Difference between revisions of "FF8/FileFormat r0win"
my_wiki>MaKiPL (→SECTION1 (sounds)) |
my_wiki>MaKiPL (Updated Section 3) |
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For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]] | For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]] | ||
| − | ===SECTION3,4,5,6,7,8 (UNKNOWN)=== | + | ===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 | ||
| + | | Texture offset (4BPP TIM) | ||
| + | | Pointer to TIM texture in file | ||
| + | |- | ||
| + | | 8 | ||
| + | | UNKNOWN | ||
| + | | Pointer to UNKNOWN data. | ||
| + | |- | ||
| + | | 12 | ||
| + | | Texture offset (4BPP TIM) | ||
| + | | Pointer to second TIM texture in file. | ||
| + | |} | ||
| + | |||
| + | ===SECTION4,5,6,7,8 (UNKNOWN)=== | ||
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" | {| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;" | ||
|- | |- | ||
Revision as of 13:44, 21 April 2016
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 | Texture offset (4BPP TIM) | Pointer to TIM texture in file |
| 8 | UNKNOWN | Pointer to UNKNOWN data. |
| 12 | Texture offset (4BPP TIM) | Pointer to second TIM texture in file. |
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 |