Difference between revisions of "FF8/WorldMap wmsetxx"

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(Section 14: Texts/Dialogs)
(Section 35: World Map draw points)
 
(36 intermediate revisions by 6 users not shown)
Line 24: Line 24:
  
  
=== Section 1: UNKNOWN ===
+
=== Section 1: World map encounter data supplier ===
  
 
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
Line 33: Line 33:
 
| 0
 
| 0
 
| 4 bytes
 
| 4 bytes
| Section size
+
| FileSize (this+4)
 
|-
 
|-
| 4
+
| 4 + (entryID * 4)
| Section size
+
| 4 bytes
| UNKNOWN
+
| EncounterIdSupplierDataProvider_Entry
 +
|}
 +
 
 +
'''EncounterIdSupplierDataProvider_Entry''':
 +
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0
 +
| Byte
 +
| regionID
 +
|-
 +
| 1
 +
| Byte
 +
| groundID
 +
|-
 +
| 2
 +
| Byte
 +
| ESI*
 +
|-
 +
| 3
 +
| Byte
 +
| unused
 
|}
 
|}
  
UNKNOWN
+
* ESI is the name of the register that holds the third byte parameter of section1. It is used later to determine the encounter. When the character makes a step on worldmap, the game loops through whole section1 data and tests:
 +
 
 +
if the character is walking on groundID and regionID, if yes, then ESI is our multiplier to section4 containing encounters. Example entry:
 +
 
 +
00 06 00 00:
 +
 
 +
If Squall is in region = 0 and walks on ground with ID 6 (as far as I remember it's Balamb Plains or forest) then get encounters from section4 that start at 0*8; Other example:
  
=== Section 2: UNKNOWN ===
+
04 1B 24 00:
  
UNKNOWN
+
If Squall is in region = 4 and walks on ground with ID 0x1B, then get encounters from section4 that starts at 0x24*8 = 288
  
=== Section 3: UNKNOWN ===
+
That way the engine can play encounter based on place you are, because if you're walking on Balamb beach, then engine should play encounter with beach, not snow plains. That's why if you change the for one map portion you can totally erase encounters in this region, because in example region 4 that may be Centra regions does not contain any BalambPlains, so there is no entry in section1 and therefore the engine finds the region encounters, but doesn't find the encounter entries for BalambPlainsGround in Centra ruins (this is totally an example).
  
UNKNOWN
+
=== Section 2: World map Regions ===
  
=== Section 4: UNKNOWN ===
+
Nothing much to write here.
 +
32x24 world map. Just open it via hexEditor.
 +
It's just bitmap (you can even convert bytes to image and mini worldmap will show)
 +
Every single byte is regionID used for example in section1 for encounters.
  
UNKNOWN
+
=== Section 3: World Map Encounters Flags ===
  
=== Section 5: UNKNOWN ===
+
One byte per encounter group in section 4. Always 0 on railways/roads, always 12 on forests, 128 on Island closest to Hell/Heaven, 3 in Galbadia Desert (day and night) and 2 for everything else.
  
UNKNOWN
+
=== Section 4: World Map Encounters ===
  
=== Section 6: UNKNOWN ===
+
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| section1.ESI * 16
 +
| 16 bytes
 +
| 2 * 8 bytes of encounters from scene.out
 +
|}
  
UNKNOWN
+
It's as simple as that:
 +
Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 16 bytes, where first four words are the most common, other 2 medium and last 2 rarest)
  
=== Section 7: UNKNOWN ===
+
=== Section 5: UNUSED Encounter Flags (after Lunar Cry) ===
 +
Unused in-game
  
UNKNOWN
+
One byte (always 8 here) per encounter group in section 6. Analog to section 3, but for Lunar Cry encounters.
  
=== Section 8: UNKNOWN ===
+
=== Section 6: World Map Encounters (after Lunar Cry) ===
  
UNKNOWN
+
Same format as Section 4, but only with Lunar Cry encounters.
 +
You can use the section 1 to obtain ground, this way: search in section 1 for region == 10 (Esthar), and substract 80 from the esi value, you will obtain the correct esi for the section 6.
  
=== Section 9: UNKNOWN ===
+
=== Section 7-8: roads, train track, bridge ===
  
UNKNOWN
+
Related with Section 39. Maybe scripts in section 8. (like sections 10, 12 and 32)
  
=== Section 10: UNKNOWN ===
+
Script format (ScriptsCount must be guessed):
  
UNKNOWN
+
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0
 +
| 4 * ScriptsCount + 4
 +
| List of script positions, not always sorted (ended with 0x00000000)
 +
|-
 +
| 4 * ScriptsCount + 4
 +
| Varies + 4
 +
| Scripts data (ended with 0x00000000)
 +
|}
  
=== Section 11: UNKNOWN ===
+
In script data you have 4-bytes opcodes, the first byte is the identifier, and the last two bytes are the parameter (the second byte is always 0xFF).
 +
Scripts always start with 0x01 opcode, and finish with 0x16 opcode. There is always one 0x04 opcode inside.
 +
For now most is unknown, I only understood that 0x2B opcode refer to scene ID in its parameter (you can find UFO, Koyo-K and Lac Obel battles in Section 32).
  
