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- Introduction
- General Information
- File Structure Overview
- Detailed Structure Specifications
- Data Parsing Workflow
- Flow Diagram
- Additional Notes
The Yokes Object file format (*.yobj
) is utilized in the Xbox 360 game Rumble Roses XX to store comprehensive 3D object data. This includes meshes, skeletal animations, materials, vertices, weights, texture coordinates, and object_names essential for rendering in-game models. This specification provides an in-depth overview of the Yokes Object file structure, detailing each component's layout, data types, and descriptions to facilitate accurate parsing and manipulation.
- Endianness: Big Endian
-
File Identifier:
'YOBJ'
represented as0x4A424F59
-
Primary Structures:
- Header (
YokesObject_t
) - Pointer Offsets (
PointerOffsets_t
) - Bones (
Bone_t
) - Attachments (
Object_t
) - Meshes (
Mesh_t
)- Material Parameters (
Material_t
) - Vertex Data (
Vertex_t
)- Weights (
Weight_t
) - Texture Coordinates (
TexCoord_t
)
- Weights (
- Faces (
Face_t
)
- Material Parameters (
- Textures (
Texture_t
)
- Header (
Understanding the interrelation between these structures is crucial for accurate file parsing and data extraction.
The Yokes Object file begins with a header that outlines the overall structure, including counts and offsets to various data blocks such as pointer offsets, bones, object_names, meshes, and mesh names. Following the header, the file contains multiple data sections that are interlinked via the provided offsets. Each mesh may reference multiple materials, vertices, weights, texture coordinates, and faces, while bones define the skeletal structure for animations. Additionally, mesh names are stored separately to provide identifiers for each mesh within the object.
The header serves as the entry point to the Yokes Object file, containing essential metadata and pointers to other data structures within the file.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | uint32 |
file_id |
File identifier, expected value 0x4A424F59 ('YOBJ' ) |
0x04 |
4 | uint32 |
file_size |
Total size of the file in bytes |
0x08 |
4 | uint32 |
unknown_01 |
Unknown, typically 0
|
0x0C |
4 | uint32 |
pof0_offset |
Offset to Pointer Offsets block (PointerOffsets_t ) |
0x10 |
4 | uint32 |
unknown_02 |
Unknown, typically 0
|
0x14 |
4 | uint32 |
unknown_03 |
Unknown, typically 0
|
0x18 |
4 | uint32 |
mesh_count |
Number of meshes contained in the file |
0x1C |
4 | uint32 |
mesh_offset |
Offset to the Meshes block (Mesh_t[] ) |
0x20 |
4 | uint32 |
skeleton_count |
Number of bones in the skeleton (Bone_t[] ) |
0x24 |
4 | uint32 |
texture_count |
Number of mesh names |
0x28 |
4 | uint32 |
skeleton_offset |
Offset to the Bones block (Bone_t[] ) |
0x2C |
4 | uint32 |
texture_offset |
Offset to the Textures block (Texture_t[] ) |
0x30 |
4 | uint32 |
object_name_offset |
Offset to the Attachments block (Object_t[] ) |
0x34 |
4 | uint32 |
object_name_count |
Number of object_names contained in the file |
0x38 |
4 | uint32 |
unknown_07 |
Unknown, typically 0
|
0x3C |
4 | uint32 |
unknown_08 |
Unknown, typically 0
|
0x40 |
4 | uint32 |
unknown_09 |
Unknown, typically 0
|
0x44 |
4 | uint32 |
unknown_10 |
Unknown, typically 0
|
Dynamic Data After Header:
-
Pointer Offsets:
PointerOffsets_t
structure located atpof0_offset
. -
Meshes: Array of
Mesh_t
structures located atmesh_offset
. -
Bones: Array of
Bone_t
structures located atskeleton_offset
. -
Textures: Array of
Texture_t
structures located attexture_offset
. -
Attachments: Array of
Object_t
structures located atobject_name_offset
.
