FF8/WorldMap wmsetxx
Contents
Info
WMSETxx.obj (where xx may refer to gr,us,it,fr,sp) is a multi-data world map file containing many core functions and 3D objects. This file contains almost everything: sounds, scripts, dialogs, texts, textures, models- all contained in one file. Main differences between en/it/gr/sp/fr are localized dialogs, so next sections have different offsets. Offsets before this are all the same. Wmset.obj is probably never used in-game and is leftover. Dialogs in lang-en/wmset.obj are in english, but the file is different from wmsetus.obj.
General structure
WMSETxx.obj is made from 48 sections. File starts with header, that has 48*4 bytes. Every offset is 4 bytes long.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Section 1 |
SectNmbr * 4 | 4 bytes | Section SectNmbr |
The last section is offset 188.
Section 1: World map encounter data supplier
Offset | Length | Description |
---|---|---|
0 | 4 bytes | FileSize (this+4) |
4 + (entryID * 4) | 4 bytes | EncounterIdSupplierDataProvider_Entry |
EncounterIdSupplierDataProvider_Entry:
Offset | Length | Description |
---|---|---|
0 | Byte | regionID |
1 | Byte | groundID |
2 | Byte | ESI* |
3 | Byte | unused |
- ESI is the name of the register that holds the third byte parameter of section1. It is used later to determine the encounter. When the character makes a step on worldmap, the game loops through whole section1 data and tests:
if the character is walking on groundID and regionID, if yes, then ESI is our multiplier to section4 containing encounters. Example entry:
00 06 00 00:
If Squall is in region = 0 and walks on ground with ID 6 (as far as I remember it's Balamb Plains or forest) then get encounters from section4 that start at 0*8; Other example:
04 1B 24 00:
If Squall is in region = 4 and walks on ground with ID 0x1B, then get encounters from section4 that starts at 0x24*8 = 288
That way the engine can play encounter based on place you are, because if you're walking on Balamb beach, then engine should play encounter with beach, not snow plains. That's why if you change the for one map portion you can totally erase encounters in this region, because in example region 4 that may be Centra regions does not contain any BalambPlains, so there is no entry in section1 and therefore the engine finds the region encounters, but doesn't find the encounter entries for BalambPlainsGround in Centra ruins (this is totally an example).
Section 2: World map Regions
Nothing much to write here. 32x24 world map. Just open it via hexEditor. It's just bitmap (you can even convert bytes to image and mini worldmap will show) Every single byte is regionID used for example in section1 for encounters.
Section 3: UNKNOWN
UNKNOWN
Section 4: World Map Encounters
Offset | Length | Description |
---|---|---|
section1.ESI * 8 | 8 bytes | 2 * 4 bytes of encounters from scene.out |
It's as simple as that: Squall makes step on worldmap, game gets Squall position and tests it with section2 containing region, then loops through section1 and tests groundID and regionID to find ESI multiplier, if random number generates battle, then game gets to section4 using ESI determined earlier with Squall step on world map and plays randomly one of the eight encounters (because one ESI/encounterEntry is 8 bytes, where first four are the most common, other 2 medium and last 2 rarest)
Section 5: UNUSED
Unused in-game
Section 6: World Map Encounters (after Lunar Cry)
Same as Section 4, but patched with Lunar Cry encounters.
Section 7-8: roads, train track, bridge
Related with Section 39. Maybe scripts in section 8. (like sections 10, 12 and 32)
Script format (ScriptsCount must be guessed):
Offset | Length | Description |
---|---|---|
0 | 4 * ScriptsCount + 4 | List of script positions, not always sorted (ended with 0x00000000) |
4 * ScriptsCount + 4 | Varies + 4 | Scripts data (ended with 0x00000000) |
In script data you have 4-bytes opcodes, the first byte is the identifier, and the last two bytes are the parameter (the second by is always 0xFF). Scripts always start with 0x01 opcode, and finish with 0x16 opcode. There is always one 0x04 opcode inside. For now most is unknown, I only understood that 0x2B opcode refer to scene ID in its parameter (you can find UFO, Koyo-K and Lac Obel battles in Section 32).
Section 9: UNKNOWN
Section 10-11: UNKNOWN (Related to Squall model)
Maybe scripts in section 10. (like sections 8, 12 and 32)
Section 12-13: UNKNOWN
Maybe scripts in section 12. (like sections 8, 10 and 32)
Section 14: Side quests texts/tialogs
This section provides dialogs on world map used in side quests.
