Difference between revisions of "PSP/GMO Format"

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<small>Last updated: [[User:Koral|Koral]] 06:48, 7 Apr 2009 (EDT)</small>
 
<small>Last updated: [[User:Koral|Koral]] 06:48, 7 Apr 2009 (EDT)</small>
  
=GMO Model-data container=
+
= GMO Model-data container =
 +
 
 
<small>Stub</small>
 
<small>Stub</small>
  
 +
<br />
  
 
+
= Format Specifications =
=Format Specifications=
 
  
 
<small>Information: '''MrAdults''', '''Ukurere'''</small>
 
<small>Information: '''MrAdults''', '''Ukurere'''</small>
  
 
+
<br /> [GMO] Files consist of various Chunks defining the type of data they contain, with no initial hard-coded offsets in the begining of the file. Each chunk must be parsed seperatly to determine its Type and Size, either to skip it entirey or attempt to extract the information contained within.
[GMO] Files consist of various Chunks defining the type of data they contain, with no initial hard-coded offsets in the begining of the file.  
 
Each chunk must be parsed seperatly to determine its Type and Size, either to skip it entirey or attempt to extract the information contained within.
 
  
 
As such, parsing these [GMO] files is a similar mechanism to parsing generic 3DS files.
 
As such, parsing these [GMO] files is a similar mechanism to parsing generic 3DS files.
  
 +
<br />
  
==File Header==
+
== File Header ==
  
 
There is an initial 16-Byte header describing the file as a [GMO]:
 
There is an initial 16-Byte header describing the file as a [GMO]:
  
<pre>
+
  0x00  MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00  
+
    0x00  MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00
                  "OMG 00 1PSP"
+
                  "OMG 00 1PSP"
</pre>
 
  
 +
<br /> After this comes the first specialised Chunk.
  
After this comes the first specialised Chunk.
+
<br />
  
 
+
== Chunks ==
==Chunks==
 
  
 
Each Chunk contains an initial local header describing the Type and Size of the contents to come.
 
Each Chunk contains an initial local header describing the Type and Size of the contents to come.
  
<pre>
+
  0x00  SHORT  Chunk-Type
+
    0x00  SHORT  Chunk-Type
  0x02  SHORT  Size of Chunk-Header
+
    0x02  SHORT  Size of Chunk-Header
  0x04  LONG    Size of Chunk-Data
+
    0x04  LONG    Size of Chunk-Data
</pre>
 
  
 +
<br /> A number of Chunk-Types have been discovered, described in detail in the sections to follow.
  
A number of Chunk-Types have been discovered, described in detail in the sections to follow.
+
<br />
 
 
 
 
===0x0002 - File Start===
 
  
 +
=== 0x0002 - File Start ===
  
 
This Chunk can be described as the root Chunk containing all Sub-Chunks within.
 
This Chunk can be described as the root Chunk containing all Sub-Chunks within.
  
 +
<br />
  
 
+
=== 0x0003 - Sub-File ===
===0x0003 - Sub-File===
 
 
 
  
 
These Chunks mark the exact nature of the Chunks which follow, and can be determined by reading the last SHORT of the chunk.
 
These Chunks mark the exact nature of the Chunks which follow, and can be determined by reading the last SHORT of the chunk.
Line 59: Line 55:
  
 
Known Values:
 
Known Values:
 +
 
* 0x6f6d Models
 
* 0x6f6d Models
 
* 0x305f Skeletal Animations
 
* 0x305f Skeletal Animations
  
 +
<br />
  
===0x0004 - Bone Info===
+
=== 0x0004 - Bone Info ===
  
===0x0005 - Model Surface===
+
=== 0x0005 - Model Surface ===
  
===0x0006 - Mesh===
+
=== 0x0006 - Mesh ===
  
===0x0007 - Vertex Array===
+
=== 0x0007 - Vertex Array ===
 
=== 0x0008 - Material===
 
  
===0x0009 - Texture Reference===
+
=== 0x0008 - Material ===
  
===0x000A - Texture===
+
=== 0x0009 - Texture Reference ===
  
===0x000B - Shared Vertex Data===
+
=== 0x000A - Texture ===
  
===0x000F - Texture Animation===
+
=== 0x000B - Shared Vertex Data ===
  
===0x8061 - Mesh Material Info===
+
=== 0x000F - Texture Animation ===
  
===0x8015 - UV Scale and Bias===
+
=== 0x8061 - Mesh Material Info ===
  
===0x8066 - Mesh Index Data ===
+
=== 0x8015 - UV Scale and Bias ===
  
===0x8081 - Material Texture Blend===
+
=== 0x8066 - Mesh Index Data  ===
  
===0x8082 - Material RGBA===
+
=== 0x8081 - Material Texture Blend ===
  
===0x8083 - Material Specularity===
+
=== 0x8082 - Material RGBA ===
  
 +
=== 0x8083 - Material Specularity ===
  
 +
= References =
  
=References=
+
* [http://www.richwhitehouse.com/index.php?postid=34 http://www.richwhitehouse.com/index.php?postid=34]
*http://www.richwhitehouse.com/index.php?postid=34
 

Latest revision as of 05:25, 23 May 2019

Last updated: Koral 06:48, 7 Apr 2009 (EDT)

GMO Model-data container

Stub


Format Specifications

Information: MrAdults, Ukurere


[GMO] Files consist of various Chunks defining the type of data they contain, with no initial hard-coded offsets in the begining of the file. Each chunk must be parsed seperatly to determine its Type and Size, either to skip it entirey or attempt to extract the information contained within.

As such, parsing these [GMO] files is a similar mechanism to parsing generic 3DS files.


File Header

There is an initial 16-Byte header describing the file as a [GMO]:


   0x00   MAGIC = 0x4f 0x4d 0x47 0x2e 0x30 0x30 0x2e 0x31 0x50 0x53 0x50 0x00 0x00 0x00 0x00
                  "OMG 00 1PSP"


After this comes the first specialised Chunk.


Chunks

Each Chunk contains an initial local header describing the Type and Size of the contents to come.


   0x00   SHORT   Chunk-Type
   0x02   SHORT   Size of Chunk-Header
   0x04   LONG    Size of Chunk-Data


A number of Chunk-Types have been discovered, described in detail in the sections to follow.


0x0002 - File Start

This Chunk can be described as the root Chunk containing all Sub-Chunks within.


0x0003 - Sub-File

These Chunks mark the exact nature of the Chunks which follow, and can be determined by reading the last SHORT of the chunk.

They usually mark Model or Skeletal data, although there may be more types which are currently undocumented.

Known Values:

  • 0x6f6d Models
  • 0x305f Skeletal Animations


0x0004 - Bone Info

0x0005 - Model Surface

0x0006 - Mesh

0x0007 - Vertex Array

0x0008 - Material

0x0009 - Texture Reference

0x000A - Texture

0x000B - Shared Vertex Data

0x000F - Texture Animation

0x8061 - Mesh Material Info

0x8015 - UV Scale and Bias

0x8066 - Mesh Index Data

0x8081 - Material Texture Blend

0x8082 - Material RGBA

0x8083 - Material Specularity

References