Handles the encoding and decoding of pointer offsets within the file, facilitating efficient data referencing.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | uint32 |
file_id |
Pointer Offsets identifier, expected 0x504F4630 ('POF0' ) |
0x04 |
4 | uint32 |
count |
Number of encoded offsets |
0x08 |
Variable | uint8[] |
encoding |
Encoded byte array representing the offsets |
... | ... | ... | ... | Additional data based on encoding and count |
Encoding Scheme:
-
1-Byte Encoding:
-
Condition: Integer value ≤
0xFC
. -
Format: Top 2 bits
01
(0x40
), followed by 6 bits of data. - Usage: Efficient for small offset values.
-
Condition: Integer value ≤
-
2-Byte Encoding:
-
Condition: Integer value ≤
0xFFFC
. -
Format: Top 2 bits
10
(0x80
), followed by 14 bits of data. - Usage: Suitable for medium-sized offset values.
-
Condition: Integer value ≤
-
4-Byte Encoding:
-
Condition: Integer value >
0xFFFC
. -
Format: Top 2 bits
11
(0xC0
), followed by 30 bits of data. - Usage: Necessary for large offset values.
-
Condition: Integer value >
Decoding Process:
- Identify Encoding Type: Examine the top 2 bits of the first byte.
-
Extract Data:
- 1-Byte: Extract lower 6 bits and left-shift by 2.
- 2-Byte: Combine the first and second bytes, clear top 2 bits, and left-shift by 2.
- 4-Byte: Combine four bytes, clear top 2 bits, and left-shift by 2.
- Repeat: Continue until all encoded bytes are processed.
Functions:
-
encode(integerArray)
: Encodes an array of integers into the specified byte format. -
decode(byteArray)
: Decodes the byte array back into the original array of integers.
Notes:
- The
PointerOffsets_t
structure is crucial for managing dynamic references within the file, enabling efficient data access without redundant storage.
Defines a single bone within the skeletal structure for animations.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
16 | char[16] |
bone_name |
Name of the bone |
0x10 |
12 | float[3] |
bone_position |
Position of the bone (x, y, z)
|
0x1C |
16 | float[4] |
bone_rotation |
Rotation of the bone (x, y, z, w)
|
0x2C |
4 | int32 |
bone_parent |
Index of the parent bone (-1 if none) |
0x30 |
12 | uint32[3] |
unknown |
Unknown data |
0x3C |
16 | float[4] |
bone_end |
End position of the bone (x, y, z, w)
|
Notes:
- The
bone_parent
field links a bone to its parent in the skeletal hierarchy, enabling hierarchical transformations. - Unknown fields (
unknown
) may hold additional transformation data or other metadata related to the bone.
Defines an object_name point or object within the Yokes Object, potentially used for attaching additional models or effects.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
16 | char[16] |
name |
Name of the object_name |
0x10 |
4 | uint32 |
unknown_054 |
Unknown field |
0x14 |
4 | uint32 |
unknown_055 |
Unknown field |
0x18 |
4 | uint32 |
unknown_056 |
Unknown field |
0x1C |
4 | uint32 |
unknown_057 |
Unknown field |
Notes:
- The purpose of the unknown fields (
unknown_054
tounknown_057
) remains undetermined and may require further investigation.