This section starts with header pointing to relative offsets to dialog/text portions.
Dumped data from wmsetus.obj:
…+-1 Airstation5 … 7 Get off…YesNo5 + 7 Get off…YesNo5 - 7 Get off…YesNo”Bound for 5 4 7“Pay 4111 Gil to rideDon't ride” Bound for 5 3 7“Pay 4111 Gil to rideDon't ride”Bound for 5 ! 7“Pay 4111 Gil to rideDon't ride7 ”You don't have enough money“ Selphie ”C'mon? To the 5Missile Base7?“ n Soldier”Give it up“ n Soldier”I'm busy“ n Soldier”There's no way you're getting through?“ n Soldier”This is our duty“ n Soldier”Just like always“ n Soldier”How 'bout a date…“Found a draw point?But no one can drawFound a draw point?Nothing thereFound a draw point? foundCan't carry anymoreYou do not have DrawWho will draw…Don't draw stocked 1+-=*&??()·.71Out of/ …?3 7remaining …YesNo#‘2 How to drive 7 4!Back 7!Forward 6!Get on :off Steer with directional button 1!Change POV2 Garden Controls 7 4!Back 7!Forward 5!To cockpit 6!Get on :off Steer with directional button 1!Change POV2 How to ride a Chocobo 7 6!Get off Run with directional button 1!Change POV2 Spaceship Controls 7 4!Back 7!Forward 5!To cockpit 6!Get on:off Directional button to go up:down:steer 1! Change POV)This place looksfamiliar·It looks abandonedand run=down”Huh?…“Nida”The gauge is going berserk?…“)Shouldn't be getting off·This must be Obel LakeThrow a rockTry hummingIt's Obel LakeThrow a rockTry hummingA black shadow rose to the surfaceThrow a rockTry humming againThe black shadow disappearedThe rock sank .The rock skipped once . .The rock skipped twice . . .The rock skipped 4 times . . . .The rock skipped 5 times . . . . .The rock skipped 6 times . . . . . .The rock skipped 7 times . . . . . .The rock skippedmany many timesBlack Shadow”Hello human What a lovely tune“A black shadow rose to the surface”Hello?“) There's something large there·”Thanks for speaking to me again?“”Umm“”Can you do me a favor…“)What is it·)I don't want to hear it·”It's my friend Mr Monkey Can you find him for me…“”Please“”“”Mr Monkey should be in a forest somewhere Keep walking around and I'm sure you'll find him“”Oh yeah do you know what…“”Oh yeah“”What a beautiful day“”I wonder what it means…“”Mysterious writing on the rock“”Mr Monkey had a rock like this I think“”Take a break at the railroad bridge“”Take some time off at Eldbeak Peninsula“”I bet it's a wonderful place“Relayed the whereabouts of Mr Monkey”Thank you?“There's the monkey?Throw a rockSing” You suck?“The monkey disappeared into the forestThe monkey told you off and disappeared into the forest”Ahhh? Darn it? Y=You're just a big loser? I'm able to skip the rock as many times as I want? So there? Ha=Ha? Loser? Dork? Idiot? Your mom wears combat boots?“”OUCH? D=Darn it? You're gonna pay for that?“The monkey threw a rock at you and ran?Upon inspecting the rockit looks man=made andhas some carving on itYou found the monkey”You big dork???“Almost?The monkey ran awayWhat's this?…You found a piece of rock by your footIt looks man=made andhas some carving on itBut it was just a rockA bird is warming an egg Check it outLeave it aloneIt seems that the birdwent to go look for foodYou found a piece of rock thereNothing there1 S T S L R M 1 U R H A E O 1 R E A I D R 1 E A S N P D 1 S T S L R M 71 U R H A E O 71 R E A I D R 71 E A S N P D 7” At the beach in 2 something special washes ashore at times“”You'll find something on an island east of 4 too“”There's also something on top of a mountain with a lake and cavern“”Back in the day south of here there used to be a small but beautiful village surrounded by deep forests