UNKNOWN
+
=== Section 9: UNKNOWN ===
  
=== Section 12: UNKNOWN ===
+
=== Section 10-11: UNKNOWN (Related to Squall model) ===
  
UNKNOWN
+
Maybe scripts in section 10. (like sections 8, 12 and 32)
  
=== Section 13: UNKNOWN ===
+
=== Section 12-13: UNKNOWN ===
  
UNKNOWN
+
Maybe scripts in section 12. (like sections 8, 10 and 32)
  
 
=== Section 14: Side quests texts/tialogs ===
 
=== Section 14: Side quests texts/tialogs ===
Line 146: Line 203:
 
=== Section 16: World map objects data ===
 
=== Section 16: World map objects data ===
  
TODO
+
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0
 +
| 4 bytes
 +
| Relative offset to Model structure (below)
 +
|-
 +
| Various
 +
| 4 bytes
 +
| '00 00 00 00' - offset list end
 +
|-
 +
| Offset pointed by header
 +
| Various
 +
| Models (see below)
 +
|}
 +
 
 +
 
 +
 
 +
Researched by: Vehek (http://forums.qhimm.com/index.php?topic=13799.msg193791#msg193791)
  
=== Section 17: UNKNOWN ===
+
struct
 +
{
 +
u16 triangle_count;
 +
u16 quad_count;
 +
u16 texture_page;
 +
u16 vertex_count;
 +
triangle triangleData[triangle_count];
 +
quad quadData[quad_count];
 +
vertex verticeData[vertex_count];
 +
} model
  
UNKNOWN
+
struct
 +
{
 +
u8 vertexIndices[3];
 +
u8 semitransp; //Sets semitransparency if bit 0x01 is set
 +
u8 texcoords1[2];
 +
u8 texcoords2[2];
 +
u8 texcoords3[2];
 +
u16 CLUT_ID;
 +
} triangle
  
=== Section 18: UNKNOWN ===
+
struct
 +
{
 +
u8 vertexIndices[4];
 +
u8 texcoords1[2];
 +
u8 texcoords2[2];
 +
u8 texcoords3[2];
 +
u8 texcoords4[2];
 +
u16 CLUT_ID;
 +
u8 semitransp;//Sets semitransparency if bit 0x01 is set
 +
u8 unknown
 +
} quad
  
UNKNOWN
+
struct
 +
{
 +
s16 coordinates[3];
 +
u16 unknown;
 +
}vertex
  
=== Section 19: UNKNOWN ===
+
=== Section 17-19: UNKNOWN ===
  
 
UNKNOWN
 
UNKNOWN
Line 172: Line 280:
 
4 Bytes NULL
 
4 Bytes NULL
  
=== Section 29: UNKNOWN ===
+
=== Section 29: World map "water block"===
  
UNKNOWN
+
Section 29 is a duplicate segment from "full" water block (not segment!) used in world map (wmx.obj).
 +
 
 +
==== Usage ====
 +
 
 +
 
 +
<s>Whenever landing or entering ragnarok, the engine does not load segments from wmx.obj until the transition is done.</s> Whenever transforming viewport at certain speed, the engine can't keep up with loading the new segments/blocks. The areas that are not loaded but should be rendered in the same time are filled with this block. This can be seen when the camera view is set so that it rotates during ragnarok entering/exiting transition or placing character to different area.
  
 
=== Section 30: NULL ===
 
=== Section 30: NULL ===
Line 196: Line 309:
 
  PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
 
  PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
  
=== Section 33: UNKNOWN ===
+
=== Section 33-34: Light related ===
 +
UNKNOWN
 +
 
 +
=== Section 35: World Map draw points ===
  
UNKNOWN
+
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0x00
 +
| 0x2C
 +
| UNUSED
 +
|-
 +
| 0x2C + (thisEntryID * 4)
 +
| DWORD
 +
| DrawPointVariable
 +
|}
  
=== Section 34: UNKNOWN ===
+
'''DrawPointVariable''':
  
UNKNOWN
+
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0x00
 +
| BYTE
 +
| World block X
 +
|-
 +
| 0x01
 +
| BYTE
 +
| World block Y
 +
|-
 +
| 0x02
 +
| WORD
 +
| Magic ID
 +
|}
  
