Changes
Jump to navigation
Jump to search
Created page with "[Lazy Bastard]: Using a hex editor, I've mapped out a BSZ file, namely WM0.BSZ - Cloud's world map model. Incidentally, WM1.BSZ is Tifa's world map model, WM2.BSZ is Cid's, an..."
[Lazy Bastard]: Using a hex editor, I've mapped out a BSZ file, namely WM0.BSZ - Cloud's world map model. Incidentally, WM1.BSZ is Tifa's world map model, WM2.BSZ is Cid's, and WM3.BSZ seems to be every other world map model, similar to a BSX in fields (though I haven't confirmed this yet).
There is a remarkable resemblance here to BCX format, so I should be able to create custom world map models fairly soon, using the same techniques I used in fields. [Update: I did just that; see Qhimm.com forum threads]
Akari: Perhaps you can use this data to implement a utility and functionality in Q-Gears?
Without further ado:
______________________________________
In PSX memory, WM0.BSZ starts at 14A600 (and ends at 14F3B7). Every 80-type offset in this file can be treated as such: offset minus 8014A600 equals in-file offset.
<b>'BSZ Header Section'</b> [at offset 0x00000000]:
Unknown (always the same) [at offset 0x00000000]:
<code>
02 00 00 00 08 00 00 00
</code>
Relative offset from end of 'BSZ Header Section' to 'Texture Data Section' [at offset 0x00000008]:
<code>
5C 47 00 00
</code>
Offset to Model Section, Header (offset minus 0x8014A600 equals file offset) [at offset 0x00000010]:
<code>
18 A6 14 80
</code>
Relative offset from end of 'BSZ Header Section' to Unknown [at offset 0x00000014]:
<code>
54 47 00 00
</code>
Note: 'BSZ Header Section' runs until 'Model Section'.
__________________________________________
<b>'Model Section'</b> [at offset 0x00000018]:
<b><i>'Model Section', Header</i></b> [at offset 0x00000018]:
<code>
01 FF 16 0F 0A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 58 00 38 02 3C A6 14 80 00 00 00 00
</code>
01 FF - Unknown
16 - Number of bones
0F - Number of parts
0A - Number of animations
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 58 00 - Unknown
38 02 - Total data size of bones+parts (little-endian, so 0x0238)
3C A6 14 80 - Offset to 'Model Section', Bones (little-endian, so 0x8014A63C)
00 00 00 00 - Unknown
Note: 'Model Section', Header runs until 'Model Section', Bones.
______________________________
<b><i>'Model Section, Bones'</i></b> [at offset 0x0000003C]:
<code>
00 00 FF 00
00 00 00 01
CB FF 01 01
7B FF 02 01
CB FF 01 00
82 FF 04 00
BA FF 05 01
B7 FF 06 01
74 FF 07 01
CB FF 01 00
82 FF 09 00
BA FF 0A 01
B7 FF 0B 01
74 FF 0C 01
00 00 00 00
C4 FF 0E 01
4F FF 0F 01
39 FF 10 01
00 00 00 00
C4 FF 12 01
4F FF 13 01
39 FF 14 01
</code>
Note: 'Model Section', Bones runs until 'Model Section', Parts.
