Difference between revisions of "FF8/FileFormat MAP"

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= MAP Files =
 
= MAP Files =
  
MAP files contain data about the tiles used to draw the field background. Every 16 bytes of the file is one 16x16 tile, ending with the special signature 0x7FFF followed by 12 zero bytes.
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MAP files contain data about the tiles used to draw the field background. There is no header, every 16 bytes of the file is one 16x16 tile from the MIM data, ending with the special signature 0x7FFF followed by 12 zero bytes.
 +
To determine whether you're dealing with a type 1 or type 2 file, look at the MIM filesize, there is no obvious marker for type 2 in the MAP file.
  
 
== Tile format ==
 
== Tile format ==
=== Type 1 (Paletted images?) ===
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=== Type 1 ===
 
Two signed 16-bit integers, X and Y relative to center (0, 0)<br />
 
Two signed 16-bit integers, X and Y relative to center (0, 0)<br />
 
Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)<br />
 
Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)<br />
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2 unknown bytes, the last one may be related to background animation.<br />
 
2 unknown bytes, the last one may be related to background animation.<br />
  
=== Type 2 (Non-paletted images?) ===
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=== Type 2 ===
 
X and Y, same as above<br />
 
X and Y, same as above<br />
 
Source coordinates, both 16-bit this time<br />
 
Source coordinates, both 16-bit this time<br />

Revision as of 05:40, 25 July 2009

MAP Files

MAP files contain data about the tiles used to draw the field background. There is no header, every 16 bytes of the file is one 16x16 tile from the MIM data, ending with the special signature 0x7FFF followed by 12 zero bytes. To determine whether you're dealing with a type 1 or type 2 file, look at the MIM filesize, there is no obvious marker for type 2 in the MAP file.

Tile format

Type 1

Two signed 16-bit integers, X and Y relative to center (0, 0)
Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)
4 bits, which 128x256 texture to use, if you consider the MIM to be one big image, just multiply this value by 128 and add it to the source X coordinate
4 unknown bits, may be related to blending/effects
Unknown byte, always 0 (?)
6 unknown bits
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM
6 unknown bits
Two bytes, source X and Y coordinates to sample the tile from
Unknown byte
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 4 seems to be the default (no blending).
2 unknown bytes, the last one may be related to background animation.

Type 2

X and Y, same as above
Source coordinates, both 16-bit this time
Possible Z coordinate
4 bits, which 128x256 texture to use, same as above
4 unknown bits
5 bytes, all unknown