Everyone lived a happy life there“There is a stone pillarIf you look closelythere's something written on it”TRETIMEASUREAT MINOFFDEISLE“)…·Found 9?Found L?Found ?Found 1?That sound disappeared into the lakeThere are many multicoloredrocks with faces all over the placeThe black=faced rock tells you sternly”The treasure is probably in the direction of the North Star“The white=faced rock tells you coldly”It's east“The white=faced rock tells you coldly”It's west“The white= faced rock tells you coldly”It's south“The white=faced rock tells you coldly”It's north“The red=faced rock tells you angrily” The blue one's a liar?“The red=faced rock tells you angrily”The treasure's to the east?“The red=faced rock tells you angrily” The treasure's to the west?“The red=faced rock tells you angrily”The treasure's to the south?“The red=faced rock tells you angrily ”The treasure's to the north?“The red=faced rock tells you angrily”The treasure's not here?“The blue=faced rock whispers” I don't know where the treasure is“The blue=faced rock whispers”People call us ‘The Liar Rocks'“The blue=faced rock whispers” Some of us just repeat the same thing“The blue=faced rock whispers”Some of us just talk nonsense“The blue=faced whispers” Some of us just say the opposite of what we mean“This place just has rubble lying among the grassAbsolutely nothing) Is thispart of something…·)Seems like the same rock I picked up before·)This must be all of them·”This must be all the rocks““ If he's not around perhaps he took a train towards Dollet…“)I remember now This is Edea's house I get the feeling there's something nearby Something hugenearby·
Section 15: NULL
4 Bytes NULL
Section 16: World map objects data
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to Model structure (below) |
Various | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | Models (see below) |
Researched by: Vehek (http://forums.qhimm.com/index.php?topic=13799.msg193791#msg193791)
struct { u16 triangle_count; u16 quad_count; u16 texture_page; u16 vertex_count; triangle triangleData[triangle_count]; quad quadData[quad_count]; vertex verticeData[vertex_count]; } model
struct { u8 vertexIndices[3]; u8 semitransp; //Sets semitransparency if bit 0x01 is set u8 texcoords1[2]; u8 texcoords2[2]; u8 texcoords3[2]; u16 CLUT_ID; } triangle
struct { u8 vertexIndices[4]; u8 texcoords1[2]; u8 texcoords2[2]; u8 texcoords3[2]; u8 texcoords4[2]; u16 CLUT_ID; u8 semitransp;//Sets semitransparency if bit 0x01 is set u8 unknown } quad
struct { s16 coordinates[3]; u16 unknown; }vertex
Section 17-19: UNKNOWN
UNKNOWN
Section 20: UNKNOWN
Bunch of AKAO frames headers packed
Section 21: AKAO
Starts with AKAO header
Section 22-28: NULL
4 Bytes NULL
Section 29: World map "water block"
Section 29 is a duplicate segment from "full" water block (not segment!) used in world map (wmx.obj).
Usage
Whenever landing or entering ragnarok, the engine does not load segments from wmx.obj until the transition is done. Whenever transforming viewport at certain speed, the engine can't keep up with loading the new segments/blocks. The areas that are not loaded but should be rendered in the same time are filled with this block. This can be seen when the camera view is set so that it rotates during ragnarok entering/exiting transition or placing character to different area.
Section 30: NULL
4 Bytes NULL
Section 31: UNKNOWN
UNKNOWN
Section 32: Text- Location names
This section provides location names (probably for Ragnarok landing?)
This section starts with header pointing to relative offsets to dialog/text portions.