=== Section 35: UNKNOWN ===
+
Magic contained in world map draw point: (ID is: section35 magic entry+0x80 [add 1 to be correct with list below])
 +
    129 0 1 Cure
 +
    130 0 1 Esuna
 +
    131 0 1 Thunder
 +
    132 0 1 Fira
 +
    133 0 1 Thundara
 +
    134 0 1 Blizzara
 +
    135 0 1 Blizzard
 +
    136 0 1 Fire
 +
    137 0 1 Cure
 +
    138 0 1 Water
 +
    139 0 1 Cura
 +
    140 0 1 Esuna
 +
    141 0 1 Scan
 +
    142 0 1 Shell
 +
    143 0 1 Haste
 +
    144 0 1 Aero
 +
    145 0 1 Bio
 +
    146 0 1 Life
 +
    147 0 1 Demi
 +
    148 0 1 Protect
 +
    149 0 1 Holy
 +
    150 0 1 Thundaga
 +
    151 0 1 Stop
 +
    152 0 1 Firaga
 +
    153 0 1 Regen
 +
    154 0 1 Blizzaga
 +
    155 0 1 Confuse
 +
    156 0 1 Flare
 +
    157 0 1 Dispel
 +
    158 0 1 Slow
 +
    159 0 1 Quake
 +
    160 0 1 Curaga
 +
    161 0 1 Tornado
 +
    162 0 0 Full-Life
 +
    163 0 1 Reflect
 +
    164 0 0 Aura
 +
    165 0 0 Quake
 +
    166 0 1 Double
 +
    167 0 1 Break
 +
    168 0 0 Meteor
 +
    169 0 0 Ultima
 +
    170 0 0 Triple
 +
    171 0 1 Confuse
 +
    172 0 1 Blind
 +
    173 1 1 Quake
 +
    174 0 1 Sleep
 +
    175 0 1 Silence
 +
    176 1 1 Flare
 +
    177 0 1 Death
 +
    178 0 1 Drain
 +
    179 1 1 Pain
 +
    180 0 1 Berserk
 +
    181 0 1 Float
 +
    182 0 1 Zombie
 +
    183 0 1 Meltdown
 +
    184 1 0 Ultima
 +
    185 1 1 Tornado
 +
    186 1 1 Quake
 +
    187 1 1 Meteor
 +
    188 1 1 Holy
 +
    189 1 1 Flare
 +
    190 1 1 Aura
 +
    191 1 1 Ultima
 +
    192 1 1 Triple
 +
    193 1 1 Full-Life
 +
    194 1 1 Tornado
 +
    195 1 1 Quake
 +
    196 1 1 Meteor
 +
    197 1 1 Holy
 +
    198 1 1 Flare
 +
    199 1 1 Aura
 +
    200 1 1 Ultima
 +
    201 1 1 Triple
 +
    202 1 1 Full-Life
 +
    203 1 1 Tornado
 +
    204 1 1 Quake
 +
    205 1 1 Meteor
 +
    206 1 1 Holy
 +
    207 1 1 Flare
 +
    208 1 1 Aura
 +
    209 1 1 Ultima
 +
    210 1 1 Triple
 +
    211 1 1 Full-Life
 +
    212 1 1 Ultima
 +
    213 1 1 Meteor
 +
    214 1 1 Holy
 +
    215 1 1 Flare
 +
    216 1 1 Aura
 +
    217 1 1 Ultima
 +
    218 1 1 Triple
 +
    219 1 1 Full-Life
 +
    220 1 1 Meteor
 +
    221 1 1 Holy
 +
    222 1 1 Triple
 +
    223 1 1 Aura
 +
    224 1 1 Ultima
 +
    225 1 1 Triple
 +
    226 1 1 Full-Life
 +
    227 1 1 Meteor
 +
    228 1 1 Holy
 +
    229 1 1 Flare
 +
    230 1 1 Aura
 +
    231 1 1 Ultima
 +
    232 1 1 Triple
 +
    233 1 1 Full-Life
 +
    234 1 1 Meteor
 +
    235 1 1 Triple
 +
    236 1 1 Flare
 +
    237 1 1 Aura
 +
    238 1 1 Ultima
 +
    239 1 1 Triple
 +
    240 1 1 Full-Life
 +
    241 1 1 Meteor
 +
    242 1 1 Holy
 +
    243 1 1 Flare
 +
    244 1 1 Aura
 +
    245 1 1 Ultima
 +
    246 0 1 Blizzard
 +
    247 0 1 Cure
 +
    248 1 1 Dispel
 +
    249 1 1 Confuse
 +
    250 0 0 Meteor
 +
    251 0 0 Double
 +
    252 0 0 Aura
 +
    253 0 0 Holy
 +
    254 0 0 Flare
 +
    255 0 0 Ultima
 +
    256 1 1 Scan
  
UNKNOWN
 
  
=== Section 36: UNKNOWN ===
+
Halfer:
 +
X = rowBlockAmount, which is 4 times segment amount so 4 * 32 = 128 or 0x80. The last bit tells which row of the two we are on, first or second. The range of top row is from 0x00 - 0x7F and second row's 0x80 - 0xFF.
  