___________________________________
<b><i>'Model Section, Parts'</i></b> [at offset 0x00000094]:
<code>
01 01 0E 00 00 00 00 00 00 00 0C 06 00 00 74 00 AC 01 AC 01 AC 01 28 02 14 A9 14 80 00 00 00 00
01 02 20 00 00 00 00 00 00 00 06 1B 00 00 04 01 80 03 80 03 80 03 74 04 C0 AA 14 80 00 00 00 00
01 03 5A 0C 02 06 00 00 00 00 96 0D 03 08 D4 02 EC 0D E0 0D 04 0E 94 13 40 AE 14 80 00 00 00 00
01 06 10 00 00 00 00 00 00 00 0A 09 00 00 84 00 D8 01 D8 01 D8 01 5C 02 4C BC 14 80 00 00 00 00
01 07 10 00 00 00 00 00 00 00 00 0E 00 00 84 00 9C 01 9C 01 9C 01 F8 01 24 BE 14 80 00 00 00 00
01 08 08 00 00 00 00 00 00 00 00 06 00 00 44 00 BC 00 BC 00 BC 00 D8 00 C0 BF 14 80 00 00 00 00
01 0B 10 00 00 00 00 00 00 00 0A 09 00 00 84 00 D8 01 D8 01 D8 01 5C 02 7C C0 14 80 00 00 00 00
01 0C 10 00 00 00 00 00 00 00 00 0E 00 00 84 00 9C 01 9C 01 9C 01 F8 01 54 C2 14 80 00 00 00 00
01 0D 08 00 00 00 00 00 00 00 00 06 00 00 44 00 BC 00 BC 00 BC 00 D8 00 F0 C3 14 80 00 00 00 00
01 0F 0A 00 00 00 00 00 00 00 08 04 00 00 54 00 24 01 24 01 24 01 70 01 AC C4 14 80 00 00 00 00
01 10 15 00 00 00 00 00 00 00 04 0E 00 00 AC 00 04 02 04 02 04 02 68 02 D0 C5 14 80 00 00 00 00
01 11 0A 00 00 00 00 00 00 00 02 07 00 00 54 00 00 01 00 01 00 01 34 01 D4 C7 14 80 00 00 00 00
01 13 0A 00 00 00 00 00 00 00 08 04 00 00 54 00 24 01 24 01 24 01 70 01 D4 C8 14 80 00 00 00 00
01 14 15 00 00 00 00 00 00 00 04 0E 00 00 AC 00 04 02 04 02 04 02 68 02 F8 C9 14 80 00 00 00 00
01 15 0A 00 00 00 00 00 00 00 02 07 00 00 54 00 00 01 00 01 00 01 34 01 FC CB 14 80 00 00 00 00
</code>
Breakdown of first line of 'Model Section', Parts above:
01 - Unknown; "0 - not calculate stage lighting and color. 1 - calculate."
01 - Bone to which this part is attached to
0E - Number of vertices
00 - Number of Texture coord
00 - number of textured quads (Gourad Shading)
00 - number of textured triangles (Gourad Shading)
00 - number of textured quads (Flat Shading)
00 - number of textured triangles (Flat Shading)
00 - number of monochrome triangles
00 - number of monochrome quads
0C - number of gradated triangles
06 - number of gradated quads
00 00 - number of data in block 4 (flags)
74 00 - Relative offset to ?
AC 01 - Relative offset to ?
AC 01 - Relative offset to texture settings. Indexed by 5th block data (control)
AC 01 - Relative offset to one byte stream for every packet with texture
28 02 - Relative offset to ?
14 A9 14 80 - Offset to skeleton data section (little-endian, so 0x8014A914)
00 00 00 00 - Offset to ?
Note: 'Model Section', Parts runs until 'Model Section', Animations.
_______________________________________
<b><i>'Model Section', Animations</i></b> [at offset 0x00000274]:
<code>
01 00 16 00 02 00 B4 00 B4 00 B8 00 FC CC 14 80
0F 00 16 01 01 20 B4 00 D2 00 D4 00 B4 CD 14 80
14 00 16 03 00 26 B4 00 2C 01 2C 01 68 D0 14 80
18 00 16 03 00 33 B4 00 44 01 44 01 8C D4 14 80
0F 00 16 03 00 39 B4 00 0E 01 0E 01 98 DA 14 80
0F 00 16 03 00 34 B4 00 0E 01 0E 01 00 DF 14 80
1E 00 16 00 02 1E B4 00 B4 00 B8 00 1C E3 14 80
1E 00 16 00 02 01 B4 00 B4 00 B8 00 58 E7 14 80
0F 00 16 02 00 2A B4 00 F0 00 F0 00 30 E8 14 80
06 00 16 01 02 2B B4 00 C0 00 C4 00 98 EB 14 80
</code>
Note: In CLOUD.BCX, the above would be the end of the file. In this format, however, the Model Section
(with all its components) comes before actual parts/animations data, after which is texture data, which
comprises the remainder of the file.