Represents a single mesh within the Yokes Object, containing information about vertices, materials, bones, weights, texture coordinates, and faces.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | uint32 |
vertex_count |
Number of vertices in the mesh (typically 4 ) |
0x04 |
4 | uint32 |
element_count |
Number of elements (typically 0 ) |
0x08 |
4 | uint32 |
bone_map_count |
Number of bones in the bone map (typically 20 ) |
0x0C |
80 | int32[20] |
bone_map |
Array of bone indices referencing Bone_t structures |
0x50 |
4 | uint32 |
num_bone_weights |
Number of bone weights per vertex |
0x54 |
4 | uint32 |
group_index |
Group index for the mesh |
0x58 |
4 | uint32 |
unknown_11 |
Unknown, typically 1
|
0x5C |
4 | uint32 |
vertex_buffer_offset |
Offset to the vertex buffer data (Vertex_t[] ) |
0x60 |
4 | uint32 |
weight_offset |
Offset to the bone weights data (Weight_t[] ) |
0x64 |
4 | uint32 |
texcoord_offset |
Offset to the texture coordinates data (TexCoord_t[] ) |
0x68 |
4 | uint32 |
unknown_14 |
Unknown, typically 1
|
0x6C |
16 | char[16] |
name |
Name of the mesh |
0x7C |
4 | uint32 |
unknown_15 |
Unknown |
0x80 |
4 | uint32 |
unknown_16 |
Unknown |
0x84 |
4 | uint32 |
material_param_count |
Number of material parameters |
0x88 |
4 | uint32 |
material_param_offset |
Offset to the Material Parameters block (Material_t[] ) |
0x8C |
4 | uint32 |
element_offset |
Offset to the element data (Face_t[] ) |
0x90 |
4 | uint32 |
texcoord_count |
Number of texture coordinates |
0x94 |
4 | uint32 |
unknown_21 |
Unknown |
0x98 |
16 | float[4] |
bounding_sphere |
Bounding sphere data (x, y, z, w)
|
Dynamic Data Within Mesh:
-
Material Parameters: Array of
Material_t
structures located atmaterial_param_offset
. -
Vertices: Array of
Vertex_t
structures located atvertex_buffer_offset
. -
Bone Weights: Array of
Weight_t
structures located atweight_offset
. -
Texture Coordinates: Array of
TexCoord_t
structures located attexcoord_offset
. -
Faces: Array of
Face_t
structures located atelement_offset
.
Notes:
- The
Mesh_t
structure references various substructures via offsets, enabling flexible and dynamic data management within the file. - Unknown fields (
unknown_11
,unknown_14
,unknown_15
,unknown_16
,unknown_21
) may require further investigation to determine their exact purposes.
Represents a single material parameter associated with a mesh, defining properties like color, textures, and reflection settings.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
16 | char[16] |
type |
Material parameter type identifier |
0x10 |
2 | uint16 |
unknown_50 |
Unknown |
0x12 |
2 | uint16 |
unknown_51 |
Unknown |
0x14 |
Variable | void* |
data |
Material parameter data, varies based on type
|
Material Types and Data Fields:
Depending on the type
field, the data
field's structure varies. Below is a table mapping each type
to its corresponding data structure.
Parameter Name | Type | Description |
---|---|---|
g_bDiffTangent |
Boolean | Enables or disables the use of tangent space normal mapping. |
g_bDrawWrinkle |
Boolean | Toggles the rendering of wrinkle effects on the character's skin. |
g_bReflectAdd |
Boolean | Enables or disables additional reflections on the surface (e.g., environmental reflections). |
g_bUseGlow |
Boolean | Toggles glow effects for materials (used for HDR-like glow effects). |
g_bUseRefCube |
Boolean | Enables or disables the use of a cube map for environmental reflections. |
g_bUseRefRegMap |
Boolean | Toggles the use of a reflection region map for specific material regions. |
g_f2WrinkleRegU |
Vector2 | UV region control for wrinkles along the U direction. |
g_f2WrinkleRegV |
Vector2 | UV region control for wrinkles along the V direction. |
g_f4BruiseCol |
Vector4 | RGBA color of bruises applied to the character's skin. |
g_f4Fairy |
Vector4 | Internal debug or auxiliary parameter, possibly unused or experimental. |
g_f4FairyColorC |
Vector4 | Color control for internal or auxiliary fairy-like effects (debug/placeholder). |
g_f4FairyColorO |
Vector4 | Secondary color control for fairy-like effects. |
g_f4FairyLv |
Vector4 | Intensity levels for fairy-like effects (likely not used in final rendering). |
g_f4MatAmbCol |
Vector4 | Material ambient color (RGBA). Controls the ambient light response of the material. |
g_f4MatDifCol |
Vector4 | Material diffuse color (RGBA). Determines the primary shading color under lighting. |
