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	<id>https://wiki.ffrtt.ru/index.php?action=history&amp;feed=atom&amp;title=FF7%2FWorld_Map%2FBSZ</id>
	<title>FF7/World Map/BSZ - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ffrtt.ru/index.php?action=history&amp;feed=atom&amp;title=FF7%2FWorld_Map%2FBSZ"/>
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	<updated>2026-08-04T07:48:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3263&amp;oldid=prev</id>
		<title>BukTop: 3 revisions imported</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3263&amp;oldid=prev"/>
		<updated>2019-05-23T02:22:12Z</updated>

		<summary type="html">&lt;p&gt;3 revisions imported&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 02:22, 23 May 2019&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3262&amp;oldid=prev</id>
		<title>my_wiki&gt;BukTop: 2 revisions imported</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3262&amp;oldid=prev"/>
		<updated>2018-04-04T09:36:40Z</updated>

		<summary type="html">&lt;p&gt;2 revisions imported&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 09:36, 4 April 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>my_wiki&gt;BukTop</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3261&amp;oldid=prev</id>
		<title>my_wiki&gt;Lazy Bastard: Lazy Bastard moved page World Map/BSZ to FF7/World Map/BSZ: Mistake</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3261&amp;oldid=prev"/>
		<updated>2013-09-15T22:24:18Z</updated>

