Difference between revisions of "FF7/World Map/TXZ"
my_wiki>Aali |
m (4 revisions imported) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 9: | Line 9: | ||
=== TXZ archive format === | === TXZ archive format === | ||
− | Uncompressed TXZ files are divided into several different sections, to extract the different sections a header must be parsed at the beginning of the file. The first 4 bytes will tell you how many sections there are. After that follows 4 * <number of sections> bytes containing offsets into the file for each section. A section can be assumed to end where the next section begins and the last section runs until the end of the file. | + | Uncompressed TXZ files are divided into several different sections, to extract the different sections a header must be parsed at the beginning of the file. The first 4 bytes will tell you how many sections there are. After that follows 4 * <number of sections> bytes containing offsets into the file for each section. A section can be assumed to end where the next section begins and the last section runs until the end of the file. Offsets do not include the first 4 bytes of the file! Add 4 to get the actual file offset for each section. |
== Sections == | == Sections == |
Latest revision as of 05:22, 23 May 2019
Contents
WM0.TXZ
The following information applies specifically to WM0.TXZ, it is reasonable to assume that the rest of the TXZ files use a similar format, where WM2.TXZ and WM3.TXZ presumably holds equivalent data for the underwater and snowfield maps respectively.
Compression
TXZ files are compressed using standard LZS compression where the first 4 bytes contain the size of the compressed data.
TXZ archive format
Uncompressed TXZ files are divided into several different sections, to extract the different sections a header must be parsed at the beginning of the file. The first 4 bytes will tell you how many sections there are. After that follows 4 * <number of sections> bytes containing offsets into the file for each section. A section can be assumed to end where the next section begins and the last section runs until the end of the file. Offsets do not include the first 4 bytes of the file! Add 4 to get the actual file offset for each section.
Sections
WM0.TXZ, section 0
Unknown format, might be a model? Looks like there's atleast one or two textures in there.
WM0.TXZ, section 1
Texture data for direct VRAM upload, same format as section 2 but contains only a single block.
WM0.TXZ, section 2
Texture data for the worldmap mesh (see .MAP format), starts with a table of 512 palette/texture identifiers in a format compatible with the PSX GPU, see http://psx.rules.org/gpu.txt for more information.
The following structure can be used to read this data:
struct wm_texture { unsigned int clutx:6; unsigned int cluty:10; unsigned int tx:4; unsigned int ty:1; unsigned int abr:2; unsigned int tp:2; unsigned int reserved:7; };
Texture IDs are the same for the PSX and PC version which means that this table maps 1:1 to the table of PC textures which can be found here: FF7/WorldMap_Module/TextureTable
After this table follows a number of blocks intended for direct VRAM upload, each block has the following structure:
size | description |
---|---|
4 bytes | Size of this block (including header) |
2 bytes | Destination X coordinate |
2 bytes | Destination Y coordinate |
2 bytes | Width |
2 bytes | Height |
Width * Height * 2 bytes | Pixel data |
A new block can be assumed to start where the previous one ends until the end of this section is reached.
WM0.TXZ, section 3
Unknown format, contains more blocks of VRAM data.
WM0.TXZ, section 4
Contains the script for the overworld map, a copy of the data in wm0.ev?
WM0.TXZ, section 5-11
These sections contain songs in standard AKAO format. Presumably the different overworld background themes are in there, don't know what else?