Difference between revisions of "FF8/WorldMap rail"

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m (Info: Added info about LZS compression)
my_wiki>MaKiPL
(File scheme: Resolved two important unknowns)
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|-
 
|-
 
| 2
 
| 2
| 10 bytes
+
| 2 bytes
| Unknown
+
| Unknown (Padding?)
 
|-
 
|-
| varies
+
| 4
 +
| UInt32
 +
| Train Stop offset #1*
 +
|-
 +
| 8
 +
| UInt32
 +
| Train Stop offset #2*
 +
|-
 +
| 12
 
| count * 16 bytes
 
| count * 16 bytes
 
| Animation frames
 
| Animation frames
 
|-
 
|-
| varies
+
| 12 + (count*16)
 
| varies
 
| varies
 
| Padding / 00
 
| Padding / 00

Revision as of 11:54, 24 July 2015

By MaKiPL

Info

Rail.obj is a file containing key locations of train movement. It stores location on world map, and the train automatically rotates, gives power and calculates needed info (like cargo rotation and etc.) This file cannot be LZS compressed. Doing so makes the game don't recognize the file.

File scheme

The file is built the similiar way as World map WMX.obj. The engine is loading animation for specific train every 0x800 bytes (2048). Always. Animation cannot be larger than 2048, and if is smaller than 2048 bytes, then what's left is filled with 00. One animation frame is 16 bytes.

  • Looks like the game is ignoring frame counts and just reads it as is.


Offset Length Description
0 Byte Count of animation frames
1 Byte Unknown
2 2 bytes Unknown (Padding?)
4 UInt32 Train Stop offset #1*
8 UInt32 Train Stop offset #2*
12 count * 16 bytes Animation frames
12 + (count*16) varies Padding / 00

Animation key frame

Offset Length Description
0 4 Bytes signed* X Axis
4 4 Bytes signed* Z Axis
8 4 Bytes signed* Y Axis
12 4 Bytes Unknown/ some text**
  • Location on world map (global) is saved upon 4 bytes. To better understand this (and in fact-operate/hack) just convert it to decimal. Vars are in big-endian.

00 00 FE FF is far west. FF FF 01 00 is far east.

    • If filtered out, represents some plaintext, like C:\FF8... - probably encoded dialogs/text. TO BE CHECKED USING CHARMAP!