g_f4Scale |
Vector4 | General scale control for materials, potentially affecting tiling or texture scaling. |
g_f4SpecularCol |
Vector4 | Material specular color (RGBA). Determines the color and intensity of specular highlights. |
g_f4TileEffVal |
Vector4 | Values controlling texture tiling effects (e.g., scaling, displacement). |
g_fAmbOccDif |
Float | Diffuse contribution from ambient occlusion. |
g_fAmbOccLev |
Float | Ambient occlusion intensity level. |
g_fBruiseLev |
Float | Intensity level of bruises on the character's skin. |
g_fHDRAlpha |
Float | Intensity of HDR-like effects on the material (brightness multiplier). |
g_fNoizeSpeed |
Float | Speed of noise effects, potentially for water or sweat rendering. |
g_fReflectAlpha |
Float | Reflection transparency. Higher values make reflections more subtle. |
g_fScrollU , g_fScrollV
|
Float | UV scrolling parameters for animated textures (e.g., sweat or water movement). |
g_fScrollU2 to g_fScrollV4
|
Float | Secondary UV scrolling layers for multi-layered texture animations. |
g_fSL_Scale |
Float | Scale factor for surface-level effects, such as fine normal details. |
g_fSpecularLev |
Float | Intensity of specular highlights. |
g_fSweatLev |
Float | Intensity of sweat effects. |
g_fSweatSPA |
Float | Specular intensity adjustment for sweat effects. |
g_fTileCountU , g_fTileCountV
|
Float | Number of times textures are tiled along U and V axes. |
g_fTileEffSw |
Float | Switch or intensity control for tiling effects. |
g_fvLightLimit |
Vector4 | Limits for light contribution to the material. |
g_fWaveSpeed |
Float | Speed of wave-like effects, potentially for water or fabric physics. |
g_fWrinkleBlend |
Float | Blend intensity for wrinkle effects. |
g_iBruiseParts |
Integer | Index or ID for the part of the body where bruises are applied. |
g_iSpecularPow |
Integer | Power (sharpness) of specular highlights. |
g_iWrinkleParts |
Integer | Index or ID for the part of the body where wrinkles are applied. |
g_texDiffuse |
Texture Index | Index of the diffuse texture map. |
texCubeRefction |
Texture Index | Index of the cube map used for reflections. |
texDiffuse |
Texture Index | Duplicate or secondary diffuse texture index. |
texNoizeMap |
Texture Index | Index of the noise texture map. |
texNormal |
Texture Index | Index of the normal map texture. |
texOcclusion |
Texture Index | Index of the ambient occlusion texture map. |
texRefctionReg |
Texture Index | Index of the reflection region map. |
texSpecularMap |
Texture Index | Index of the specular map texture. |
texSphRefction |
Texture Index | Index of a spherical reflection map. |
texTilingMap |
Texture Index | Index of the texture used for tiling effects. |
texUVScroll to texUVScroll4
|
Texture Index | Indices of textures with animated UV scrolling. |
texWrinkleMap |
Texture Index | Index of the texture used for wrinkle effects. |
Note: Unknown types encountered during parsing should be documented for future reference.
Defines a single vertex within a mesh, including its position, normal vector, and color.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
12 | float[3] |
position |
Vertex position (x, y, z)
|
0x0C |
12 | float[3] |
normal |
Vertex normal vector (x, y, z)
|
0x18 |
4 | uint8[4] |
color |
Vertex color (r, g, b, a)
|
Notes:
- The
position
andnormal
vectors are essential for rendering and lighting calculations. - The
color
field may be used for vertex coloring or other visual effects.
Represents a single bone weight associated with a vertex, defining the influence of a bone on that vertex.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | int32 |
bone_id |
Identifier of the bone |
0x04 |
4 | float |
weight |
Weight of the bone's influence |
Structure:
-
Array: Multiple
Weight_t
structures are stored sequentially based onnum_bone_weights
for each vertex.
Note: The bone_id
references the index of a bone in the Bone_t
array, and weight
represents the degree of influence that bone has on the vertex.
Defines a single texture coordinate associated with a vertex, mapping the vertex to a point on a texture.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | float |
u |
U-coordinate |
0x04 |
4 | float |
v |
V-coordinate |
Structure:
-
Array: Multiple
TexCoord_t
structures are stored sequentially based ontexcoord_count
.
Note: Texture coordinates are used to map textures accurately onto the mesh surfaces.
