Difference between revisions of "FF8/WorldMap rail"
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By MaKiPL | By MaKiPL | ||
− | ==Info== | + | == Info == |
− | Rail.obj is a file containing key locations of train movement. It stores location on world map, and the train automatically rotates, gives power and calculates needed info (like cargo rotation and etc.) | + | |
− | This file '''cannot be LZS compressed'''. Doing so makes the game not recognize the file. | + | Rail.obj is a file containing key locations of train movement. It stores location on world map, and the train automatically rotates, gives power and calculates needed info (like cargo rotation and etc.) This file '''cannot be LZS compressed'''. Doing so makes the game not recognize the file. |
+ | |||
+ | === File scheme === | ||
− | |||
The file is built the similiar way as [[FF8/WorldMap_wmx|World map WMX.obj]]. The engine is loading animation for specific train every 0x800 bytes (2048). Always. Animation cannot be larger than 2048, and if is smaller than 2048 bytes, then what's left is filled with 00. One animation frame is 16 bytes. Max animation frame is 127, because 127*16=2032+16(header). | The file is built the similiar way as [[FF8/WorldMap_wmx|World map WMX.obj]]. The engine is loading animation for specific train every 0x800 bytes (2048). Always. Animation cannot be larger than 2048, and if is smaller than 2048 bytes, then what's left is filled with 00. One animation frame is 16 bytes. Max animation frame is 127, because 127*16=2032+16(header). | ||
+ | <br /> | ||
+ | <br /> | ||
− | + | {| class="wikitable" | |
− | {| | + | ! Offset |
− | ! | + | ! Length |
− | ! | + | ! Description |
− | ! | ||
|- | |- | ||
| 0 | | 0 | ||
Line 45: | Line 47: | ||
|} | |} | ||
− | *Train stops are offset to animation frames, in which the train stops like (running in the tunnel, or waiting at the station) | + | * Train stops are offset to animation frames, in which the train stops like (running in the tunnel, or waiting at the station) |
− | ===Animation key frame=== | + | === Animation key frame === |
− | {| | + | |
− | ! | + | {| class="wikitable" |
− | ! | + | ! Offset |
− | ! | + | ! Length |
+ | ! Description | ||
|- | |- | ||
| 0 | | 0 | ||
Line 70: | Line 73: | ||
|} | |} | ||
− | *Location on world map (global) is saved upon 4 bytes. To better understand this (and in fact-operate/hack) just convert it to decimal. Vars are in big-endian. | + | * Location on world map (global) is saved upon 4 bytes. To better understand this (and in fact-operate/hack) just convert it to decimal. Vars are in big-endian. |
− | 00 00 FE FF is far west. | + | |
− | FF FF 01 00 is far east. | + | 00 00 FE FF is far west. FF FF 01 00 is far east. |
Latest revision as of 05:25, 23 May 2019
By MaKiPL
Info
Rail.obj is a file containing key locations of train movement. It stores location on world map, and the train automatically rotates, gives power and calculates needed info (like cargo rotation and etc.) This file cannot be LZS compressed. Doing so makes the game not recognize the file.
File scheme
The file is built the similiar way as World map WMX.obj. The engine is loading animation for specific train every 0x800 bytes (2048). Always. Animation cannot be larger than 2048, and if is smaller than 2048 bytes, then what's left is filled with 00. One animation frame is 16 bytes. Max animation frame is 127, because 127*16=2032+16(header).
Offset | Length | Description |
---|---|---|
0 | Byte | Count of animation frames |
1 | Byte | Unknown |
2 | 2 bytes | Unknown (Padding?) |
4 | UInt32 | Train Stop offset #1* |
8 | UInt32 | Train Stop offset #2* |
12 | count * 16 bytes | Animation frames |
12 + (count*16) | varies | Padding / 00 |
- Train stops are offset to animation frames, in which the train stops like (running in the tunnel, or waiting at the station)
Animation key frame
Offset | Length | Description |
---|---|---|
0 | 4 Bytes signed* | X Axis |
4 | 4 Bytes signed* | Z Axis |
8 | 4 Bytes signed* | Y Axis |
12 | 4 Bytes | Unknown |
- Location on world map (global) is saved upon 4 bytes. To better understand this (and in fact-operate/hack) just convert it to decimal. Vars are in big-endian.
00 00 FE FF is far west. FF FF 01 00 is far east.