FF8/WorldMap wmsetxx
Contents
- 1 Info
- 2 General structure
- 2.1 Section 1: World map battle related
- 2.2 Section 2: section1 related
- 2.3 Section 2-13: UNKNOWN
- 2.4 Section 14: Side quests texts/tialogs
- 2.5 Section 15: NULL
- 2.6 Section 16: World map objects data
- 2.7 Section 17-19: UNKNOWN
- 2.8 Section 20: UNKNOWN
- 2.9 Section 21: AKAO
- 2.10 Section 22-28: NULL
- 2.11 Section 29: World map "water block"
- 3 Usage
- 3.1 Section 30: NULL
- 3.2 Section 31: UNKNOWN
- 3.3 Section 32: Text- Location names
- 3.4 Section 33-37: UNKNOWN
- 3.5 Section 38: World map textures archive
- 3.6 Section 39: Textures - roads, train track, bridge
- 3.7 Section 40: One world map texture/NULL
- 3.8 Section 41: UNKNOWN
- 3.9 Section 42: Vehicle and object textures
- 3.10 Section 43-47: UNKNOWN
- 3.11 Section 48: AKAO frame
Info
WMSETxx.obj (where xx may refer to gr,us,it,fr,sp) is a multi-data world map file containing many core functions and 3D objects. This file contains almost everything: sounds, scripts, dialogs, texts, textures, models- all contained in one file. Main differences between en/it/gr/sp/fr are localized dialogs, so next sections have different offsets. Offsets before this are all the same. Wmset.obj is probably never used in-game and is leftover. Dialogs in lang-en/wmset.obj are in english, but the file is different from wmsetus.obj.
General structure
WMSETxx.obj is made from 48 sections. File starts with header, that has 48*4 bytes. Every offset is 4 bytes long.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Section 1 |
SectNmbr * 4 | 4 bytes | Section SectNmbr |
The last section is offset 188.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Section size |
4 | 4 bytes | Unknown2, stored in code |
The only function that works with it takes input of section1, section2, saves the EOF to global variable and calculates LEA for Unknown2 (above) and stores section size. After that it all gets POP...
Offset | Length | Description |
---|---|---|
0 | UNKNOWN | UNKNOWN |
Used in Section1 code only for offset storing. Has no independent function. Nothing...
Section 2-13: UNKNOWN
UNKNOWN
Section 14: Side quests texts/tialogs
This section provides dialogs on world map used in side quests.
This section starts with header pointing to relative offsets to dialog/text portions.
Dumped data from wmsetus.obj:
…+-1 Airstation5 … 7 Get off…YesNo5 + 7 Get off…YesNo5 - 7 Get off…YesNo”Bound for 5 4 7“Pay 4111 Gil to rideDon't ride” Bound for 5 3 7“Pay 4111 Gil to rideDon't ride”Bound for 5 ! 7“Pay 4111 Gil to rideDon't ride7 ”You don't have enough money“ Selphie ”C'mon? To the 5Missile Base7?“ n Soldier”Give it up“ n Soldier”I'm busy“ n Soldier”There's no way you're getting through?“ n Soldier”This is our duty“ n Soldier”Just like always“ n Soldier”How 'bout a date…“Found a draw point?But no one can drawFound a draw point?Nothing thereFound a draw point? foundCan't carry anymoreYou do not have DrawWho will draw…Don't draw stocked 1+-=*&??()·.71Out of/ …?3 7remaining …YesNo#‘2 How to drive 7 4!Back 7!Forward 6!Get on :off Steer with directional button 1!Change POV2 Garden Controls 7 4!Back 7!Forward 5!To cockpit 6!Get on :off Steer with directional button 1!Change POV2 How to ride a Chocobo 7 6!Get off Run with directional button 1!Change POV2 Spaceship Controls 7 4!Back 7!Forward 5!To cockpit 6!Get on:off Directional button to go up:down:steer 1! Change POV)This place looksfamiliar·It looks abandonedand run=down”Huh?…“Nida”The gauge is going berserk?…“)Shouldn't be getting off·This must be Obel LakeThrow a rockTry hummingIt's Obel LakeThrow a rockTry hummingA black shadow rose to the surfaceThrow a rockTry humming againThe black shadow disappearedThe rock sank .The rock skipped once . .The rock skipped twice . . .The rock skipped 4 times . . . .The rock skipped 5 times . . . . .The rock skipped 6 times . . . . . .The rock skipped 7 times . . . . . .The rock skippedmany many timesBlack Shadow”Hello human What a lovely tune“A black shadow rose to the surface”Hello?“) There's something large there·”Thanks for speaking to me again?“”Umm“”Can you do me a favor…“)What is it·)I don't want to hear it·”It's my friend Mr Monkey Can you find him for me…“”Please“”“”Mr Monkey should be in a forest somewhere Keep walking around and I'm sure you'll find him“”Oh yeah do you know what…“”Oh yeah“”What a beautiful day“”I wonder what it means…“”Mysterious writing on the rock“”Mr Monkey had a rock like this I think“”Take a break at the railroad bridge“”Take some time off at Eldbeak Peninsula“”I bet it's a wonderful place“Relayed the whereabouts of Mr Monkey”Thank you?“There's the monkey?Throw a rockSing” You suck?“The monkey disappeared into the forestThe monkey told you off and disappeared into the forest”Ahhh? Darn it? Y=You're just a big loser? I'm able to skip the rock as many times as I want? So there? Ha=Ha? Loser? Dork? Idiot? Your mom wears combat boots?“”OUCH? D=Darn it? You're gonna pay for that?“The monkey threw a rock at you and ran?Upon inspecting the rockit looks man=made andhas some carving on itYou found the monkey”You big dork???“Almost?The monkey ran awayWhat's this?