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FF7/WorldMap Module

5,642 bytes added, 12:35, 30 December 2006
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== Preamble ==

The following was originaly described by Tonberry, in qhimm's forum. It was
completed by Ficedula sometimes later, who reversed texture data.

=== Two formats ===

BOT and MAP files are similar; BOT files are redundant and look like
optimized versions of the corresponding MAP files.

=== Content ===

<ul>
<li>WM0 is the above water map.</li>
<li>WM2 is the underwater (submarine) map.</li>
<li>WM3 is the snowstorm map.</li>
</ul>

== MAP Format ==

=== File Structure ===

A worldmap file is divided in sections of 0xB800 bytes, each section
representing a square block of the map.

==== Map Block ====
Each block consists in 16 meshes, organized in a grid-like fashion:

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|-
| 0
| 1
| 2
| 3
|-
| 4
| 5
| 6
| 7
|-
| 8
| 9
| 10
| 11
|-
| 12
| 13
| 14
| 15
|}

A block is recorded following the structure (all pointers are expressed in bytes
relative to offset 0 of block):

For each m in 16 meshes:
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 4 bytes
| Pointer to compressed data for mesh m
|}

Followed by, for each m in 16 meshes:
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| variable
| Compressed data for mesh m
|}

The data for each mesh is independently compressed using LZSS, so the
first 4 bytes are the size in bytes of the compressed data and the
rest is the compressed data itself.

==== WM0.MAP ====

wm0.map contains 68 blocks. The first 63 of them are arranged in a
grid-like fashion, made of 7 rows of 9 columns, like this:

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|-
| 0
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
|-
| 9
| 10
| 11
| 12
| 13
| 14
| 15
| 16
| 17
|-
| 18
| 19
| 20
| 21
| 22
| 23
| 24
| 25
| 26
|-
| 27
| 28
| 29
| 30
| 31
| 32
| 33
| 34
| 35
|-
| 36
| 37
| 38
| 39
| 40
| 41
| 42
| 43
| 44
|-
| 45
| 46
| 47
| 48
| 49
| 50
| 51
| 52
| 53
|-
| 54
| 55
| 56
| 57
| 58
| 59
| 60
| 61
| 62
|-
|}

The last 5 meshes 63, 64, 65, 66, 67 and 68 replaces meshes 50, 41,
42, 60, 47 and 48 (respectively), according to the story of the game.

=== Mesh Structure ===

A worldmap mesh is recorded like this:

Header:
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 2 bytes
| Number of triangles
|-
| 2 bytes
| Number of vertices
|}

For each triangle t in ''number of triangles'':
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 1 byte
| Index of vertex 0 of triangle t
|-
| 1 byte
| Index of vertex 1 of triangle t
|-
| 1 byte
| Index of vertex 2 of triangle t
|-
| 1 byte
| Walkmap status of triangle t (see below)
|-
| 1 byte
| Coordinate u in texture for vertex 0
|-
| 1 byte
| Coordinate v in texture for vertex 0
|-
| 1 byte
| Coordinate u in texture for vertex 1
|-
| 1 byte
| Coordinate v in texture for vertex 1
|-
| 1 byte
| Coordinate u in texture for vertex 2
|-
| 1 byte
| Coordinate v in texture for vertex 2
|-
| 2 bytes
| Texture (see below)
|}

For each vertex v in ''number of vertices'':
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 2 bytes
| Coordinate x of vertex v (signed)
|-
| 2 bytes
| Coordinate y of vertex v (signed)
|-
| 2 bytes
| Coordinate z of vertex v (signed)
|-
| 2 bytes
| (Unknown: Coordinate w of vertex v?)
|}

For each vertex v in ''number of vertices'':
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 2 bytes
| Coordinate x of normal for vertex v
|-
| 2 bytes
| Coordinate y of normal for vertex v
|-
| 2 bytes
| Coordinate z of normal for vertex v
|-
| 2 bytes
| (Unknown: Coordinate w of normal for vertex v? "Always 0")
|}

=== Walkmap ===

{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+
! style="background:rgb(204,204,204)" align="center" | code
! style="background:rgb(204,204,204)" align="center" | description
|-
| 0x23
| Deep sea (can't land highwind, water spray when flying low)
|-
| 0x22
| No sea spray from highwind, can't land
|-
| 0x21
| No sea spray from highwind, can't land
|-
| 0x20
| No sea spray, can land and walk
|}

Observe that 0x21 and 0x22 describe the same status; it is thought that
it may differentiate chocobos' behavior.

=== Texture ===

The lower 9 bits contain a texture number (0-511, but only 0-281
appear to be used). The text files in the Reeve download show how each
number maps to one (or more) .TEX files within WORLD_US.LGP. The upper
bits have something to do with texture coordinate mapping.

== BOT format ==

(FIXME)
Anonymous user

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