Difference between revisions of "FF8/WorldMap wmsetxx"

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my_wiki>MaKiPL
(Texture offsets for models by language code: Deleted - no need for that)
my_wiki>MaKiPL
(Models list by language code: No need for that anymore)
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Starts with AKAO
 
Starts with AKAO
 
==Models list by language code==
 
        wmsetgr wmsetus wmsetsp wmsetfr wmsetit
 
1 15772 15420 16200 14700 15676
 
2 19140 18788 19568 18068 19044
 
3 19536 19184 19964 18464 19440
 
4 21100 20748 21528 20028 21004
 
5 21416 21064 21844 20344 21320
 
6 22980 22628 23408 21908 22884
 
7 23296 22944 23724 22224 23200
 
8 24260 23908 24688 23188 24164
 
9 24496 24144 24924 23424 24400
 
10 24652 24300 25080 23580 24556
 
11 26248 25896 26676 25176 26152
 
12 27860 27508 28288 26788 27764
 
13 29448 29096 29876 28376 29352
 
14 29604 29252 30032 28532 29508
 
15 31300 30948 31728 30228 31204
 
16 33332 32980 33760 32260 33236
 
17 36644 36292 37072 35572 36548
 
18 37040 36688 37468 35968 36944
 
19 38480 38128 38908 37408 38384
 
20 39872 39520 40300 38800 39776
 
21 41304 40952 41732 40232 41208
 
22 42764 42412 43192 41692 42668
 
23 44064 43712 44492 42992 43968
 
24 45044 44692 45472 43972 44948
 
25 46128 45776 46556 45056 46032
 
26 49520 49168 49948 48448 49424
 
27 55260 54908 55688 54188 55164
 
28 60968 60616 61396 59896 60872
 
29 65748 65396 66176 64676 65652
 
30 66800 66448 67228 65728 66704
 
31 67196 66844 67624 66124 67100
 
32 68056 67704 68484 66984 67960
 
33 68548 68196 68976 67476 68452
 

Revision as of 18:31, 10 August 2015

Info

WMSETxx.obj (where xx may refer to gr,us,it,fr,sp) is a multi-data world map file containing many core functions and 3D objects. This file contains almost everything: sounds, scripts, dialogs, texts, textures, models- all contained in one file. Main differences between en/it/gr/sp/fr are localized dialogs, so next sections have different offsets. Offsets before this are all the same. Wmset.obj is probably never used in-game and is leftover. Dialogs in lang-en/wmset.obj are in english, but the file is different from wmsetus.obj.

General structure

WMSETxx.obj is made from 48 sections. File starts with header, that has 48*4 bytes. Every offset is 4 bytes long.

Offset Length Description
0 4 bytes Section 1
SectNmbr * 4 4 bytes Section SectNmbr

The last section is offset 188.


Section 1: UNKNOWN

Offset Length Description
0 4 bytes Section size
4 Section size UNKNOWN

UNKNOWN

Section 2-13: UNKNOWN

UNKNOWN

Section 14: Side quests texts/tialogs

This section provides dialogs on world map used in side quests.

This section starts with header pointing to relative offsets to dialog/text portions.

Dumped data from wmsetus.obj:

