Difference between revisions of "FF8/FileFormat X"
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my_wiki>MaKiPL (→Quad: Added texture page + OP instruction) |
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| V of first texture coordinate | | V of first texture coordinate | ||
|- | |- | ||
− | | | + | | OP |
− | | | + | | Byte |
− | | | + | | Opacity / Alpha channel blend |
+ | |- | ||
+ | | Unknown | ||
+ | | Byte | ||
+ | | PSOne GPU related? | ||
|- | |- | ||
| U2 | | U2 | ||
Line 238: | Line 242: | ||
| V of second texture coordinate | | V of second texture coordinate | ||
|- | |- | ||
− | | | + | | Special (see below) |
− | | | + | | 8 Byte |
− | | | + | | See below (after table) |
+ | |- | ||
+ | | Hide | ||
+ | | Byte/Bool | ||
+ | | Bool. Hides or shows texture | ||
|- | |- | ||
| U3 | | U3 | ||
Line 270: | Line 278: | ||
| Texture colourization (Blue) | | Texture colourization (Blue) | ||
|- | |- | ||
− | | | + | | PSone GPU related |
| Byte | | Byte | ||
− | | Texture | + | | PSOne instruction |
+ | |} | ||
+ | |||
+ | Special Byte: | ||
+ | This byte, needs to be divided to two bytes. So, for example, a 0xE5 needs to be treated like two bytes: | ||
+ | 0x0E | ||
+ | 0x05 | ||
+ | Other way is to treat first one as 6 BIT's, and second one as 2 BIT. | ||
+ | |||
+ | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" | ||
+ | ! style="background:rgb(204,204,204)" | Singular of char | ||
+ | ! style="background:rgb(204,204,204)" | Example | ||
+ | ! style="background:rgb(204,204,204)" | Description | ||
+ | |- | ||
+ | | First char/ 6 BIT's | ||
+ | | B2 --> 0B | ||
+ | | Unknown | ||
+ | |- | ||
+ | | Second char / 2 BIT | ||
+ | | B2 --> 02 | ||
+ | | Texture page number. | ||
|} | |} | ||
Revision as of 11:15, 6 March 2015
By MaKiPL. Thanks for help in research for: shakotay2 (XeNTaX), Halfer, Yagami Light.
Contents
Info
.X file is uncompressed 3D stage model with texture embedeed. The file contains basic info (currently unknown, probably for editor?), camera data, movement, translations and geometry data.
Name | Usually starting with: | Description |
---|---|---|
Info/Script | E8 FF BD 27 01 00 02 | Currently unknown. Probably header + info, that is not needed in game itself. Can be null'ied and nothing will happen ingame. |
Camera data + movement | 02 00 08 00 20 00 (usually 0x5d4/8) | Camera animations, movement (pre-keyed) |
Geometry | 01 00 00 00 08 (See geometry section info) | Divides to object and it's sub-objects |
Texture | 01 00 00 00 09 (Always) | Contains one .TIM texture |
Info/Script
Currently unknown, takes up to ~1400 bytes from start. Unused in-game. Can be null'ied and nothing happen.
Camera data
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Number of cameras |
2 | 2 bytes | Number of camera animations? |
?? / Camera data | Varies | Currently unknown |
Camera data contains:
- Prekeyed camera movement
- Camera zoom
- Camera FOV (horizontal and vertical)
- Orthogenical projection
- Rotation
- Special effects like earthquake
- More, unknown?
This file does not contain camera animations for victory, summons and etc.
Geometry
Geometry contains groups, that contains objects. Ground plane is always 1 object, so it's easy to find geometry data by searching for "Usually starting" header as seen in info section. The group contains objects and location to every start of object
Group
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Number of objects in group |
4 | 4 bytes | Position of object 1 |
8 / varies | 4 bytes | Position of next objects, if number of objects != 1 |
Object
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Always 01 00 01 00 / Header of object |
4 | 2 bytes | Uint16 / number of vertices. |
6 | Number of vertices * 6 | Vertex data, short X; short Y; short Z; |
6 + (Number of vertices *6) | (AbsolutePosition MOD 4) + 2 | Padding |
varies (just after above) | 2 bytes | uint16 / number of triangles |
varies (just after above) | 2 bytes | uint16 / number of quads |
varies (just after above) | 4 bytes | padding |
varies (just after above) | number of triangles * 20 | Triangle data. If NumOfTriangles = 0, then instead of any triangle data, there's quad data. |
varies (just after above) | number of quads * 24 | Triangle data. If NumOfQuads = 0, then instead of any quad data, there's either next header 01 00 01 00, or end of group. |
Triangle
Name | Type | Description |
---|---|---|
F1 (A) | uint16 | A of face indice |
F2 (B) | uint16 | B of face indice |
F3 (C) | uint16 | C of face indice |
U1 | Byte | U of first texture coordinate |
V1 | Byte | V of first texture coordinate |
U2 | Byte | U of second texture coordinate |
V2 | Byte | V of second texture coordinate |
Texture related | 2 bytes | Texture related (?) |
U3 | Byte | U of third texture coordinate |
V3 | Byte | V of third texture coordinate |
Texture related | 2 bytes | Texture related (?) |
Red | Byte | Texture colourization (Red) |
Green | Byte | Texture colourization (Green) |
Blue | Byte | Texture colourization (Blue) |
Texture ID | Byte | Texture ID |
Quad
Name | Type | Description |
---|---|---|
F1 (A) | uint16 | A of face indice |
F2 (B) | uint16 | B of face indice |
F3 (C) | uint16 | C of face indice |
F4 (D) | uint16 | D of face indice |
U1 | Byte | U of first texture coordinate |
V1 | Byte | V of first texture coordinate |
OP | Byte | Opacity / Alpha channel blend |
Unknown | Byte | PSOne GPU related? |
U2 | Byte | U of second texture coordinate |
V2 | Byte | V of second texture coordinate |
Special (see below) | 8 Byte | See below (after table) |
Hide | Byte/Bool | Bool. Hides or shows texture |
U3 | Byte | U of third texture coordinate |
V3 | Byte | V of third texture coordinate |
U4 | Byte | U of fourth texture coordinate |
V4 | Byte | V of fourth texture coordinate |
Red | Byte | Texture colourization (Red) |
Green | Byte | Texture colourization (Green) |
Blue | Byte | Texture colourization (Blue) |
PSone GPU related | Byte | PSOne instruction |
Special Byte: This byte, needs to be divided to two bytes. So, for example, a 0xE5 needs to be treated like two bytes: 0x0E 0x05 Other way is to treat first one as 6 BIT's, and second one as 2 BIT.
Singular of char | Example | Description |
---|---|---|
First char/ 6 BIT's | B2 --> 0B | Unknown |
Second char / 2 BIT | B2 --> 02 | Texture page number. |
Texture
Contains one TIMs with various size 512x256, 673x256, 768x256 (8BPP).