of 4 objects sharing 1 name.
.emg file references
Let's take a look at RYU_03.face.emg in HxD:
offset 04 to 07:
Code:
00 01 01 43
offset 10 to 13:
Code:
00 00 02 C7
offset 14 to 15:
Code:
00 01
offset 1C:
Code:
00 50
offset 20 to 21:
Code:
06 66
offset 2E:
Code:
00 40
offset 24 to 25:
Code:
00 00 39 64 (+ 10 = 39 74)
offset 2A to 2B:
Code:
00 04
offset 2C to 2D:
Code:
00 70 (+ 10 = 80)
offset 30 to 5F:
no idea what those datas are
offset 60 to 63:
Code:
00 00 00 54 + 10 = 64
offset 64 to 7B:
Code:
02 00 00 00 00 02 80 3F 22 00 80 3F 00 00 00 00 00 07 80 3F 22 00 80 3F
the 1st number in red points to the texture dds
the 2nd number in red points to the normal map dds
dds are ordered from 0 (first texture dds) and the normal map dds numbers follow the texture ones
Ryu has 5 texture dds numbered from #0 to #4 and 5 normal map dds numbered from #5 to #9
#2 is the 3rd texture dds
#7 is the 3rd normal map dds
offset 80 to 8F:
list of relative offsets (counting from 10) of the objects
00 00 00 80 + 10 = 90 1st object
00 00 20 50 + 10 = 20 60 2nd object
00 00 29 D0 + 10 = 29 E0 3rd object
00 00 38 80 + 10 = 38 90 4th object
offset 3974: (given at offset 24)
offset of the beginning of the second part of the emg, that I have yet to understand...