Note: 'Model section', Animations runs into 'Skeleton Data Section'.
___________________________
There is a remarkable resemblance here to BCX format, so I should be able to create custom world map models fairly soon, using the same techniques I used in fields. [Update: I did just that; see Qhimm.com forum threads]
Akari: Perhaps you can use this data to implement a utility and functionality in Q-Gears?
Without further ado:
______________________________________
In PSX memory, WM0.BSZ starts at 14A600 (and ends at 14F3B7). Every 80-type offset in this file can be treated as such: offset minus 8014A600 equals in-file offset.
<b>'BSZ Header Section'</b> [at offset 0x00000000]:
Unknown (always the same) [at offset 0x00000000]:
<code>
02 00 00 00 08 00 00 00
</code>
Relative offset from end of 'BSZ Header Section' to 'Texture Data Section' [at offset 0x00000008]:
<code>
5C 47 00 00
</code>
Offset to Model Section, Header (offset minus 0x8014A600 equals file offset) [at offset 0x00000010]:
<code>
18 A6 14 80
</code>
Relative offset from end of 'BSZ Header Section' to Unknown [at offset 0x00000014]:
<code>
54 47 00 00
</code>
Note: 'BSZ Header Section' runs until 'Model Section'.
__________________________________________
<b>'Model Section'</b> [at offset 0x00000018]:
<b><i>'Model Section', Header</i></b> [at offset 0x00000018]:
<code>
01 FF 16 0F 0A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 58 00 38 02 3C A6 14 80 00 00 00 00
</code>
01 FF - Unknown
16 - Number of bones
0F - Number of parts
0A - Number of animations
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 58 00 - Unknown
38 02 - Total data size of bones+parts (little-endian, so 0x0238)
3C A6 14 80 - Offset to 'Model Section', Bones (little-endian, so 0x8014A63C)
00 00 00 00 - Unknown
Note: 'Model Section', Header runs until 'Model Section', Bones.
______________________________
<b><i>'Model Section, Bones'</i></b> [at offset 0x0000003C]:
<code>
00 00 FF 00
00 00 00 01
CB FF 01 01
7B FF 02 01
CB FF 01 00
82 FF 04 00
BA FF 05 01
B7 FF 06 01
74 FF 07 01
CB FF 01 00
82 FF 09 00
BA FF 0A 01
B7 FF 0B 01
74 FF 0C 01
00 00 00 00
C4 FF 0E 01
4F FF 0F 01
39 FF 10 01
00 00 00 00
C4 FF 12 01
4F FF 13 01
39 FF 14 01
</code>
Note: 'Model Section', Bones runs until 'Model Section', Parts.
