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From Final Fantasy Inside

FF7/WorldMap Module

5,328 bytes added, 21:57, 12 September 2021
Triangle
The following was originaly described by Tonberry, in qhimm's forum. It was
completed by Ficedula sometimes later, who reversed texture data.
 
Additions in ''italics'' by Aali
=== Two formats ===
BOT and MAP files are similar; BOT files are redundant and look like
optimized versions of the corresponding MAP files.
 
''MAP file follows the structure described below and is used to load single blocks on demand. BOT file contains the same blocks but arranged to speed up initial load time by storing each block and 3 of its neighboring blocks together. For instance, the data stored for the first 2 blocks is (numbers refer to the MAP layout below): 0,1,9,10 1,2,10,11. This pattern repeats up to block #62. Replacement blocks 63-68 are divided in groups for each replacement, i.e. block 64 and 65 are part of the same group since they both belong to the Ultima Weapon crater. These groups are then stored using the same algorithm as above, each 4-block group containing a replaced block is written out again. 1-block replacements thus add 4*4 blocks to the .BOT file while 2-block replacements add 6*4 blocks. Replacements are to be made '''in order''', when writing the data for the Ultima Weapon crater the Temple of the Ancients should be gone and so on. All of this adds up to 63*4 + 4*4 + 6*4 + 4*4 + 6*4 = 332 blocks.''
=== Content ===
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse; text-align:center"
|+ Map Block Grid mesh arrangement
|-
| 0
A block is recorded following the structure (all pointers are expressed in bytes
relative to offset 0 of block):
 
''Pointers have to be aligned to 4-byte boundaries, FF7 ignores the last two bits when reading the file.''
For each m in 16 meshes:
A worldmap mesh is recorded like this:
 ====Header:===={| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;text-align:center"|+Header Structure|-
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|}
For each triangle t in ''number of triangles'': typedef struct { uint16 NumberOfTriangles; uint16 NumberOfVertices; } WorldMeshHeader; ====Triangle==== {| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"|+For each triangle t in ''number of triangles''|-
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
| Index of vertex 2 of triangle t
|-
| 1 byte''5 bits (lowest)''| ''Walkmap status of triangle t (see below)''|-| ''3 bits''| ''Mesh function ID to trigger when this triangle is stepped on.<br>Values 0-2 mean no script is attached to this triangle.<br>For values 3+ subtract 3 from this value and this will give you the mesh function ID to trigger.''
|-
| 1 byte
| Coordinate v in texture for vertex 2
|-
| 2 bytes''9 bits (lowest)''| ''Texture (see below)''|-| ''7 bits''| ''Location (message ID that will be displayed in menus and savegames)''
|}
For each vertex v in typedef struct { uint8 Vertex0Index; uint8 Vertex1Index; uint8 Vertex2Index; ''number of verticesuint8 WalkabilityInfo:5;'' ''uint8 MeshFuncId:3;'' uint8 uVertex0, vVertex0; uint8 uVertex1, vVertex1; uint8 uVertex2, vVertex2; ''uint16 TextureInfo:9;'' ''uint16 Location:7;'' } WorldMeshTriangle; ====Vertex==== 
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+For each vertex v in ''number of vertices''|-
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 2 bytes
| (Unknown: Coordinate w of vertex v?)''Never used for anything in the PC version.''
|}
For each vertex v in ''number of vertices'': typedef struct { int16 X, Y, Z; uint16 Unused; // fill to fit structure to 32bit boundry } VertexType; ====Normal==== 
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
|+For each vertex v in ''number of vertices''|-
! style="background:rgb(204,204,204)" align="center" | size
! style="background:rgb(204,204,204)" align="center" | description
|-
| 2 bytes
| (Unknown: Coordinate w of normal for vertex v? "Always 0")''Never used for anything in the PC version.''
|}
 
typedef struct
{
int16 X, Y, Z;
uint16 Unused; // fill to fit structure to 32bit boundry
} NormalType;
 
structures added by [[User:Cyberman|Cyberman]] 13:43, 10 Jan 2007 (CST)
=== Walkmap ===
 
