FF8/WorldMap charaone
From Final Fantasy Inside
file is different than field [ONE]
Header
Offset | Length | Description |
---|---|---|
0x00 | uint | EOF |
0x04 | (TIM_height * (TIM_width * 4) ) / 2 + 64 | TIM texture |
?? (after TIM textures, usually two?) | VARIES | Chara |
Chara
Offset | Length | Description |
---|---|---|
0x00 | uint | bone section? length (shift left 6) |
0x04 | uint | unknown struct size. Multiply by 8 |
0x08 | uint | unknown size |
?? | uint | 32 * *(dword_24FEE48[v24] + 36)) |
0x38 | uint | section 12 pointer + 2 |
section 12 (arg4 == 0x12)
names are WIP, I'm not quite sure if it's animation, geometry or bones...
Offset | Length | Description |
---|---|---|
0x00 + ( i==0 ? 0 : sizeof(entry[i-1])) | sizeof(entry) | while entry.countOfEntries != null |
- there's no count for these objects, so you have to read all entries one-by-one. In order to understand when to stop you have to check if reading new entry.countOfEntities == 0
Entry:
Offset | Length | Description |
---|---|---|
0x00 | ushort | count of entities |
0x02 | ushort | count of bone rotations |
0x04 + (entityID * (countOfBoneRot * 6) + 6) | 6 + (countOfBoneRotations*6) | entityObject |
entityObject:
Offset | Length | Description |
---|---|---|
0x00 | short | X offset |
0x02 | short | Z offset |
0x04 | short | Y (up) offset |
0x06 + (boneID*6) | short | Bone[boneID].RotX |
0x08 + (boneID*6) | short | Bone[boneID].RotZ |
0x0A + (boneID*6) | short | Bone[boneID].RotY |