Difference between revisions of "FF8/Menu sp2"

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my_wiki>Sebanisu
(Entry Group: line break didn't work had slash on wrong side of tag)
my_wiki>Sebanisu
m (added line break and some bolds)
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by MaKi
+
by MaKi<br/>
 
updated by Sebanisu
 
updated by Sebanisu
  
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== Layout of '''icon.sp1''': ==
 
== Layout of '''icon.sp1''': ==
 
=== Header ===
 
=== Header ===
(4 x (PointerCount + 1)) bytes
+
'''(4 x (PointerCount + 1))''' bytes
 
{| class="wikitable"
 
{| class="wikitable"
 
! Offset
 
! Offset
Line 25: Line 25:
  
 
=== Pointer ===
 
=== Pointer ===
4 bytes
+
'''4''' bytes
 
{| class="wikitable"
 
{| class="wikitable"
 
! Offset
 
! Offset
Line 48: Line 48:
  
 
=== Entry ===
 
=== Entry ===
8 bytes
+
'''8''' bytes
 
{| class="wikitable"
 
{| class="wikitable"
 
! Offset
 
! Offset
Line 118: Line 118:
 
|}
 
|}
 
=== Entry ===
 
=== Entry ===
16 bytes
+
'''16''' bytes
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 17:39, 11 April 2019

by MaKi
updated by Sebanisu

This file is a mapping file for atlas textures like icons.tex

Layout of icon.sp1:

Header

(4 x (PointerCount + 1)) bytes

Offset SizeOf Name Description
0 UInt32 PointerCount Number of entries
4 Struct Pointer[PointerCount] Pointers Seek locations for entry groups

Pointer

4 bytes

Offset SizeOf Name Description
0 UInt16 Pointer Seek location for entry group
2 UInt16 Count Number of entries in group

Entry Group

(8 x Count) bytes
At pointer's location there will be Struct Entry[Count]. Example of an entry group is the direction pad is in eight pieces. Four of them are unpressed and four are pressed versions. It has about five entries for the direction pad depending on the directions it is highlighting.

Entry

8 bytes

Offset SizeOf Name Description
0 Byte xPos Pixel X coordinate in image atlas
1 Byte yPos Pixel Y coordinate in image atlas
2 Byte[2] UNK Unknown data
4 Byte Width Width of entry in pixels
5 Byte Offset X Offset of X coordinate for when drawing
6 Byte Height Height of entry in pixels
7 Byte Offset Y Offset of Y coordinate for when drawing

Invalid Entries will have X and Y of zero. The top 16x16 pixel area is blank. Everything in icon.tex is aligned to a 8x8 grid. Some entry groups leave out connecting pieces I think you are expected to fill in the blank. Some things like the menu border and menu background don't appear to be listed in this file.

End of file

Everything at and beyond file pointer 4272 {0x10C0} appears to be garbage.

Layout of face.sp2:

Header

Offset SizeOf Name Description
0 UInt32 Count Number of entries

Count can be more than the actual images in the texture.
There are 16 images in each of the 2 textures, and there are 64 entries.

4 UInt32[Count] Locations Seek location for each entry

Entry

16 bytes

Offset SizeOf Name Description
0 UInt32 Count Number of entries at this location

Always 1

4 byte xPos Pixel X coordinate in image atlas
5 byte yPos Pixel Y coordinate in image atlas

Invalid entries seem to have yPos>=Texture.Height.
Detected switch from face1.tex to face2.tex when yPos<previous.yPos.

6 byte[2] UNK Unknown

{0x20,0x36} on the valid entries. {0x60,0x36} on invalid entries.

8 UInt16 Width Width of entry in pixels

Possible this is really a byte with a 0 x offset.

10 UInt16 Height Height of entry in pixels

Possible this is really a byte with a 0 y offset.

12 byte[4] UNK Unknown

{0x00,0x00,0x8E,0x00} on most. Last one has all {0x00}

End of file

File ends with byte[16] of {0x00}

Content of face1.tex and face2.tex

Name File X Y Width Height
Squall Leonhart face1.tex 0 0 32 48
Zell Dincht face1.tex 32 0 32 48
Irvine Kinneas face1.tex 64 0 32 48
Quistis Trepe face1.tex 96 0 32 48
Rinoa Heartilly face1.tex 128 0 32 48
Selphie Tilmitt face1.tex 160 0 32 48
Seifer Almasy face1.tex 192 0 32 48
Edea Kramer face1.tex 224 0 32 48
Laguna Loire face1.tex 0 48 32 48
Kiros Seagill face1.tex 32 48 32 48
Ward Zabac face1.tex 64 48 32 48
Lion face1.tex 128 48 32 48
MiniMog face1.tex 160 48 32 48
Boko face1.tex 192 48 32 48
Angelo face1.tex 224 48 32 48
Quezacotl face2.tex 0 0 32 48
Shiva face2.tex 32 0 32 48
Ifrit face2.tex 64 0 32 48
Siren face2.tex 96 0 32 48
Brothers face2.tex 128 0 32 48
Diablos face2.tex 160 0 32 48
Carbuncle face2.tex 192 0 32 48
Leviathan face2.tex 224 0 32 48
Pandemona face2.tex 0 48 32 48
Cerberus face2.tex 32 48 32 48
Alexander face2.tex 64 48 32 48
Doomtrain face2.tex 96 48 32 48
Bahamut face2.tex 128 48 32 48
Cactuar face2.tex 160 48 32 48
Tonberry face2.tex 192 48 32 48
Eden face2.tex 224 48 32 48

There is one blank space in face1.tex, I skipped that entry.