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  • ...loacted in the /PRGDATA folder. It follows the following format in little-endian (backwards)
    3 KB (454 words) - 05:10, 23 May 2019
  • ...ormat]], and optional weapon models. All integers short or long are little endian based. This includes some of the [[FF7/animation_format|animation data]] as The header section is a sequence of little endian 32 bit unsigned integers. The first integer (entitled SectionCount) contain
    430 KB (46,194 words) - 05:11, 23 May 2019
  • CC 2D 00 00 - size of the (decompressed) file in bytes (little-endian, so 0x00002DCC; 11724 bytes) 40 2B 00 00 - offset to 'Models Section' (little-endian, so 0x00002B40)
    42 KB (5,983 words) - 05:13, 23 May 2019
  • 30 07 01 00 - size of the (decompressed) file in bytes (little-endian, so 0x00010730; 67376 bytes) 9C F0 00 00 - offset to the 'Models Section' (little-endian, so 0x0000F09C)
    240 KB (35,989 words) - 05:14, 23 May 2019
  • 38 02 - Total data size of bones+parts (little-endian, so 0x0238) 3C A6 14 80 - Offset to 'Model Section', Bones (little-endian, so 0x8014A63C)
    6 KB (718 words) - 05:22, 23 May 2019
  • Remember! Values are '''little-endian'''!
    3 KB (530 words) - 05:22, 23 May 2019
  • (little-endian) (little-endian)
    7 KB (1,036 words) - 01:12, 15 July 2019
  • ...</B> are stored in (Motorola) "Big Endian" byte order, not (Intel) "Little Endian" reverse byte order. (ie, The 06 is the fourth byte instead
    31 KB (5,491 words) - 01:20, 15 July 2019
  • ...rame buffer]] by the [[PSX/GPU|GPU]]. TIM files are [[Little_endian|little endian]]-based.
    6 KB (1,044 words) - 02:26, 13 July 2019