Difference between revisions of "FF8/FileFormat MAP"

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Two bytes, source X and Y coordinates to sample the tile from<br />
 
Two bytes, source X and Y coordinates to sample the tile from<br />
 
Unknown byte<br />
 
Unknown byte<br />
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 4 seems to be the default (no blending).<br />
+
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 4 seems to be the default (no blending)<br />
2 unknown bytes, the last one may be related to background animation.<br />
+
2 unknown bytes, the last one may be related to background animation<br />
  
 
=== Type 2 ===
 
=== Type 2 ===
Line 25: Line 25:
 
4 bits, which 128x256 texture to use, same as above<br />
 
4 bits, which 128x256 texture to use, same as above<br />
 
4 unknown bits<br />
 
4 unknown bits<br />
5 bytes, all unknown<br />
+
Unknown byte, always 0 (?)<br />
 +
6 unknown bits<br />
 +
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM<br />
 +
6 unknown bits<br />
 +
2 unknown bytes<br />

Revision as of 05:41, 25 July 2009

MAP Files

MAP files contain data about the tiles used to draw the field background. There is no header, every 16 bytes of the file is one 16x16 tile from the MIM data, ending with the special signature 0x7FFF followed by 12 zero bytes. To determine whether you're dealing with a type 1 or type 2 file, look at the MIM filesize, there is no obvious marker for type 2 in the MAP file.

Tile format

Type 1

Two signed 16-bit integers, X and Y relative to center (0, 0)
Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)
4 bits, which 128x256 texture to use, if you consider the MIM to be one big image, just multiply this value by 128 and add it to the source X coordinate
4 unknown bits, may be related to blending/effects
Unknown byte, always 0 (?)
6 unknown bits
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM
6 unknown bits
Two bytes, source X and Y coordinates to sample the tile from
Unknown byte
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 4 seems to be the default (no blending)
2 unknown bytes, the last one may be related to background animation

Type 2

X and Y, same as above
Source coordinates, both 16-bit this time
Possible Z coordinate
4 bits, which 128x256 texture to use, same as above
4 unknown bits
Unknown byte, always 0 (?)
6 unknown bits
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM
6 unknown bits
2 unknown bytes