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FF8/WorldMap wmsetxx

9,197 bytes added, 00:24, 14 January 2021
Section 35: World Map draw points
=== Section 1: UNKNOWN World map encounter data supplier ===
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
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| 4+ (entryID * 4)| 4 bytes| 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|} * 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 size2: 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 === {| 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|} 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): {| 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| UNKNOWNScripts 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 212-13: UNKNOWN ===
UNKNOWNMaybe scripts in section 12. (like sections 8, 10 and 32)
=== Section 14: Side quests texts/tialogs ===
=== 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)  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 ===
4 Bytes NULL
=== Section 29: UNKNOWN World map "water block"=== Section 29 is a duplicate segment from "full" water block (not segment!) used in world map (wmx.obj). ==== Usage ==== 
UNKNOWN<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 ===
PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
=== Section 33-3734: UNKNOWN Light related ===UNKNOWN
=== Section 35: World Map draw points === {| 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|} '''DrawPointVariable''': {| 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|} 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 ===
|}
=== Section 43-47: UNKNOWN Sound/music related ===
UNKNOWNStarts with AKAO
=== Section 4844: AKAO frame Music related ===
Starts with AKAO
==Models list by language code= Section 45-48: Sound/music related === 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 68452Starts with AKAO
17
edits

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