FF8/FileFormat MAP

From Final Fantasy Inside
< FF8
Revision as of 05:14, 25 July 2009 by my_wiki>Aali
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.

Tile format

Type 1 (Paletted images?)

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 (Non-paletted images?)

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