…+-1 Airstation5 … 7  Get off…YesNo5 + 7  Get off…YesNo5 - 7  Get off…YesNo”Bound for 5 4 7“Pay 4111 Gil to rideDon't ride”
Bound for 5 3 7“Pay 4111 Gil to rideDon't ride”Bound for 5 ! 7“Pay 4111 Gil to rideDon't ride7 ”You don't have enough money“
Selphie ”C'mon?  To the 5Missile Base7?“ n Soldier”Give it up“ n Soldier”I'm busy“ n Soldier”There's no way you're getting 
through?“ n Soldier”This is our duty“ n Soldier”Just like always“ n Soldier”How 'bout a date…“Found a draw point?But no one 
can drawFound a draw point?Nothing thereFound a draw point? foundCan't carry anymoreYou do not have DrawWho will draw…Don't 
draw  stocked 1+-=*&??()·.71Out of/  …?3  7remaining …YesNo#‘2 How to drive 7          4!Back  7!Forward          6!Get on
:off Steer with directional button 1!Change POV2 Garden Controls 7          4!Back  7!Forward  5!To cockpit          6!Get on
:off Steer with directional button 1!Change POV2 How to ride a Chocobo 7 6!Get off Run with directional button 1!Change POV2
 Spaceship Controls 7          4!Back  7!Forward  5!To cockpit          6!Get on:off Directional button to go up:down:steer 1!
Change POV)This place looksfamiliar·It looks abandonedand run=down”Huh?…“Nida”The gauge is going berserk?…“)Shouldn't be getting
 off·This must be Obel LakeThrow a rockTry hummingIt's Obel LakeThrow a rockTry hummingA black shadow rose to the surfaceThrow
 a rockTry humming againThe black shadow disappearedThe rock sank .The rock skipped once . .The rock skipped twice . . .The 
rock skipped 4 times . . . .The rock skipped 5 times . . . . .The rock skipped 6 times . . . . . .The rock skipped 7 times . 
. . . . .The rock skippedmany many timesBlack Shadow”Hello human  What a lovely tune“A black shadow rose to the surface”Hello?“)
There's something large there·”Thanks for speaking to me again?“”Umm“”Can you do me a favor…“)What is it·)I don't want to hear 
it·”It's my friend Mr Monkey Can you find him for me…“”Please“”“”Mr Monkey should be in a forest somewhere Keep walking around 
and I'm sure you'll find him“”Oh yeah do you know what…“”Oh yeah“”What a beautiful day“”I wonder what it means…“”Mysterious 
writing on the rock“”Mr Monkey had a rock like this I think“”Take a break at the railroad bridge“”Take some time off at Eldbeak
 Peninsula“”I bet it's a wonderful place“Relayed the whereabouts of Mr Monkey”Thank you?“There's the monkey?Throw a rockSing”
You suck?“The monkey disappeared into the forestThe monkey told you off and disappeared into the forest”Ahhh?  Darn it? 
Y=You're just a big loser?  I'm able to skip the rock as many times as I want? So there? Ha=Ha? Loser? Dork? Idiot? Your mom 
wears combat boots?“”OUCH? D=Darn it? You're gonna pay for that?“The monkey threw a rock at you and ran?Upon inspecting the 
rockit looks man=made andhas some carving on itYou found the monkey”You big dork???“Almost?The monkey ran awayWhat's this?…You
 found a piece of rock by your footIt looks man=made andhas some carving on itBut it was just a rockA bird is warming an egg
Check it outLeave it aloneIt seems that the birdwent to go look for foodYou found a piece of rock thereNothing there1  
S T S L R M 1  U R H A E O 1  R E A I D R 1  E A S N P D 1  S T S L R M 71  U R H A E O 71  R E A I D R 71  E A S N P D 7”
At the beach in 2 something special washes ashore at times“”You'll find something on an island east of 4 too“”There's also 
something on top of a mountain with a lake and cavern“”Back in the day south of here there used to be a small but beautiful 
village surrounded by deep forests Everyone lived a happy life there“There is a stone pillarIf you look closelythere's something
 written on it”TRETIMEASUREAT MINOFFDEISLE“)…·Found 9?Found L?Found ?Found 1?That sound disappeared into the lakeThere are many
 multicoloredrocks with faces all over the placeThe black=faced rock tells you sternly”The treasure is probably in the direction
 of the North Star“The white=faced rock tells you coldly”It's east“The white=faced rock tells you coldly”It's west“The white=
faced rock tells you coldly”It's south“The white=faced rock tells you coldly”It's north“The red=faced rock tells you angrily”
The blue one's a liar?“The red=faced rock tells you angrily”The treasure's to the east?“The red=faced rock tells you angrily”
The treasure's to the west?“The red=faced rock tells you angrily”The treasure's to the south?“The red=faced rock tells you angrily
”The treasure's to the north?“The red=faced rock tells you angrily”The treasure's not here?“The blue=faced rock whispers”
I don't know where the treasure is“The blue=faced rock whispers”People call us ‘The Liar Rocks'“The blue=faced rock whispers”
Some of us just repeat the same thing“The blue=faced rock whispers”Some of us just talk nonsense“The blue=faced whispers”
Some of us just say the opposite of what we mean“This place just has rubble lying among the grassAbsolutely nothing)
Is thispart of something…·)Seems like the same rock     I picked up before·)This must be all of them·”This must be all the rocks““
If he's not around perhaps he took a train towards Dollet…“)I remember now This is Edea's house I get the feeling there's something
nearby Something hugenearby·

Section 15: NULL

4 Bytes NULL

Section 16: World map objects data

TODO

Section 17-19: UNKNOWN

UNKNOWN

Section 20: UNKNOWN

Bunch of AKAO frames headers packed

Section 21: AKAO

Starts with AKAO header

Section 22-28: NULL

4 Bytes NULL

Section 29: UNKNOWN

UNKNOWN

Section 30: NULL

4 Bytes NULL

Section 31: UNKNOWN

UNKNOWN

Section 32: Text- Location names

This section provides location names (probably for Ragnarok landing?)

This section starts with header pointing to relative offsets to dialog/text portions.

Dumped data from wmsetus.obj:

?2344 Forest  Garden  Garden: Station!9Missile Base7WinhillEdea's House%:
51 Seaside Station1 City1: AirstationLunatic Pandora Laboratory=1
Sorceress MemorialTears' Point1 Seaside Station=Tears' PointTears' 
PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial

Section 33-37: UNKNOWN

UNKNOWN

Section 38: World map textures archive

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). This is one of the larger sections in file. THIS section is responsible for 1/2 world map textures (Those are really used in-game). There is 36 textures inside as of original release. Also, sea, beach and special effects texture is present.

Offset Length Description
0 4 bytes Relative offset to texture
Various (144 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 39: Textures - roads, train track, bridge

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for train track textures, road textures, bridge train track texture (the one that gets through FH).

Offset Length Description
0 4 bytes Relative offset to texture
Various (52 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 40: One world map texture/NULL

This section starts with header pointing to relative offsets to only one .TIM texture. This is the first texture that is in texl.obj or wmsetxx.obj/Section 38.

Offset Length Description
0 4 bytes Relative offset to texture
4 4 bytes '00 00 00 00' - offset list end
8 Various (16384 originally) .TIM texture (10 00 00 00 08)
After Texture Next offset-(header+TIM texture) NULL data

Section 41: UNKNOWN

UNKNOWN

Section 42: Vehicle and object textures

This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for vehicles, world map objects textures (Balamb mobile, Galbadia mobile, Balamb halo ring, cactuar statue, lunatic pandora...)

Offset Length Description
0 4 bytes Relative offset to texture
Various (132 originally) 4 bytes '00 00 00 00' - offset list end
Offset pointed by header Various .TIM texture (10 00 00 00 08)

Section 43-47: UNKNOWN

UNKNOWN

Section 48: AKAO frame

Starts with AKAO