Represents a single face (polygon) within a mesh, including its type, count, and indices.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
4 | uint32 |
type |
Type identifier for the face |
0x04 |
4 | uint32 |
face_count |
Number of faces |
0x08 |
4 | uint32 |
face_offset |
Offset to the face indices array |
0x0C |
Variable | uint16[] |
faces |
Array of face indices (variable length) |
Note: The faces
array contains uint16
indices referencing vertices in the Vertex_t
array.
Represents the names associated with each mesh within the Yokes Object. Each mesh name is a fixed-length string of 16 characters.
Offset (Hex) | Size (Bytes) | Data Type | Variable Name | Description |
---|---|---|---|---|
0x00 |
16 | char[16] |
texture |
Name of the mesh |
Structure:
-
Array: Multiple
Texture_t
structures are stored sequentially based ontexture_count
.
Note: Mesh names are essential for identifying and referencing individual meshes within the object, especially when applying materials or animations.
To accurately parse a Yokes Object (*.yobj
) file, follow the sequence below:
-
Initialize File Parsing:
- Open the file in binary mode.
- Set the reading mode to big endian.
-
Read Header (
YokesObject_t
):- Verify
file_id
is0x4A424F59
('YOBJ'
). - Extract all header fields based on the
YokesObject_t
structure.
- Verify
-
Read Pointer Offsets (
PointerOffsets_t
):- Seek to
pof0_offset
. - Read and decode the pointer offsets using the
PointerOffsets_t
structure.
- Seek to
-
Read Bones (
Bone_t[]
):- Seek to
skeleton_offset
. - Iterate
skeleton_count
times to read eachBone_t
structure.
- Seek to
-
Read Object Names (
Object_t[]
):- Seek to
object_name_offset
. - Iterate
object_name_count
times to read eachObject_t
structure.
- Seek to
-
Read Meshes (
Mesh_t[]
):- Seek to
mesh_offset
. - Iterate
mesh_count
times to read eachMesh_t
structure. - For each mesh:
-
Read Material Parameter Addresses:
- If
material_param_offset
> 0 andmaterial_param_count
> 0:- Seek to
material_param_offset
. - Read
material_param_count
offsets intomat_param_addrs
. - For each address in
mat_param_addrs
:- Seek to the offset and read a
Material_t
structure.
- Seek to the offset and read a
- Store all
Material_t
instances inmat_params
.
- Seek to
- If
-
Read Vertices:
- If
vertex_buffer_offset
> 0 andvertex_count
> 0:- Seek to
vertex_buffer_offset
. - Read
vertex_count
Vertex_t
structures. - For each
Vertex_t
:-
Read Weights:
- If
weight_offset
> 0 andnum_bone_weights
> 0:- Seek to
weight_offset
. - Read
num_bone_weights
Weight_t
structures. - Store in
bone_weights
.
- Seek to
- If
-
Read Texture Coordinates:
- If
texcoord_offset
> 0 andtexcoord_count
> 0:- Seek to
texcoord_offset
. - Read
texcoord_count
TexCoord_t
structures. - Store in
texcoords
.
- Seek to
- If
-
Read Weights:
- Seek to
- If
-
Read Faces:
- If
element_offset
> 0 andelement_count
> 0:- Seek to
element_offset
. - Read
element_count
Face_t
structures. - For each
Face_t
:- Seek to
face_offset
and readface_count
uint16
indices. - Store in
faces
.
- Seek to
- Seek to
- If
-
Read Material Parameter Addresses:
- Seek to
-
Read Texture Names (
Texture_t[]
):- Seek to
texture_offset
. - Iterate
texture_count
times to read eachTexture_t
structure.
- Seek to
-
Process Dynamic Data:
- Use the decoded pointer offsets to locate and parse additional dynamic data as needed.
-
Finalize Parsing:
- Ensure all data blocks are read correctly.
- Handle any remaining unknown fields appropriately.
The following text-based flow diagram illustrates the hierarchical structure and relationships between various data blocks within the Yokes Object (*.yobj
) file for Rumble Roses XX. This diagram provides a visual representation of how different data structures are organized and interconnected via offsets.
