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{ 1.801057f, 18.50802f, -3.119523f },
{ 1.801057f, 18.50802f, -3.119523f },
{ -1.801059f, 18.50802f, -3.119523f },
{ -1.801059f, 18.50802f, -3.119523f },
// And so on...
// And so on...
};</syntaxhighlight>
};</syntaxhighlight>


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|
|}
|}
To be continued...
The following evaluation flags can be used:
{| class="wikitable"
!Name
!Flag bits
!Description
|-
|NJD_EVAL_UNIT_POS
|BIT_0
|Ignore the model's position.
|-
|NJD_EVAL_UNIT_ANG
|BIT_1
|Ignore the model's rotation.
|-
|NJD_EVAL_UNIT_SCL
|BIT_2
|Ignore the model's scale.
|-
|NJD_EVAL_HIDE
|BIT_3
|Do not render the model.
|-
|NJD_EVAL_BREAK
|BIT_4
|Node is the end of the hierarchy (do not check children).
|-
|NJD_EVAL_ZXY_ANG
|BIT_5
|Inverted order of rotation.
|-
|NJD_EVAL_SKIP
|BIT_6
|Do not animate (ignore) this node.
|-
|NJD_EVAL_SHAPE_SKIP
|BIT_7
|Do not animate (ignore) this node in shape animations.
|-
|NJD_EVAL_CLIP
|BIT_8
|If this node is clipped, do not clip child nodes.
|-
|NJD_EVAL_MODIFIER
|BIT_9
|The node has a modifier volume.
|}
 
=== Ninja Chunk Model ===
 
=== Ninja Motions and Actions ===
 
== Ports of Ninja to Other Platforms ==

Revision as of 11:16, 7 October 2025

Dreamcast SDK

Katana SDK (Dreamcast SDK for SEGA Library) was the official SEGA development kit for the Dreamcast console that came with Dreamcast development units. The Dreamcast SDK had a number of libraries and APIs that many developers used in their games. The SDK evolved together with the console, and earlier versions of the SDK had fewer features or targeted different hardware. Updates to the SDK continued after the Dreamcast's release, and some releases were as late as 2001.

The Dreamcast SDK consisted of several subsystems:

The Shinobi library set interfaced with the CPU, cache and memory.

The Kamui API (low level) and the Ninja library (high level) provided access to graphics.

The Manatee and Audio64 subsystems interfaced with sound hardware.

Over the years there have been multiple SDK leaks, including parts of source code for older revisions. For modding purposes, we should focus on the Ninja library, which is used by the Sonic Adventure games.

Common Types

The following types are used in Shinobi and Ninja headers:

Ninja type C type Size Description
Sint8 char 1 Signed 8-bit integer
Uint8 unsigned char 1 Unsigned 8-bit integer
Sint16 __int16 2 Signed 16-bit integer
Uint16 unsigned __int16 2 Unsigned 16-bit integer
Sint32 int 4 Signed 32-bit integer
Uint32 unsigned int 4 Unsigned 32-bit integer
Bool unsigned int 4 Unsigned 32-bit integer that is either TRUE (1) or FALSE (0)
Float and Float32 float 4 32-bit floating point
Float64 double 8 64-bit floating point
Void void Pointer

Ninja Model Formats

The Ninja library can use two model formats, the Basic model and the Chunk model. Basic models were introduced early on, while Chunk models were added later as a format that is optimized for better performance on Dreamcast hardware. The Basic format is easier to read as text.

Ninja Basic Model

The Basic model consists of the following structs:

Material struct (NJS_MATERIAL) and Material Array

The material affects how the model's surface looks. It defines which texture to use, whether to use environment mapping etc.

Field Offset Type Size Description Notes
diffuse 0 NJS_COLOR 4 Diffuse color. In SA1 with palette lighting, only alpha is used.
specular 0x4 NJS_COLOR 4 Specular color. In SA1 with palette lighting, only alpha is used. The alpha value of 0 is treated as the "ignore specular" flag.
exponent 0x8 Float 4 Specular color strength.
attr_texId 0xC Uint32 4 Texture ID.
attrflags 0x10 Uint32 4 Material flags. Bits 31-29 and 28-26 are used for source and destination alpha blending instructions respectively.

Size: 20 bytes (0x14).

NJS_COLOR is a union that can be either NJS_BGRA, NJS_TEX or Uint32 (4 bytes).

NJS_BGRAis a 4-byte struct that consists of blue, green, red and alpha values ranging from 0 to 255. For example, the color A255 R178 G178 B178 would be 0xFFB2B2B2.

