Difference between revisions of "FF8/FileFormat ONE"
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+ | By myst6re. | ||
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= chara.one Archive = | = chara.one Archive = | ||
Line 5: | Line 7: | ||
== Header == | == Header == | ||
− | {| | + | {| class="wikitable" |
− | ! | + | ! Offset |
− | ! | + | ! Length |
− | ! | + | ! Description |
|- | |- | ||
| 0x00 | | 0x00 | ||
Line 27: | Line 29: | ||
For each model: | For each model: | ||
− | {| | + | {| class="wikitable" |
− | ! | + | ! Offset |
− | ! | + | ! Length |
− | ! | + | ! Description |
|- | |- | ||
| 0x00 | | 0x00 | ||
Line 67: | Line 69: | ||
== Data == | == Data == | ||
− | This is the same data structure as a [[FF8/FileFormat_MCH|MCH model]] (without header). | + | This is the same data structure as a [[FF8/FileFormat_MCH|MCH model]] (without header). In the PlayStation version, each model textures + data is [[FF7/LZS_format|LZS]] compressed. |
Latest revision as of 05:24, 23 May 2019
By myst6re.
chara.one Archive
Each field contains a chara.one file that contains multiple field models (PNJs), or calls to main fields models (Squall, Laguna...).
Header
Offset | Length | Description |
---|---|---|
0x00 | 4 bytes | Number of models (not present in ps version!) |
0x04 | nbModels * varies bytes | Model headers |
0x04 + nbModels*var | 256-(0x04 + nbModels*var) bytes | Padding (the header is always 256 bytes) |
Model header
For each model:
Offset | Length | Description |
---|---|---|
0x00 | 4 bytes | Offset to model textures + data. Warning: in pc version, you must add 4 to this offset! |
0x04 | 4 bytes | Size of model data |
0x08 | 4 bytes | Size of model data (bis). Warning: Sometimes not present! |
0x0C | 4 bytes | if this DWORD >> 24 == 0xd0, there is no tim offset list, and "model data offset" is 0 because this is a main field model |
0x10 | Varies | Tim offset (relative to the "Offset to model textures + data") list, ends with value 0xFFFFFFFF |
0x10 + Varies | 4 bytes | Model data offset (relative to the "Offset to model textures + data") |
0x14 + Varies | 8 bytes | Model name, usefull when you must call a main field model |
0x1C + Varies | 4 bytes | Always 0XEEEEEEEE |
Data
This is the same data structure as a MCH model (without header). In the PlayStation version, each model textures + data is LZS compressed.