+---------------------------+
| YokesObject_t | Root Header (72 Bytes)
|---------------------------|
| fileid [YOBJ] | +---------------------------+
| filesize | | PointerOffsets_t | POF0 Block (8 + n Bytes)
| unk01 | |---------------------------|
| pof0_offset |--->| fileid [POF0] |
| mesh_count | | count |
| mesh_offset | | encoding[ ] |
| skel_count | | offsets[ ] |
| skel_offset | +---------------------------+
| texture_count |
| texture_offset |
| object_name_count |
| object_name_offset |
+---------------------------+
|
+-----------------------------------+
| |
| |
| +-------------------------------+
| | |
| v v
| +---------------------------+ +---------------------------+
| | Bone_t[ ] | | Object_t[ ] |
| |---------------------------| |---------------------------|
| | bone_name[16] | | name[16] |
| | bone_position[3] | | unk054 |
| | bone_rotation[4] | | unk055 |
| | bone_parent | | unk056 |
| | unknown[3] | | unk057 |
| | bone_end[4] | +---------------------------+
| +---------------------------+
|
+----------------------------------------------------+
| |
v v
+---------------------------+ +---------------------------+
| Mesh_t[ ] | | Textures |
|---------------------------| |---------------------------|
| vertex_count | | name[16][texture_count] |
| element_count | +---------------------------+
| bone_map_count |
| bone_map[20] | <----------------------- References mesh names
| mat_param_count |
| mat_param_offset |
| vertex_buf_offset |
| texcoord_offset |
| weight_offset |
| element_offset |
+---------------------------+
|
+----------------------------------------------------+
| |
v v
+---------------------------+ +---------------------------+
| Material_t[ ] | | Vertex_t[ ] |
|---------------------------| |---------------------------|
| type | | position[3] |
| unk50 | | normal[3] |
| unk51 | | colour[4] |
| data | +---------------------------+
+---------------------------+ |
| v
v +---------------------------+
+---------------------------+ | Weights |
| Parameter_t[ ] | |---------------------------|
|---------------------------| | bone_ids[ ] |
| type | | bone_weights[ ] |
| data | +---------------------------+
+---------------------------+ |
v
+---------------------------+
| UVs |
|---------------------------|
| texcoords[texcoord_count] |
| |
+---------------------------+
|
v
+---------------------------+
| Face_t[ ] | Faces/Elements
|---------------------------|
| type |
| face_count |
| face_offset |
| faces[ ] |
+---------------------------+
-
Unknown Fields: Several fields within the structures are labeled as
unknown
due to insufficient information. Further analysis, such as reverse engineering or in-game testing, may be required to determine their exact purposes. -
Variable-Length Data: Structures like
Mesh_t
andPointerOffsets_t
contain arrays with lengths defined by preceding count fields. Ensure accurate parsing by adhering to the count and offset specifications. -
Error Handling: Implement robust error checking to handle unexpected values, incorrect offsets, or corrupted data gracefully.
-
Endian Conversion: Since the file is in big endian format, ensure all multi-byte values are correctly converted to the host's endianness during parsing.
-
Extensibility: The specification is based on the provided MaxScript. Future updates to the game or additional data structures may necessitate revisions to this specification.
-
Textures Importance: Mesh names (
Texture_t
) provide identifiers for individual meshes, which can be crucial when applying materials, animations, or for referencing in external tools. -
Pointer Offsets Usage: The
PointerOffsets_t
structure efficiently manages references within the file, reducing redundancy and optimizing memory usage. -
Interdependencies: Understanding the relationships between different structures (e.g., how
Mesh_t
referencesMaterial_t
,Vertex_t
,Weight_t
,TexCoord_t
, andFace_t
) is essential for accurate data manipulation and extraction. -
Dynamic Data Grouping: The flow diagram emphasizes how dynamic data such as materials, vertices, weights, texture coordinates, and faces are grouped under each mesh, ensuring a clear hierarchical understanding of data relationships.
By adhering to this updated specification and utilizing the revised flow diagram, developers and modders can accurately parse, interpret, and manipulate Yokes Object files for Rumble Roses XX, enabling custom modifications, analysis, or tooling development.