NJS_TEX (4 bytes) is a struct commonly used in UVs. It consists of two Sint16 values: one for U (horizontal) and one for V (vertical). UVs used in SA1 range from 0 to 255.

The following flags can be used in attrflags:

Flag name Flag bit Description Comments
NJD_FLAG_IGNORE_LIGHT BIT_25 Ignore lighting.
NJD_FLAG_USE_FLAT BIT_24 Flat lighting. Has no effect when palette-based lighting in SA1 is used.
NJD_FLAG_DOUBLE_SIDE BIT_23 Double-sided mesh. May be used for collision.
NJD_FLAG_USE_ENV BIT_22 Enable environment mapping.
NJD_FLAG_USE_TEXTURE BIT_21 Enable texture.
NJD_FLAG_USE_ALPHA BIT_20 Enable transparency.
NJD_FLAG_IGNORE_SPECULAR BIT_19 Disable specular lighting. Used for specular palette selection in palette-based lighting in SA1.
NJD_FLAG_FLIP_U    BIT_18 Flip Us.
NJD_FLAG_FLIP_V BIT_17 Flip Vs.
NJD_FLAG_CLAMP_U BIT_16 Clamp Us.
NJD_FLAG_CLAMP_V BIT_15 Clamp Vs.
NJD_FLAG_USE_ANISOTROPIC BIT_12 Enable anisotropic filtering, Unused.
NJD_FLAG_PICK BIT_7 "Pick status" Unused.

Alpha modes can be as follows:

Source alpha
Name Value Description
NJD_SA_ZERO 0 Zero.
NJD_SA_ONE BIT_29 One.
NJD_SA_OTHER BIT_30 Other color.
NJD_SA_INV_OTHER BIT_30 | BIT_29 Inverse other color.
NJD_SA_SRC BIT_31 Source alpha.
NJD_SA_INV_SRC BIT_31 | BIT_29 Inverse source alpha.
NJD_SA_DST BIT_31 | BIT_30 Destination alpha.
NJD_SA_INV_DST BIT_31 | BIT_30 | BIT_29 Inverse destination alpha.
Destination alpha
Name Value Description
NJD_DA_ZERO 0 Zero.
NJD_DA_ONE BIT_26 One.
NJD_DA_OTHER BIT_27 Other color.
NJD_DA_INV_OTHER BIT_27 | BIT_26 Inverse other color.
NJD_DA_SRC BIT_28 Source alpha.
NJD_DA_INV_SRC BIT_28 | BIT_26 Inverse source alpha.
NJD_DA_DST BIT_28 | BIT_27 Destination alpha.
NJD_DA_INV_DST BIT_28| BIT_27 |BIT_26 Inverse destination alpha.

Basic models' materials are stored in arrays of NJS_MATERIAL.

NJS_MATERIAL matlist_004451A8[] = {
	{ { 0xFFFFFFFF }, { 0xFFFFFFFF }, 11, 14, NJD_D_100 | NJD_FILTER_BILINEAR | NJD_FLAG_CLAMP_V | NJD_FLAG_CLAMP_U | NJD_FLAG_IGNORE_SPECULAR | NJD_FLAG_USE_TEXTURE | NJD_DA_INV_SRC | NJD_SA_SRC },
	{ { 0xFFB2B2B2 }, { 0xFFFFFFFF }, 11, 13, NJD_D_100 | NJD_FILTER_BILINEAR | NJD_FLAG_CLAMP_V | NJD_FLAG_CLAMP_U | NJD_FLAG_IGNORE_SPECULAR | NJD_FLAG_USE_ALPHA | NJD_FLAG_USE_TEXTURE | NJD_DA_INV_SRC | NJD_SA_SRC },
	{ { 0xFFB2B2B2 }, { 0xFFFFFFFF }, 11, 15, NJD_D_100 | NJD_FILTER_BILINEAR | NJD_FLAG_CLAMP_V | NJD_FLAG_CLAMP_U | NJD_FLAG_IGNORE_SPECULAR | NJD_FLAG_USE_TEXTURE | NJD_DA_INV_SRC | NJD_SA_SRC }
};

Poly Array

The poly array in an array of Sint16 that lists the model's primitives (polygons). It is commonly formatted with the number of vertices (points) followed by vertex indices. The indices are used to pick the specific vertices from the model's vertices array.

Here is an example of a polys array. The 4 in each new line indicates the number of vertices in the surface, and the following four values are vertex indices.