''Each triangle can have one of the 32 different walkmap types described below.''
{| 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" | type
! style="background:rgb(204,204,204)" align="center" | description
|-
| 0x23''0''| Deep sea (''Grass''| ''Most things cango here.''t land highwind, water spray when flying low)
|-
| 0x22''1''| ''Forest''| ''No sea spray from highwindlanding here, canbut anything else goes.''t land
|-
| 0x21''2''| No sea spray from highwind, can't land'Mountain''| ''Chocobos and flying machines only.''
|-
| 0x20''3''| ''Sea''| ''Deep water, only gold chocobo and submarine can go here.''|-| ''4''| ''River Crossing''| ''Buggy, tiny bronco and water-capable chocobos.''|-| ''5''| ''River''| ''Tiny bronco and chocobos.''|-| ''6''| ''Water''| ''Shallow water, same as above.''|-| ''7''| ''Swamp''| ''Midgar zolom can only move in swamp areas.''|-| ''8''| ''Desert''| ''No sea spraylanding.''|-| ''9''| ''Wasteland''| ''Found around Midgar, Wutai and misc other. No landing.''|-| ''10''| ''Snow''| ''Leaves footprints, no landing.''|-| ''11''| ''Riverside''| ''Beach-like area where river and land meet.''|-| ''12''| ''Cliff''| ''Sharp drop, usually where the player can be on either side.''|-| ''13''| ''Corel Bridge''| ''Tiny bridge over the waterfall from Costa del Sol to Corel.''|-| ''14''| ''Wutai Bridge''| ''Rickety rope bridges south of Wutai.''|-| ''15''| ''Unused''| ''Doesn't seem to be used anywhere in the original data.''|-| ''16''| ''Hill side''| ''This is the tiny walkable part at the foot of a mountain.''|-| ''17''| ''Beach''| ''Where land and walkshallow water meets.''|-| ''18''| ''Sub Pen''| ''Only place where you can enter/exit the submarine.''|-| ''19''| ''Canyon''| ''The ground in cosmo canyon has this type, walkability seems to be the same as wasteland.''|-| ''20''| ''Mountain Pass''| ''The small path through the mountains connecting Costa del Sol and Corel.''|-| ''21''| ''Unknown''| ''Present around bridges, may have some special meaning.''|-| ''22''| ''Waterfall''| ''River type where the tiny bronco can't go.''|-| ''23''| ''Unused''| ''Doesn't seem to be used anywhere in the original data.''|-| ''24''| ''Gold Saucer Desert''| ''Special desert type for the golden saucer.''|-| ''25''| ''Jungle''| ''Walkability same as forest, used in southern parts of the map.''|-| ''26''| ''Sea (2)''| ''Special type of deep water, only used in one small spot next to HP-MP cave, possibly related to the underwater map/submarine.''|-| ''27''| ''Northern Cave''| ''Inside part of the crater, where you can land the highwind.''|-| ''28''| ''Gold Saucer Desert Border''| ''Narrow strip of land surrounding the golden saucer desert. Probably related to the "quicksand" script.''|-| ''29''| ''Bridgehead''| ''Small area at both ends of every bridge. May have some special meaning.''|-| ''30''| ''Back Entrance''| ''Special type that can be set unwalkable from the script.''|-| ''31''| ''Unused''| ''Doesn't seem to be used anywhere in the original data.''
|}
 
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 ''Unfortunately, knowing which texture to use is not enough, the UV coordinates found in the Reeve download show how eachnumber maps to one mesh data are (or morepresumably) the original PSX VRAM coordinates, so to get the real coordinates you must subtract a texture-specific offset from each of the UV pairs.TEX files within WORLD_USA complete table with every texture, its original size and offsets can be found [[FF7/WorldMap Module/TextureTable| here]].LGP. The upperbits have something to do Sometimes you will end up with negative values after subtracting the offsets, this is normal, the texture coordinate mappingshould be assumed to repeat itself indefinitely in all directions== BOT format == (FIXME)''
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