UNKNOWN
+
Y is incremented whenever X goes over 0xFF.
  
=== Section 37: UNKNOWN ===
+
=== Section 36-37: UNKNOWN ===
  
UNKNOWN
+
Maybe scripts in section 37. (like sections 8, 10 and 12)
  
 
=== Section 38: World map textures archive ===
 
=== Section 38: World map textures archive ===
Line 313: Line 585:
 
|}
 
|}
  
=== Section 43: UNKNOWN ===
+
=== Section 43: Sound/music related ===
  
UNKNOWN
+
Starts with AKAO
  
=== Section 44: UNKNOWN ===
+
=== Section 44: Music related  ===
  
UNKNOWN
+
Starts with AKAO
 
 
=== Section 45: UNKNOWN ===
 
 
 
UNKNOWN
 
  
=== Section 46: UNKNOWN (massive data block) ===
+
=== Section 45-48: Sound/music related ===
 
 
UNKNOWN
 
 
 
=== Section 47: UNKNOWN ===
 
 
 
UNKNOWN
 
 
 
=== Section 48: AKAO frame ===
 
  
 
Starts with AKAO
 
Starts with AKAO
 
 
==Models list by language code==
 
        wmsetgr wmsetus wmsetsp wmsetfr wmsetit
 
1 15772 15420 16200 14700 15676
 
2 19140 18788 19568 18068 19044
 
3 19536 19184 19964 18464 19440
 
4 21100 20748 21528 20028 21004
 
5 21416 21064 21844 20344 21320
 
6 22980 22628 23408 21908 22884
 
7 23296 22944 23724 22224 23200
 
8 24260 23908 24688 23188 24164
 
9 24496 24144 24924 23424 24400
 
10 24652 24300 25080 23580 24556
 
11 26248 25896 26676 25176 26152
 
12 27860 27508 28288 26788 27764
 
13 29448 29096 29876 28376 29352
 
14 29604 29252 30032 28532 29508
 
15 31300 30948 31728 30228 31204
 
16 33332 32980 33760 32260 33236
 
17 36644 36292 37072 35572 36548
 
18 37040 36688 37468 35968 36944
 
19 38480 38128 38908 37408 38384
 
20 39872 39520 40300 38800 39776
 
21 41304 40952 41732 40232 41208
 
22 42764 42412 43192 41692 42668
 
23 44064 43712 44492 42992 43968
 
24 45044 44692 45472 43972 44948
 
25 46128 45776 46556 45056 46032
 
26 49520 49168 49948 48448 49424
 
27 55260 54908 55688 54188 55164
 
28 60968 60616 61396 59896 60872
 
29 65748 65396 66176 64676 65652
 
30 66800 66448 67228 65728 66704
 
31 67196 66844 67624 66124 67100
 
32 68056 67704 68484 66984 67960
 
33 68548 68196 68976 67476 68452
 
 
==Texture offsets for models by language code==
 
        wmsetus         wmsetsp         wmsetit         wmsetgr         wmsetfr
 
1 413048    413312         412796         412848         411748
 
2 429980    430244    429728    429780    428680   
 
3 446912    447176    446660    446712    445612   
 
4 451076    451340    450824    450876    449776   
 
5 453192    453456    452940    452992    451892   
 
6 457356    457620    457104    457156    456056   
 
7 459472    459736    459220    459272    458172   
 
8 463636    463900    463384    463436    462336   
 
9 465752    466016    465500    465552    464452   
 
10 467868    468132    467616    467668    466568   
 
11 470016    470280    469764    469816    468716   
 
12 472164    472428    471912    471964    470864   
 
13 474312    474576    474060    474112    473012   
 
14 474508    474772    474256    474308    473208   
 
15 478768    479032    478516    478568    477468   
 
16 483028    483292    482776    482828    481728   
 
17 491384    491648    491132    491184    490084   
 
18 499740    500004    499488    499540    498440   
 
19 501888    502152    501636    501688    500588   
 
20 504036    504300    503784    503836    502736   
 
21 506184    506448    505932    505984    504884   
 
22 508332    508596    508080    508132    507032   
 
23 510480    510744    510228    510280    509180   
 
24 512628    512892    512376    512428    511328   
 
25 514776    515040    514524    514576    513476   
 
26 523132    523396    522880    522932    521832   
 
27 531488    531752    531236    531288    530188   
 
28 539844    540108    539592    539644    538544   
 
29 548200    548464    547948    548000    546900   
 
30 550316    550580    550064    550116    549016   
 
31 551440    551704    551188    551240    550140   
 
32 551636    551900    551384    551436    550336   
 
33 552728    552992    552476    552528    551428
 

Latest revision as of 00:24, 14 January 2021

Info