Sint16 poly_0000002C[] = {
	4, 13, 12, 5, 4,
	4, 9, 8, 1, 0,
	4, 11, 10, 3, 2,
	4, 15, 14, 7, 6
};

The number of vertices can be ORd with 0x8000, which indicates a flipped surface. TODO: Confirm this.

UV Array

The UV array is an array of NJS_TEX. UVs determine how the texture is applied to the model's surface. For exampled, bigger UV values will make the texture "zoomed in", adding values to U will make the texture offset horizontally etc. UVs are per-polygon.

NJS_TEX uv_000003A4[] = {
	{ 130, 145 },
	{ 212, 225 },
	{ 124, 230 },
	// And so on...
};

Vertex Color Array

This is an array of NJS_COLOR that determines the colors of the model's vertices. Vertex colors are used per-polygon, not per-vertex.

NJS_COLOR vcolor_0000003C[] = {
	{ 0xFFFFFFDF },
	{ 0xFFFFFFFF },
	{ 0xFFFFDFBF },
	{ 0xFFFFFFFF },
	{ 0xFFFFDFBF },
	// And so on...
};

Polynormal Array

Normals determine the model's lighting and environment mapping distortion. Normals can be specified per-vertex or por-polygon. Almost no models in SA1 use per-poly normals (polynormals), with the exception of Tails' tails and Sonic's stretchy shoes. When polynormals are used, this is the array they are expected to be in.

Normals and polynormals are defined as arrays of NJS_VECTOR. NJS_VECTOR consists of three floats for X, Y and Z.

NJS_VECTOR polynormal_007383D8[] = {
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 },
	{ 0 }
};

Polygon Attribute Array

This is an array of Uint32 containing polygon-specific attributes. It is not used in Sonic Adventure games.

Meshset Struct (NJS_MESHSET) and Meshset Array

Multiple connected polygons form meshes. The NJS_MESHSET struct defines a single mesh.

Field Offset Type Size Description Notes
type_matId 0 Uint16 2 Diffuse color. Bits 0-13 are material id (0-4095) in the material array.

Bits 14-15 are meshset type bits (see below).

nbMesh 0x2 Uint16 2 Number of meshes.
*meshes 0x4 Sint16* 4 Pointer to the poly array.
*attrs 0x8 Uint32* 4 Pointer to the poly attribute array. Unused in SA games.
*normals 0xC NJS_VECTOR* 4 Pointer to the polynormal array. Almost never used.
*vertcolor 0x10 NJS_COLOR* 4 Pointer to the vertex color array. Unused in SA1 DC, used in SADX.
*vertuv 0x14 NJS_TEX* 4 Pointer to the UV array.
buffer 0x18 void 4 Pointer to the Direct3D mesh buffer. Always null.

SADX PC 2004, SADX X360 and SADX PS3 only.

In the 2004 PC port of SADX this struct contains an extra field for the mesh buffer (buffer). This version of the struct is used in the PC, X360 and PS3 versions.

SA2 and Gamecube versions of SADX use the original struct without the extra field.

In SADX Mod Loader headers the original Ninja version is NJS_MESHSET, and the one with the extra field is NJS_MESHSET_SADX.

In the SADX X360 prototype with symbols, the one with the extra field is NJS_MESHSET, and the original Ninja version is NJS_MESHSET_OLD.

The size of the original NJS_MESHSET is 24 (0x18) bytes, and the size of NJS_MESHSET_SADX is 28 (0x1C) bytes.

Meshset type bits are as follows:

Meshset type Value Description
NJD_MESHSET_3 0x0000 Default mesh type (three vertices). Technically identical to NJD_MESHSET_TRIMESH.
NJD_MESHSET_4 0x4000 Quad (four vertices).
NJD_MESHSET_N 0x8000 N-Gon (custom number of vertices).
NJD_MESHSET_TRIMESH 0xC000 Trimesh, the most common meshset type.
NJS_MESHSET_MASK 0xC000 Meshset type mask.

To get the material ID from the type_matId field in your code, use type_matId & ~NJD_MESHSET_MASK. To get the mesh type, use type_matId >> 0xE.

Meshes in Basic models are stored in arrays of NJS_MESHSET:

NJS_MESHSET_SADX meshlist_00000294[] = {
	{ NJD_MESHSET_TRIMESH | 0, 9, poly_00000044, NULL, NULL, NULL, uv_00000128, NULL },
	{ NJD_MESHSET_TRIMESH | 1, 10, poly_000000A4, NULL, NULL, NULL, uv_000001C4, NULL },
	{ NJD_MESHSET_TRIMESH | 2, 3, poly_00000108, NULL, NULL, NULL, uv_00000264, NULL }
};

Vertex Array

The model's vertices are in an array of NJS_POINT3 (NJS_VECTOR in Mod Loader headers).

