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FF8/FileFormat magfiles

240 bytes added, 00:28, 29 May 2016
reworked
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This There is generic MAGfiles articleno unified format for MAG files. Use this to reffer if Every file is either has their own naming, even extension.nn (where nn is digit/number) or .N.dat (where n is literal) and therefore you donYou can't know if given file is mag_t, mag_s, mag_p or mag_r. You made need to use HEX editorreally distinguish them.
== General info about MAG files ==Files starting with 10 00 00 00 09 00 00 00 are obviously TIM texture. What we know so far is how to extract GF sequence and GF environment geometry (ifrit ball, Leviathan's rock, Cerberus gate...)
MAG files are complete sequences for magic and ==G.FsF. These files contain textures, geometry data, camera movement, special effects, script data and AKAO framesSequence==http://forums. Sometimes, the naming is correct, but in some files the naming is completely messed up (00,01,02qhimm.com/index.php?topic=15056. or a,b,c(...).dat. Use below samples to know which format is which file. 0
The engine loads files by sequences==Environment objects==First, recognize file:1. Some magic files are just one sequence, but some (especially GHeader must be 8 bytes null!! 2.Fs) are multi sequenced filesJump to pointer at 0xC [Global]3. The engine loads files by sequencesThis int indicates pointer count. When one sequence Example: 10 00 00 00 is ending, the second one 16 pointers 3a. If pointer is loaded in the place of the first one (not really, the sizes are varied00 00 00 00, just ignore it and the addresses move forward4.After noting all pointers that are not static00 00 00 00 (therefore inspecting Count*4 bytes)just jump to selected one [Relative jump from count int]5. After GSee third int (8th byte) for UNKNOWN [Relative jump from 03 00 00 00]6.FRead int at 20th byte for VERTICES offset [Relative jump from 03 00 00 00]7. Read int at 24th byte for VERTICES COUNT [Vertex is over8 bytes! X Z Y W, the latest sequence where W is still probably weight byte [as in OBJ specification] and is normally unused (as usual, even in memory. It's just overwritten when needed. casual OBJ files)]
TODOI'm aware it's chaotic, like no tables and etc. but it's up-to-date information and I'll update it after I crack the face indices (triangles/quads)
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