WMSETxx.obj (where xx may refer to gr,us,it,fr,sp) is a multi-data world map file containing many core functions and 3D objects. This file contains almost everything: sounds, scripts, dialogs, texts, textures, models- all contained in one file. Main differences between en/it/gr/sp/fr are localized dialogs, so next sections have different offsets. Offsets before this are all the same. Wmset.obj is probably never used in-game and is leftover. Dialogs in lang-en/wmset.obj are in english, but the file is different from wmsetus.obj.

General structure

WMSETxx.obj is made from 48 sections. File starts with header, that has 48*4 bytes. Every offset is 4 bytes long.

Offset Length Description
0 4 bytes Section 1
SectNmbr * 4 4 bytes Section SectNmbr

The last section is offset 188.


Section 1: World map encounter data supplier

Offset Length Description
0 4 bytes FileSize (this+4)
4 + (entryID * 4) 4 bytes EncounterIdSupplierDataProvider_Entry

EncounterIdSupplierDataProvider_Entry:

Offset Length Description
0 Byte regionID
1 Byte groundID
2 Byte ESI*
3 Byte unused
  • ESI is the name of the register that holds the third byte parameter of section1. It is used later to determine the encounter. When the character makes a step on worldmap, the game loops through whole section1 data and tests:

if the character is walking on groundID and regionID, if yes, then ESI is our multiplier to section4 containing encounters. Example entry:

00 06 00 00:

If Squall is in region = 0 and walks on ground with ID 6 (as far as I remember it's Balamb Plains or forest) then get encounters from section4 that start at 0*8; Other example:

04 1B 24 00:

If Squall is in region = 4 and walks on ground with ID 0x1B, then get encounters from section4 that starts at 0x24*8 = 288

That way the engine can play encounter based on place you are, because if you're walking on Balamb beach, then engine should play encounter with beach, not snow plains. That's why if you change the for one map portion you can totally erase encounters in this region, because in example region 4 that may be Centra regions does not contain any BalambPlains, so there is no entry in section1 and therefore the engine finds the region encounters, but doesn't find the encounter entries for BalambPlainsGround in Centra ruins (this is totally an example).

Section 2: World map Regions

Nothing much to write here. 32x24 world map. Just open it via hexEditor. It's just bitmap (you can even convert bytes to image and mini worldmap will show) Every single byte is regionID used for example in section1 for encounters.

Section 3: World Map Encounters Flags

One byte per encounter group in section 4. Always 0 on railways/roads, always 12 on forests, 128 on Island closest to Hell/Heaven, 3 in Galbadia Desert (day and night) and 2 for everything else.

Section 4: World Map Encounters

Offset Length Description
section1.ESI * 16 16 bytes 2 * 8 bytes of encounters from scene.out

It's as simple as that: Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 16 bytes, where first four words are the most common, other 2 medium and last 2 rarest)

Section 5: UNUSED Encounter Flags (after Lunar Cry)

Unused in-game

One byte (always 8 here) per encounter group in section 6. Analog to section 3, but for Lunar Cry encounters.

Section 6: World Map Encounters (after Lunar Cry)

Same format as Section 4, but only with Lunar Cry encounters. You can use the section 1 to obtain ground, this way: search in section 1 for region == 10 (Esthar), and substract 80 from the esi value, you will obtain the correct esi for the section 6.

Section 7-8: roads, train track, bridge

Related with Section 39. Maybe scripts in section 8. (like sections 10, 12 and 32)

Script format (ScriptsCount must be guessed):

Offset Length Description
0 4 * ScriptsCount + 4 List of script positions, not always sorted (ended with 0x00000000)
4 * ScriptsCount + 4 Varies + 4 Scripts data (ended with 0x00000000)

In script data you have 4-bytes opcodes, the first byte is the identifier, and the last two bytes are the parameter (the second byte is always 0xFF). Scripts always start with 0x01 opcode, and finish with 0x16 opcode. There is always one 0x04 opcode inside. For now most is unknown, I only understood that 0x2B opcode refer to scene ID in its parameter (you can find UFO, Koyo-K and Lac Obel battles in Section 32).

