Difference between revisions of "FF8/FileFormat ONE"

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By myst6re.
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= chara.one Archive =
 
= chara.one Archive =
  
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== Header ==
 
== Header ==
  
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
+
{| class="wikitable"
! style="background:rgb(204,204,204)" | Offset
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! Offset
! style="background:rgb(204,204,204)" | Length
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! Length
! style="background:rgb(204,204,204)" | Description
+
! Description
 
|-
 
|-
 
| 0x00
 
| 0x00
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For each model:
 
For each model:
  
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
+
{| class="wikitable"
! style="background:rgb(204,204,204)" | Offset
+
! Offset
! style="background:rgb(204,204,204)" | Length
+
! Length
! style="background:rgb(204,204,204)" | Description
+
! Description
 
|-
 
|-
 
| 0x00
 
| 0x00

Latest revision as of 05:24, 23 May 2019

By myst6re.

chara.one Archive

Each field contains a chara.one file that contains multiple field models (PNJs), or calls to main fields models (Squall, Laguna...).

Header

Offset Length Description
0x00 4 bytes Number of models (not present in ps version!)
0x04 nbModels * varies bytes Model headers
0x04 + nbModels*var 256-(0x04 + nbModels*var) bytes Padding (the header is always 256 bytes)

Model header

For each model:

Offset Length Description
0x00 4 bytes Offset to model textures + data. Warning: in pc version, you must add 4 to this offset!
0x04 4 bytes Size of model data
0x08 4 bytes Size of model data (bis). Warning: Sometimes not present!
0x0C 4 bytes if this DWORD >> 24 == 0xd0, there is no tim offset list, and "model data offset" is 0 because this is a main field model
0x10 Varies Tim offset (relative to the "Offset to model textures + data") list, ends with value 0xFFFFFFFF
0x10 + Varies 4 bytes Model data offset (relative to the "Offset to model textures + data")
0x14 + Varies 8 bytes Model name, usefull when you must call a main field model
0x1C + Varies 4 bytes Always 0XEEEEEEEE

Data

This is the same data structure as a MCH model (without header). In the PlayStation version, each model textures + data is LZS compressed.