NJS_VECTOR vertex_00000ADC[] = {
	{ 0, 26.04398f, 0 },
	{ 3.602116f, 18.50802f, 0 },
	{ 1.801057f, 18.50802f, -3.119523f },
	{ -1.801059f, 18.50802f, -3.119523f },
	// And so on...
};

Normal Array

The model's normals are in an array of NJS_VECTOR.

NJS_VECTOR normal_00000D28[] = {
	{ 0, 1, 0 },
	{ 0.902229f, 0.431257f, 0 },
	{ 0.451115f, 0.431256f, -0.781354f },
	{ -0.451115f, 0.431256f, -0.781354f },
	// And so on...
}

Model Struct (NJS_MODEL)

The Model struct combines all the things mentioned above and adds model center coordinates and radius.

Field Offset Type Size Description Notes
*points 0 NJS_POINT3* 4 Pointer to the vertex array.
*normals 0x4 NJS_VECTOR* 4 Pointer to the normal array.
nbPoint 0x8 Sint32 4 Number of vertices.
*meshsets 0xC NJS_MESHSET* 4 Pointer to the meshset array.
*mats 0x10 NJS_MATERIAL* 4 Pointer to the material array.
nbMeshset 0x14 Uint16 2 Number of meshsets.
nbMat 0x16 Uint16 2 Number of materials.
center 0x18 NJS_POINT3 12 Model center.
r 0x24 Float 4 Model radius.
*buffer 0x28 void 4 Pointer to the Direct3D mesh buffer. Always null.

SADX PC 2004, SADX X360 and SADX PS3 only.

In the 2004 PC port of SADX this struct contains an extra field for the mesh buffer (buffer). This version of the struct is used in the PC, X360 and PS3 versions.

SA2 and Gamecube versions of SADX use the original struct without the extra field.

In SADX Mod Loader headers the original Ninja version is NJS_MODEL, and the one with the extra field is NJS_MODEL_SADX.

In the SADX X360 prototype with symbols, the one with the extra field is NJS_MODEL, and the original Ninja version is NJS_MODEL_OLD.

The size of the original NJS_MODEL is 40 (0x28) bytes, and the size of NJS_MODEL_SADX is 44 (0x2C) bytes.

In old modding terminology, the Model struct was referred to as the "attach" struct. You can still see this label in SA Tools' C exports.

Object Struct (NJS_OBJECT)

Ninja models use a node-like hierarchy, and the Object struct represents a single node. The size of NJS_OBJECT is 52 (0x34) bytes.

Field Offset Type Size Description Notes
evalflags 0 Uint32 4 Model evaluation flags (see below).
*model 0x4 NJS_MODEL* 4 Pointer to the NJS_MODEL.
pos 0x8 Float[3] 12 Model position (X, Y, Z).
ang 0x14 Angle[3] 12 Model rotation (X, Y, Z). Angle is the same as Sint32.
scl 0x20 Float[3] 12 Model scale (X, Y, Z).
*child 0x2C NJS_OBJECT* 4 Pointer to the child model in the hierarchy.
*sibling 0x30 NJS_OBJECT* 4 Pointer to the sibling model in the hierarchy.

The following evaluation flags can be used:

Name Flag bits Description
NJD_EVAL_UNIT_POS BIT_0 Ignore the model's position.
NJD_EVAL_UNIT_ANG BIT_1 Ignore the model's rotation.
NJD_EVAL_UNIT_SCL BIT_2 Ignore the model's scale.
NJD_EVAL_HIDE BIT_3 Do not render the model.
NJD_EVAL_BREAK BIT_4 Node is the end of the hierarchy (do not check children).
NJD_EVAL_ZXY_ANG BIT_5 Inverted order of rotation.
NJD_EVAL_SKIP BIT_6 Do not animate (ignore) this node.
NJD_EVAL_SHAPE_SKIP BIT_7 Do not animate (ignore) this node in shape animations.
NJD_EVAL_CLIP BIT_8 If this node is clipped, do not clip child nodes.
NJD_EVAL_MODIFIER BIT_9 The node has a modifier volume.

Ninja Chunk Model

Ninja Motions and Actions

Ports of Ninja to Other Platforms