Section 9: UNKNOWN

Section 10-11: UNKNOWN (Related to Squall model)

Maybe scripts in section 10. (like sections 8, 12 and 32)

Section 12-13: UNKNOWN

Maybe scripts in section 12. (like sections 8, 10 and 32)

Section 14: Side quests texts/tialogs

This section provides dialogs on world map used in side quests.

This section starts with header pointing to relative offsets to dialog/text portions.

Dumped data from wmsetus.obj:

…+-1 Airstation5 … 7  Get off…YesNo5 + 7  Get off…YesNo5 - 7  Get off…YesNo”Bound for 5 4 7“Pay 4111 Gil to rideDon't ride”
Bound for 5 3 7“Pay 4111 Gil to rideDon't ride”Bound for 5 ! 7“Pay 4111 Gil to rideDon't ride7 ”You don't have enough money“
Selphie ”C'mon?  To the 5Missile Base7?“ n Soldier”Give it up“ n Soldier”I'm busy“ n Soldier”There's no way you're getting 
through?“ n Soldier”This is our duty“ n Soldier”Just like always“ n Soldier”How 'bout a date…“Found a draw point?But no one 
can drawFound a draw point?Nothing thereFound a draw point? foundCan't carry anymoreYou do not have DrawWho will draw…Don't 
draw  stocked 1+-=*&??()·.71Out of/  …?3  7remaining …YesNo#‘2 How to drive 7          4!Back  7!Forward          6!Get on
:off Steer with directional button 1!Change POV2 Garden Controls 7          4!Back  7!Forward  5!To cockpit          6!Get on
:off Steer with directional button 1!Change POV2 How to ride a Chocobo 7 6!Get off Run with directional button 1!Change POV2
 Spaceship Controls 7          4!Back  7!Forward  5!To cockpit          6!Get on:off Directional button to go up:down:steer 1!
Change POV)This place looksfamiliar·It looks abandonedand run=down”Huh?…“Nida”The gauge is going berserk?…“)Shouldn't be getting
 off·This must be Obel LakeThrow a rockTry hummingIt's Obel LakeThrow a rockTry hummingA black shadow rose to the surfaceThrow
 a rockTry humming againThe black shadow disappearedThe rock sank .The rock skipped once . .The rock skipped twice . . .The 
rock skipped 4 times . . . .The rock skipped 5 times . . . . .The rock skipped 6 times . . . . . .The rock skipped 7 times . 
. . . . .The rock skippedmany many timesBlack Shadow”Hello human  What a lovely tune“A black shadow rose to the surface”Hello?“)
There's something large there·”Thanks for speaking to me again?“”Umm“”Can you do me a favor…“)What is it·)I don't want to hear 
it·”It's my friend Mr Monkey Can you find him for me…“”Please“”“”Mr Monkey should be in a forest somewhere Keep walking around 
and I'm sure you'll find him“”Oh yeah do you know what…“”Oh yeah“”What a beautiful day“”I wonder what it means…“”Mysterious 
writing on the rock“”Mr Monkey had a rock like this I think“”Take a break at the railroad bridge“”Take some time off at Eldbeak
 Peninsula“”I bet it's a wonderful place“Relayed the whereabouts of Mr Monkey”Thank you?“There's the monkey?Throw a rockSing”
You suck?“The monkey disappeared into the forestThe monkey told you off and disappeared into the forest”Ahhh?  Darn it? 
Y=You're just a big loser?  I'm able to skip the rock as many times as I want? So there? Ha=Ha? Loser? Dork? Idiot? Your mom 
wears combat boots?“”OUCH? D=Darn it? You're gonna pay for that?“The monkey threw a rock at you and ran?Upon inspecting the 
rockit looks man=made andhas some carving on itYou found the monkey”You big dork???“Almost?The monkey ran awayWhat's this?…You
 found a piece of rock by your footIt looks man=made andhas some carving on itBut it was just a rockA bird is warming an egg
Check it outLeave it aloneIt seems that the birdwent to go look for foodYou found a piece of rock thereNothing there1  
S T S L R M 1  U R H A E O 1  R E A I D R 1  E A S N P D 1  S T S L R M 71  U R H A E O 71  R E A I D R 71  E A S N P D 7”
At the beach in 2 something special washes ashore at times“”You'll find something on an island east of 4 too“”There's also 
something on top of a mountain with a lake and cavern“”Back in the day south of here there used to be a small but beautiful 
village surrounded by deep forests Everyone lived a happy life there“There is a stone pillarIf you look closelythere's something
 written on it”TRETIMEASUREAT MINOFFDEISLE“)…·Found 9?Found L?Found ?Found 1?That sound disappeared into the lakeThere are many
 multicoloredrocks with faces all over the placeThe black=faced rock tells you sternly”The treasure is probably in the direction
 of the North Star“The white=faced rock tells you coldly”It's east“The white=faced rock tells you coldly”It's west“The white=
faced rock tells you coldly”It's south“The white=faced rock tells you coldly”It's north“The red=faced rock tells you angrily”
The blue one's a liar?“The red=faced rock tells you angrily”The treasure's to the east?“The red=faced rock tells you angrily”
The treasure's to the west?“The red=faced rock tells you angrily”The treasure's to the south?“The red=faced rock tells you angrily
”The treasure's to the north?“The red=faced rock tells you angrily”The treasure's not here?“The blue=faced rock whispers”
I don't know where the treasure is“The blue=faced rock whispers”People call us ‘The Liar Rocks'“The blue=faced rock whispers”
Some of us just repeat the same thing“The blue=faced rock whispers”Some of us just talk nonsense“The blue=faced whispers”
Some of us just say the opposite of what we mean“This place just has rubble lying among the grassAbsolutely nothing)
Is thispart of something…·)Seems like the same rock     I picked up before·)This must be all of them·”This must be all the rocks““
If he's not around perhaps he took a train towards Dollet…“)I remember now This is Edea's house I get the feeling there's something
nearby Something hugenearby·