___________________________________
<b><i>'Model Section, Parts'</i></b> [at offset 0x00000094]:
<code>
01 01 0E 00 00 00 00 00 00 00 0C 06 00 00 74 00 AC 01 AC 01 AC 01 28 02 14 A9 14 80 00 00 00 00
01 02 20 00 00 00 00 00 00 00 06 1B 00 00 04 01 80 03 80 03 80 03 74 04 C0 AA 14 80 00 00 00 00
01 03 5A 0C 02 06 00 00 00 00 96 0D 03 08 D4 02 EC 0D E0 0D 04 0E 94 13 40 AE 14 80 00 00 00 00
01 06 10 00 00 00 00 00 00 00 0A 09 00 00 84 00 D8 01 D8 01 D8 01 5C 02 4C BC 14 80 00 00 00 00
01 07 10 00 00 00 00 00 00 00 00 0E 00 00 84 00 9C 01 9C 01 9C 01 F8 01 24 BE 14 80 00 00 00 00
01 08 08 00 00 00 00 00 00 00 00 06 00 00 44 00 BC 00 BC 00 BC 00 D8 00 C0 BF 14 80 00 00 00 00
01 0B 10 00 00 00 00 00 00 00 0A 09 00 00 84 00 D8 01 D8 01 D8 01 5C 02 7C C0 14 80 00 00 00 00
01 0C 10 00 00 00 00 00 00 00 00 0E 00 00 84 00 9C 01 9C 01 9C 01 F8 01 54 C2 14 80 00 00 00 00
01 0D 08 00 00 00 00 00 00 00 00 06 00 00 44 00 BC 00 BC 00 BC 00 D8 00 F0 C3 14 80 00 00 00 00
01 0F 0A 00 00 00 00 00 00 00 08 04 00 00 54 00 24 01 24 01 24 01 70 01 AC C4 14 80 00 00 00 00
01 10 15 00 00 00 00 00 00 00 04 0E 00 00 AC 00 04 02 04 02 04 02 68 02 D0 C5 14 80 00 00 00 00
01 11 0A 00 00 00 00 00 00 00 02 07 00 00 54 00 00 01 00 01 00 01 34 01 D4 C7 14 80 00 00 00 00
01 13 0A 00 00 00 00 00 00 00 08 04 00 00 54 00 24 01 24 01 24 01 70 01 D4 C8 14 80 00 00 00 00
01 14 15 00 00 00 00 00 00 00 04 0E 00 00 AC 00 04 02 04 02 04 02 68 02 F8 C9 14 80 00 00 00 00
01 15 0A 00 00 00 00 00 00 00 02 07 00 00 54 00 00 01 00 01 00 01 34 01 FC CB 14 80 00 00 00 00
</code>
Breakdown of first line of 'Model Section', Parts above:
01 - Unknown; "0 - not calculate stage lighting and color. 1 - calculate."
01 - Bone to which this part is attached to
0E - Number of vertices
00 - Number of Texture coord
00 - number of textured quads (Gourad Shading)
00 - number of textured triangles (Gourad Shading)
00 - number of textured quads (Flat Shading)
00 - number of textured triangles (Flat Shading)
00 - number of monochrome triangles
00 - number of monochrome quads
0C - number of gradated triangles
06 - number of gradated quads
00 00 - number of data in block 4 (flags)
74 00 - Relative offset to ?
AC 01 - Relative offset to ?
AC 01 - Relative offset to texture settings. Indexed by 5th block data (control)
AC 01 - Relative offset to one byte stream for every packet with texture
28 02 - Relative offset to ?
14 A9 14 80 - Offset to skeleton data section (little-endian, so 0x8014A914)
00 00 00 00 - Offset to ?
Note: 'Model Section', Parts runs until 'Model Section', Animations.
_______________________________________
<b><i>'Model Section', Animations</i></b> [at offset 0x00000274]:
<code>
01 00 16 00 02 00 B4 00 B4 00 B8 00 FC CC 14 80
0F 00 16 01 01 20 B4 00 D2 00 D4 00 B4 CD 14 80
14 00 16 03 00 26 B4 00 2C 01 2C 01 68 D0 14 80
18 00 16 03 00 33 B4 00 44 01 44 01 8C D4 14 80
0F 00 16 03 00 39 B4 00 0E 01 0E 01 98 DA 14 80
0F 00 16 03 00 34 B4 00 0E 01 0E 01 00 DF 14 80
1E 00 16 00 02 1E B4 00 B4 00 B8 00 1C E3 14 80
1E 00 16 00 02 01 B4 00 B4 00 B8 00 58 E7 14 80
0F 00 16 02 00 2A B4 00 F0 00 F0 00 30 E8 14 80
06 00 16 01 02 2B B4 00 C0 00 C4 00 98 EB 14 80
</code>
Note: In CLOUD.BCX, the above would be the end of the file. In this format, however, the Model Section
(with all its components) comes before actual parts/animations data, after which is texture data, which
comprises the remainder of the file.
Note: 'Model section', Animations runs into 'Skeleton Data Section'.
___________________________