		<summary type="html">&lt;p&gt;Lazy Bastard moved page &lt;a href=&quot;/index.php?title=World_Map/BSZ&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;World Map/BSZ (page does not exist)&quot;&gt;World Map/BSZ&lt;/a&gt; to &lt;a href=&quot;/index.php/FF7/World_Map/BSZ&quot; title=&quot;FF7/World Map/BSZ&quot;&gt;FF7/World Map/BSZ&lt;/a&gt;: Mistake&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 22:24, 15 September 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>my_wiki&gt;Lazy Bastard</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3260&amp;oldid=prev</id>
		<title>my_wiki&gt;Lazy Bastard: Created page with &quot;[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...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.ffrtt.ru/index.php?title=FF7/World_Map/BSZ&amp;diff=3260&amp;oldid=prev"/>
		<updated>2013-09-15T22:23:17Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;[Lazy Bastard]: Using a hex editor, I&amp;#039;ve mapped out a BSZ file, namely WM0.BSZ - Cloud&amp;#039;s world map model. Incidentally, WM1.BSZ is Tifa&amp;#039;s world map model, WM2.BSZ is Cid&amp;#039;s, an...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[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).&lt;br /&gt;
&lt;br /&gt;
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]&lt;br /&gt;
&lt;br /&gt;
Akari: Perhaps you can use this data to implement a utility and functionality in Q-Gears?&lt;br /&gt;
&lt;br /&gt;
Without further ado:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
______________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;'BSZ Header Section'&amp;lt;/b&amp;gt; [at offset 0x00000000]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unknown (always the same) [at offset 0x00000000]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
02 00 00 00 08 00 00 00&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Relative offset from end of 'BSZ Header Section' to 'Texture Data Section' [at offset 0x00000008]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
5C 47 00 00&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Offset to Model Section, Header (offset minus 0x8014A600 equals file offset) [at offset 0x00000010]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
18 A6 14 80&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Relative offset from end of 'BSZ Header Section' to Unknown [at offset 0x00000014]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
54 47 00 00&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: 'BSZ Header Section' runs until 'Model Section'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;'Model Section'&amp;lt;/b&amp;gt; [at offset 0x00000018]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;'Model Section', Header&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; [at offset 0x00000018]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
01 FF - Unknown&lt;br /&gt;
&lt;br /&gt;
16 - Number of bones&lt;br /&gt;
&lt;br /&gt;
0F - Number of parts&lt;br /&gt;
&lt;br /&gt;
0A - Number of animations&lt;br /&gt;
&lt;br /&gt;
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 58 00 - Unknown&lt;br /&gt;
&lt;br /&gt;
38 02 - Total data size of bones+parts (little-endian, so 0x0238)&lt;br /&gt;
&lt;br /&gt;
3C A6 14 80 - Offset to 'Model Section', Bones (little-endian, so 0x8014A63C)&lt;br /&gt;
&lt;br /&gt;
00 00 00 00 - Unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: 'Model Section', Header runs until 'Model Section', Bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
______________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;'Model Section, Bones'&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; [at offset 0x0000003C]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
00 00 FF 00 &lt;br /&gt;
00 00 00 01 &lt;br /&gt;
CB FF 01 01 &lt;br /&gt;
7B FF 02 01 &lt;br /&gt;
CB FF 01 00 &lt;br /&gt;
82 FF 04 00 &lt;br /&gt;
BA FF 05 01 &lt;br /&gt;
B7 FF 06 01 &lt;br /&gt;
74 FF 07 01 &lt;br /&gt;
CB FF 01 00 &lt;br /&gt;
82 FF 09 00 &lt;br /&gt;
BA FF 0A 01 &lt;br /&gt;
B7 FF 0B 01 &lt;br /&gt;
74 FF 0C 01 &lt;br /&gt;
00 00 00 00 &lt;br /&gt;
C4 FF 0E 01 &lt;br /&gt;
4F FF 0F 01 &lt;br /&gt;
39 FF 10 01 &lt;br /&gt;
00 00 00 00 &lt;br /&gt;
C4 FF 12 01 &lt;br /&gt;
4F FF 13 01 &lt;br /&gt;
39 FF 14 01&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: 'Model Section', Bones runs until 'Model Section', Parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
___________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;'Model Section, Parts'&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; [at offset 0x00000094]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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 &lt;br /&gt;
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&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breakdown of first line of 'Model Section', Parts above:&lt;br /&gt;
&lt;br /&gt;
01 - Unknown; &amp;quot;0 - not calculate stage lighting and color. 1 - calculate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
01 - Bone to which this part is attached to&lt;br /&gt;
&lt;br /&gt;
0E - Number of vertices&lt;br /&gt;
&lt;br /&gt;
00 - Number of Texture coord&lt;br /&gt;
&lt;br /&gt;
00 - number of textured quads (Gourad Shading)&lt;br /&gt;
&lt;br /&gt;
00 - number of textured triangles (Gourad Shading)&lt;br /&gt;
&lt;br /&gt;
00 - number of textured quads (Flat Shading)&lt;br /&gt;
&lt;br /&gt;
00 - number of textured triangles (Flat Shading)&lt;br /&gt;
&lt;br /&gt;
00 - number of monochrome triangles&lt;br /&gt;
&lt;br /&gt;
00 - number of monochrome quads&lt;br /&gt;
&lt;br /&gt;
0C - number of gradated triangles&lt;br /&gt;
&lt;br /&gt;
06 - number of gradated quads&lt;br /&gt;
&lt;br /&gt;
00 00 - number of data in block 4 (flags)&lt;br /&gt;
&lt;br /&gt;
74 00 - Relative offset to ?&lt;br /&gt;
&lt;br /&gt;
AC 01 - Relative offset to ?&lt;br /&gt;
&lt;br /&gt;
AC 01 - Relative offset to texture settings. Indexed by 5th block data (control)&lt;br /&gt;
&lt;br /&gt;
AC 01 - Relative offset to one byte stream for every packet with texture&lt;br /&gt;
&lt;br /&gt;
28 02 - Relative offset to ?&lt;br /&gt;
&lt;br /&gt;
14 A9 14 80 - Offset to skeleton data section (little-endian, so 0x8014A914)&lt;br /&gt;
&lt;br /&gt;
00 00 00 00 - Offset to ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: 'Model Section', Parts runs until 'Model Section', Animations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
_______________________________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;'Model Section', Animations&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; [at offset 0x00000274]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
01 00 16 00 02 00 B4 00 B4 00 B8 00 FC CC 14 80 &lt;br /&gt;
0F 00 16 01 01 20 B4 00 D2 00 D4 00 B4 CD 14 80 &lt;br /&gt;
14 00 16 03 00 26 B4 00 2C 01 2C 01 68 D0 14 80 &lt;br /&gt;
18 00 16 03 00 33 B4 00 44 01 44 01 8C D4 14 80 &lt;br /&gt;
0F 00 16 03 00 39 B4 00 0E 01 0E 01 98 DA 14 80 &lt;br /&gt;
0F 00 16 03 00 34 B4 00 0E 01 0E 01 00 DF 14 80 &lt;br /&gt;
1E 00 16 00 02 1E B4 00 B4 00 B8 00 1C E3 14 80 &lt;br /&gt;
1E 00 16 00 02 01 B4 00 B4 00 B8 00 58 E7 14 80 &lt;br /&gt;
0F 00 16 02 00 2A B4 00 F0 00 F0 00 30 E8 14 80 &lt;br /&gt;
06 00 16 01 02 2B B4 00 C0 00 C4 00 98 EB 14 80&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: In CLOUD.BCX, the above would be the end of the file. In this format, however, the Model Section &lt;br /&gt;
&lt;br /&gt;
(with all its components) comes before actual parts/animations data, after which is texture data, which &lt;br /&gt;
&lt;br /&gt;
comprises the remainder of the file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: 'Model section', Animations runs into 'Skeleton Data Section'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
___________________________&lt;/div&gt;</summary>
		<author><name>my_wiki&gt;Lazy Bastard</name></author>
		
	</entry>
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