Section 15: NULL

4 Bytes NULL

Section 16: World map objects data

Offset Length Description
0 4 bytes Relative offset to Model structure (below)
Various 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various Models (see below)


Researched by: Vehek (http://forums.qhimm.com/index.php?topic=13799.msg193791#msg193791)

struct
{
u16 triangle_count;
u16 quad_count;
u16 texture_page;
u16 vertex_count;
triangle triangleData[triangle_count];
quad quadData[quad_count];
vertex verticeData[vertex_count];
} model
struct
{
u8 vertexIndices[3];
u8 semitransp; //Sets semitransparency if bit 0x01 is set
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u16 CLUT_ID;
} triangle
struct
{
u8 vertexIndices[4];
u8 texcoords1[2];
u8 texcoords2[2];
u8 texcoords3[2];
u8 texcoords4[2];
u16 CLUT_ID;
u8 semitransp;//Sets semitransparency if bit 0x01 is set
u8 unknown
} quad
struct
{
s16 coordinates[3];
u16 unknown;
}vertex

Section 17-19: UNKNOWN

UNKNOWN

Section 20: UNKNOWN

Bunch of AKAO frames headers packed

Section 21: AKAO

Starts with AKAO header

Section 22-28: NULL

4 Bytes NULL

Section 29: World map "water block"

Section 29 is a duplicate segment from "full" water block (not segment!) used in world map (wmx.obj).

Usage

Whenever landing or entering ragnarok, the engine does not load segments from wmx.obj until the transition is done. Whenever transforming viewport at certain speed, the engine can't keep up with loading the new segments/blocks. The areas that are not loaded but should be rendered in the same time are filled with this block. This can be seen when the camera view is set so that it rotates during ragnarok entering/exiting transition or placing character to different area.

Section 30: NULL

4 Bytes NULL

Section 31: UNKNOWN

UNKNOWN

Section 32: Text- Location names

This section provides location names (probably for Ragnarok landing?)

This section starts with header pointing to relative offsets to dialog/text portions.

Dumped data from wmsetus.obj:

?2344 Forest  Garden  Garden: Station!9Missile Base7WinhillEdea's House%:
51 Seaside Station1 City1: AirstationLunatic Pandora Laboratory=1
Sorceress MemorialTears' Point1 Seaside Station=Tears' PointTears' 
PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial

Section 33-34: Light related

UNKNOWN

Section 35: World Map draw points

Offset Length Description
0x00 0x2C UNUSED
0x2C + (thisEntryID * 4) DWORD DrawPointVariable

DrawPointVariable:

Offset Length Description
0x00 BYTE World block X
0x01 BYTE World block Y
0x02 WORD Magic ID

Magic contained in world map draw point: (ID is: section35 magic entry+0x80 [add 1 to be correct with list below])

