FF8/PlaystationMedia

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Revision as of 21:12, 21 July 2012 by my_wiki>Myst6re (Second file (*.MAP))

Contents

FF8DISCX.IMG File Format

Almost all of the game files are hidden in the FF8DISCX.IMG (with X=disc number) file.

Root Files

In the case of a Japanese iso, the file begins directly with a list of file location and size, with the following format:

Offset Size Data
0 4 Location of file in sectors (relative to the start of the iso)
4 4 Size of file in bytes

In the case of a PAL iso, there are 5 unknown sectors before this list of files.

Notes:

  • I do not have the American iso, please fix this article if you can.
  • We do not know how many files there are in the list, neither file names!
  • Each file in FF8DISCX.IMG are relative to the start of the iso!

Field Files

In the list of root files, the third file is in fact the "FIELD.BIN". This file is LZS compressed, and contains some informations, like the list of field files position and size.

Find the file list is approximate, I am trying to find some bytes: "\x04\x00\x05\x24\x18\x00\xbf\x8f\x14\x00\xb1\x8f\x10\x00\xb0\x8f\x20\x00\xbd\x27\x08\x00\xe0\x03\x00\x00\x00\x00" (size=28), normally, there is the list right after this sequence of bytes, and before the "\x00\x00\x01\x00\x02\x00\x03\x00" (size=8) sequence.

Order of files (sorted by id):

  • D000.MCH -> D075.MCH files [id=0 -> id=76]
  • Field files (MIM, MAP and LZK) [id=77 -> id=last]

There are three LZSed files for each field: EXAMPLE.MIM, EXAMPLE.MAP and EXAMPLE.LZK. If you want to convert Playstation fields to PC fields format, this is a concatenation of some PC files.

First file (*.MIM)

Offset Size Data
0 4 Location of section 3 in PSX RAM
4 4 Location of section 4 in PSX RAM
8 4 Unknown data [PVP]
12 438272 Background data [MIM]
438284 (section 3) Varies Font data [TDW]
Varies (section 4) Varies Unknown data [PMP]

Second file (*.MAP)

Offset Size Data Section Data
0 4 Location of section 1 in PSX RAM Triggers & gateways
4 4 Location of section 2 in PSX RAM Camera
8 4 Location of section 3 in PSX RAM Walkmesh
12 4 Location of section 4 in PSX RAM Background infos
16 4 Location of section 5 in PSX RAM Movie cam (?)
20 4 Location of section 6 in PSX RAM [RAT]
24 4 Location of section 7 in PSX RAM [MRT]
28 4 Location of section 8 in PSX RAM Sounds/AKAOs
32 4 Location of section 9 in PSX RAM Texts
36 4 Location of section 10 in PSX RAM [PMD]
40 4 Location of section 11 in PSX RAM Scripts
44 4 Size of file in PSX RAM
48 varies Triggers and gateways
... ... ... ...

Third file (*.LZK)

Almost like the chara.one file. The main difference is that the models data are compressed.