Difference between revisions of "FF8/FileFormat r0win"
my_wiki>MaKiPL (Created page with "By MaKiPL --------------------------- '''R0win.dat''' is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic f...") |
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===ENTRY=== | ===ENTRY=== | ||
− | {| border="1" cellspacing="1" cellpadding="3" align=" | + | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" |
|- | |- | ||
! style="background:rgb(255,192,0)" | | ! style="background:rgb(255,192,0)" | | ||
Line 139: | Line 139: | ||
===SECTION1 (sounds)=== | ===SECTION1 (sounds)=== | ||
− | {| border="1" cellspacing="1" cellpadding="3" align=" | + | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" |
|- | |- | ||
! style="background:rgb(255,192,0)" | | ! style="background:rgb(255,192,0)" | | ||
Line 188: | Line 188: | ||
| | | | ||
− | AKAO1 | + | AKAO1 [Wind?] ?? |
|- | |- | ||
Line 198: | Line 198: | ||
| | | | ||
− | AKAO2 | + | AKAO2 [Win] |
|} | |} | ||
+ | |||
===SECTION2 (camera animation)=== | ===SECTION2 (camera animation)=== | ||
− | For camera data structure please head over to Battle | + | For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]] |
+ | |||
+ | ===SECTION3 (UNKNOWN)=== | ||
+ | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" | ||
+ | ! style="background:rgb(204,204,204)" | Offset | ||
+ | ! style="background:rgb(204,204,204)" | Name | ||
+ | ! style="background:rgb(204,204,204)" | Description | ||
+ | |- | ||
+ | | 0 | ||
+ | | Number of textures | ||
+ | | Number of pointers in file | ||
+ | |- | ||
+ | | 4 | ||
+ | | UNKNOWN | ||
+ | | Pointer to UNKNOWN data | ||
+ | |- | ||
+ | | 8 | ||
+ | | UNKNOWN | ||
+ | | Pointer to UNKNOWN data | ||
+ | |- | ||
+ | | 12 | ||
+ | | UNKNOWN | ||
+ | | Pointer to UNKNOWN data | ||
+ | |} | ||
− | === | + | ===SECTION4,5,6,7,8 (UNKNOWN)=== |
− | {| border="1" cellspacing="1" cellpadding="3" align=" | + | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" |
|- | |- | ||
! style="background:rgb(255,192,0)" | | ! style="background:rgb(255,192,0)" | |
Latest revision as of 05:25, 23 May 2019
By MaKiPL
R0win.dat is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.
Structure:
ENTRY
SECTION1
SECTION2 …
SECTION8
EOF
Contents
ENTRY
|
|
|
---|---|---|
0 |
int |
NumberOfSections |
4 |
int |
Section_1_pointer |
8 |
int |
Section_2_pointer |
12 |
int |
Section_3_pointer |
16 |
int |
Section_4_pointer |
20 |
int |
Section_5_pointer |
24 |
int |
Section_6_pointer |
28 |
int |
Section_7_pointer |
32 |
int |
Section_8_pointer |
36 |
int |
Section_to_EOF |
SECTION1 (sounds)
|
|
|
---|---|---|
0 |
int |
NumberOfSounds |
4 |
int |
Pointer_to_AKAO1 |
8 |
int |
Pointer_to_AKAO2 |
16 |
AKAO |
AKAO1 [Wind?] ?? |
126160 |
AKAO |
AKAO2 [Win] |
SECTION2 (camera animation)
For camera data structure please head over to Battle stage model file
SECTION3 (UNKNOWN)
Offset | Name | Description |
---|---|---|
0 | Number of textures | Number of pointers in file |
4 | UNKNOWN | Pointer to UNKNOWN data |
8 | UNKNOWN | Pointer to UNKNOWN data |
12 | UNKNOWN | Pointer to UNKNOWN data |
SECTION4,5,6,7,8 (UNKNOWN)
|
|
|
---|---|---|
0 |
int |
NumberOfUNKNOWN |
4 |
int |
Pointer_to_UNK1 |
8 |
int |
Pointer_to_UNK2... |
Varies from number of UNKNOWNs |
int |
EOF |