   129 0 1 Cure
   130 0 1 Esuna
   131 0 1 Thunder
   132 0 1 Fira
   133 0 1 Thundara
   134 0 1 Blizzara
   135 0 1 Blizzard
   136 0 1 Fire
   137 0 1 Cure
   138 0 1 Water
   139 0 1 Cura
   140 0 1 Esuna
   141 0 1 Scan
   142 0 1 Shell
   143 0 1 Haste
   144 0 1 Aero
   145 0 1 Bio
   146 0 1 Life
   147 0 1 Demi
   148 0 1 Protect 
   149 0 1 Holy 
   150 0 1 Thundaga
   151 0 1 Stop
   152 0 1 Firaga
   153 0 1 Regen
   154 0 1 Blizzaga
   155 0 1 Confuse
   156 0 1 Flare
   157 0 1 Dispel
   158 0 1 Slow
   159 0 1 Quake
   160 0 1 Curaga
   161 0 1 Tornado
   162 0 0 Full-Life
   163 0 1 Reflect
   164 0 0 Aura
   165 0 0 Quake
   166 0 1 Double
   167 0 1 Break
   168 0 0 Meteor
   169 0 0 Ultima
   170 0 0 Triple
   171 0 1 Confuse
   172 0 1 Blind
   173 1 1 Quake
   174 0 1 Sleep
   175 0 1 Silence
   176 1 1 Flare
   177 0 1 Death
   178 0 1 Drain
   179 1 1 Pain
   180 0 1 Berserk
   181 0 1 Float
   182 0 1 Zombie
   183 0 1 Meltdown
   184 1 0 Ultima
   185 1 1 Tornado
   186 1 1 Quake
   187 1 1 Meteor
   188 1 1 Holy
   189 1 1 Flare
   190 1 1 Aura
   191 1 1 Ultima
   192 1 1 Triple
   193 1 1 Full-Life
   194 1 1 Tornado
   195 1 1 Quake
   196 1 1 Meteor
   197 1 1 Holy
   198 1 1 Flare
   199 1 1 Aura
   200 1 1 Ultima
   201 1 1 Triple
   202 1 1 Full-Life
   203 1 1 Tornado
   204 1 1 Quake
   205 1 1 Meteor
   206 1 1 Holy
   207 1 1 Flare
   208 1 1 Aura
   209 1 1 Ultima
   210 1 1 Triple
   211 1 1 Full-Life
   212 1 1 Ultima
   213 1 1 Meteor
   214 1 1 Holy
   215 1 1 Flare
   216 1 1 Aura
   217 1 1 Ultima
   218 1 1 Triple
   219 1 1 Full-Life
   220 1 1 Meteor
   221 1 1 Holy
   222 1 1 Triple
   223 1 1 Aura
   224 1 1 Ultima
   225 1 1 Triple
   226 1 1 Full-Life
   227 1 1 Meteor
   228 1 1 Holy
   229 1 1 Flare
   230 1 1 Aura
   231 1 1 Ultima
   232 1 1 Triple
   233 1 1 Full-Life
   234 1 1 Meteor
   235 1 1 Triple
   236 1 1 Flare
   237 1 1 Aura
   238 1 1 Ultima
   239 1 1 Triple
   240 1 1 Full-Life
   241 1 1 Meteor
   242 1 1 Holy
   243 1 1 Flare
   244 1 1 Aura
   245 1 1 Ultima
   246 0 1 Blizzard
   247 0 1 Cure
   248 1 1 Dispel
   249 1 1 Confuse
   250 0 0 Meteor
   251 0 0 Double
   252 0 0 Aura
   253 0 0 Holy
   254 0 0 Flare
   255 0 0 Ultima
   256 1 1 Scan


Halfer: X = rowBlockAmount, which is 4 times segment amount so 4 * 32 = 128 or 0x80. The last bit tells which row of the two we are on, first or second. The range of top row is from 0x00 - 0x7F and second row's 0x80 - 0xFF.

Y is incremented whenever X goes over 0xFF.

Section 36-37: UNKNOWN

Maybe scripts in section 37. (like sections 8, 10 and 12)

Section 38: World map textures archive

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). This is one of the larger sections in file. THIS section is responsible for 1/2 world map textures (Those are really used in-game). There is 36 textures inside as of original release. Also, sea, beach and special effects texture is present.

Offset Length Description
0 4 bytes Relative offset to texture
Various (144 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 39: Textures - roads, train track, bridge

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for train track textures, road textures, bridge train track texture (the one that gets through FH).

Offset Length Description
0 4 bytes Relative offset to texture
Various (52 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 40: One world map texture/NULL

This section starts with header pointing to relative offsets to only one .TIM texture. This is the first texture that is in texl.obj or wmsetxx.obj/Section 38.

Offset Length Description
0 4 bytes Relative offset to texture
4 4 bytes '00 00 00 00' - offset list end
8 Various (16384 originally) .TIM texture (10 00 00 00 08)
After Texture Next offset-(header+TIM texture) NULL data

Section 41: UNKNOWN

UNKNOWN

Section 42: Vehicle and object textures

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for vehicles, world map objects textures (Balamb mobile, Galbadia mobile, Balamb halo ring, cactuar statue, lunatic pandora...)

Offset Length Description
0 4 bytes Relative offset to texture
Various (132 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 43: Sound/music related

Starts with AKAO

Section 44: Music related

Starts with AKAO

Section 45-48: Sound/music related

Starts with AKAO