…You found a piece of rock by your footIt looks man=made andhas some carving on itBut it was just a rockA bird is warming an egg Check it outLeave it aloneIt seems that the birdwent to go look for foodYou found a piece of rock thereNothing there1 S T S L R M 1 U R H A E O 1 R E A I D R 1 E A S N P D 1 S T S L R M 71 U R H A E O 71 R E A I D R 71 E A S N P D 7” At the beach in 2 something special washes ashore at times“”You'll find something on an island east of 4 too“”There's also something on top of a mountain with a lake and cavern“”Back in the day south of here there used to be a small but beautiful village surrounded by deep forests Everyone lived a happy life there“There is a stone pillarIf you look closelythere's something written on it”TRETIMEASUREAT MINOFFDEISLE“)…·Found 9?Found L?Found ?Found 1?That sound disappeared into the lakeThere are many multicoloredrocks with faces all over the placeThe black=faced rock tells you sternly”The treasure is probably in the direction of the North Star“The white=faced rock tells you coldly”It's east“The white=faced rock tells you coldly”It's west“The white= faced rock tells you coldly”It's south“The white=faced rock tells you coldly”It's north“The red=faced rock tells you angrily” The blue one's a liar?“The red=faced rock tells you angrily”The treasure's to the east?“The red=faced rock tells you angrily” The treasure's to the west?“The red=faced rock tells you angrily”The treasure's to the south?“The red=faced rock tells you angrily ”The treasure's to the north?“The red=faced rock tells you angrily”The treasure's not here?“The blue=faced rock whispers” I don't know where the treasure is“The blue=faced rock whispers”People call us ‘The Liar Rocks'“The blue=faced rock whispers” Some of us just repeat the same thing“The blue=faced rock whispers”Some of us just talk nonsense“The blue=faced whispers” Some of us just say the opposite of what we mean“This place just has rubble lying among the grassAbsolutely nothing) Is thispart of something…·)Seems like the same rock I picked up before·)This must be all of them·”This must be all the rocks““ If he's not around perhaps he took a train towards Dollet…“)I remember now This is Edea's house I get the feeling there's something nearby Something hugenearby·
Section 15: NULL
4 Bytes NULL
Section 16: World map objects data
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to Model structure (below) |
Various | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | Models (see below) |
Researched by: Vehek (http://forums.qhimm.com/index.php?topic=13799.msg193791#msg193791)
struct { u16 triangle_count; u16 quad_count; u16 texture_page; u16 vertex_count; triangle triangleData[triangle_count]; quad quadData[quad_count]; vertex verticeData[vertex_count]; } model
struct { u8 vertexIndices[3]; u8 semitransp; //Sets semitransparency if bit 0x01 is set u8 texcoords1[2]; u8 texcoords2[2]; u8 texcoords3[2]; u16 CLUT_ID; } triangle
struct { u8 vertexIndices[4]; u8 texcoords1[2]; u8 texcoords2[2]; u8 texcoords3[2]; u8 texcoords4[2]; u16 CLUT_ID; u8 semitransp;//Sets semitransparency if bit 0x01 is set u8 unknown } quad
struct { s16 coordinates[3]; u16 unknown; }vertex
Section 17-19: UNKNOWN
UNKNOWN
Section 20: UNKNOWN
Bunch of AKAO frames headers packed
Section 21: AKAO
Starts with AKAO header
Section 22-28: NULL
4 Bytes NULL
Section 29: World map "water block"
Section 29 is a duplicate segment from "full" water block (not segment!) used in world map (wmx.obj).
Usage
Whenever landing or entering ragnarok, the engine does not load segments from wmx.obj until the transition is done. The areas that are not loaded but should be rendered in the same time are filled with this block. This can be seen when the camera view is set so that it rotates during transition.
Section 30: NULL
4 Bytes NULL
Section 31: UNKNOWN
UNKNOWN
Section 32: Text- Location names
This section provides location names (probably for Ragnarok landing?)
This section starts with header pointing to relative offsets to dialog/text portions.
Dumped data from wmsetus.obj:
?2344 Forest Garden Garden: Station!9Missile Base7WinhillEdea's House%: 51 Seaside Station1 City1: AirstationLunatic Pandora Laboratory=1 Sorceress MemorialTears' Point1 Seaside Station=Tears' PointTears' PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
Section 33-37: UNKNOWN
UNKNOWN
Section 38: World map textures archive
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). This is one of the larger sections in file. THIS section is responsible for 1/2 world map textures (Those are really used in-game). There is 36 textures inside as of original release. Also, sea, beach and special effects texture is present.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (144 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Section 39: Textures - roads, train track, bridge
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for train track textures, road textures, bridge train track texture (the one that gets through FH).
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (52 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Section 40: One world map texture/NULL
This section starts with header pointing to relative offsets to only one .TIM texture. This is the first texture that is in texl.obj or wmsetxx.obj/Section 38.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
4 | 4 bytes | '00 00 00 00' - offset list end |
8 | Various (16384 originally) | .TIM texture (10 00 00 00 08) |
After Texture | Next offset-(header+TIM texture) | NULL data |
Section 41: UNKNOWN
UNKNOWN
Section 42: Vehicle and object textures
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for vehicles, world map objects textures (Balamb mobile, Galbadia mobile, Balamb halo ring, cactuar statue, lunatic pandora...)
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (132 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Section 43-47: UNKNOWN
UNKNOWN
Section 48: AKAO frame
Starts with AKAO