FF8/WorldMap rail
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Revision as of 12:53, 24 July 2015 by my_wiki>MaKiPL (→File scheme: No, it's not. That's because of newest research of train stop offsets)
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 don't 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.
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/ some text** |
- 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.
- If filtered out, represents some plaintext, like C:\FF8... - probably encoded dialogs/text. TO BE CHECKED USING CHARMAP!