Dumped data from wmsetus.obj:
?2344 Forest Garden Garden: Station!9Missile Base7WinhillEdea's House%: 51 Seaside Station1 City1: AirstationLunatic Pandora Laboratory=1 Sorceress MemorialTears' Point1 Seaside Station=Tears' PointTears' PointLunatic Pandora Laboratory1:Airstation1 Sorceress Memorial
Section 33-34: UNKNOWN
Section 35: World Map draw points
Offset | Length | Description |
---|---|---|
0x00 | 0x2C | UNUSED |
0x2C + (thisEntryID * 4) | DWORD | DrawPointVariable |
DrawPointVariable:
Offset | Length | Description |
---|---|---|
0x00 | WORD | World block X |
0x02 | WORD | World block Y |
Magic contained in world map draw point: (ID is: section35 magic entry+0x80 [add 1 to be correct with list below])
129 0 1 Cure 130 0 1 Esuna 131 0 1 Thunder 132 0 1 Fira 133 0 1 Thundara 134 0 1 Blizzara 135 0 1 Blizzard 136 0 1 Fire 137 0 1 Cure 138 0 1 Water 139 0 1 Cura 140 0 1 Esuna 141 0 1 Scan 142 0 1 Shell 143 0 1 Haste 144 0 1 Aero 145 0 1 Bio 146 0 1 Life 147 0 1 Demi 148 0 1 Protect 149 0 1 Holy 150 0 1 Thundaga 151 0 1 Stop 152 0 1 Firaga 153 0 1 Regen 154 0 1 Blizzaga 155 0 1 Confuse 156 0 1 Flare 157 0 1 Dispel 158 0 1 Slow 159 0 1 Quake 160 0 1 Curaga 161 0 1 Tornado 162 0 0 Full-Life 163 0 1 Reflect 164 0 0 Aura 165 0 0 Quake 166 0 1 Double 167 0 1 Break 168 0 0 Meteor 169 0 0 Ultima 170 0 0 Triple 171 0 1 Confuse 172 0 1 Blind 173 1 1 Quake 174 0 1 Sleep 175 0 1 Silence 176 1 1 Flare 177 0 1 Death 178 0 1 Drain 179 1 1 Pain 180 0 1 Berserk 181 0 1 Float 182 0 1 Zombie 183 0 1 Meltdown 184 1 0 Ultima 185 1 1 Tornado 186 1 1 Quake 187 1 1 Meteor 188 1 1 Holy 189 1 1 Flare 190 1 1 Aura 191 1 1 Ultima 192 1 1 Triple 193 1 1 Full-Life 194 1 1 Tornado 195 1 1 Quake 196 1 1 Meteor 197 1 1 Holy 198 1 1 Flare 199 1 1 Aura 200 1 1 Ultima 201 1 1 Triple 202 1 1 Full-Life 203 1 1 Tornado 204 1 1 Quake 205 1 1 Meteor 206 1 1 Holy 207 1 1 Flare 208 1 1 Aura 209 1 1 Ultima 210 1 1 Triple 211 1 1 Full-Life 212 1 1 Ultima 213 1 1 Meteor 214 1 1 Holy 215 1 1 Flare 216 1 1 Aura 217 1 1 Ultima 218 1 1 Triple 219 1 1 Full-Life 220 1 1 Meteor 221 1 1 Holy 222 1 1 Triple 223 1 1 Aura 224 1 1 Ultima 225 1 1 Triple 226 1 1 Full-Life 227 1 1 Meteor 228 1 1 Holy 229 1 1 Flare 230 1 1 Aura 231 1 1 Ultima 232 1 1 Triple 233 1 1 Full-Life 234 1 1 Meteor 235 1 1 Triple 236 1 1 Flare 237 1 1 Aura 238 1 1 Ultima 239 1 1 Triple 240 1 1 Full-Life 241 1 1 Meteor 242 1 1 Holy 243 1 1 Flare 244 1 1 Aura 245 1 1 Ultima 246 0 1 Blizzard 247 0 1 Cure 248 1 1 Dispel 249 1 1 Confuse 250 0 0 Meteor 251 0 0 Double 252 0 0 Aura 253 0 0 Holy 254 0 0 Flare 255 0 0 Ultima 256 1 1 Scan
Halfer:
X = rowBlockAmount, which is 4 times segment amount so 4 * 32 = 128 or 0x80. The last bit tells which row of the two we are on, first or second. The range of top row is from 0x00 - 0x7F and second row's 0x80 - 0xFF.
Y is incremented whenever X goes over 0xFF.
Section 36-37: UNKNOWN
Maybe scripts in section 37. (like sections 8, 10 and 12)
Section 38: World map textures archive
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). This is one of the larger sections in file. THIS section is responsible for 1/2 world map textures (Those are really used in-game). There is 36 textures inside as of original release. Also, sea, beach and special effects texture is present.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (144 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Section 39: Textures - roads, train track, bridge
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for train track textures, road textures, bridge train track texture (the one that gets through FH).
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (52 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Section 40: One world map texture/NULL
This section starts with header pointing to relative offsets to only one .TIM texture. This is the first texture that is in texl.obj or wmsetxx.obj/Section 38.
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
4 | 4 bytes | '00 00 00 00' - offset list end |
8 | Various (16384 originally) | .TIM texture (10 00 00 00 08) |
After Texture | Next offset-(header+TIM texture) | NULL data |
Section 41: UNKNOWN
UNKNOWN
Section 42: Vehicle and object textures
This section starts with header pointing to relative offsets to .TIM textures. When engine reads offset as 0 (00 00 00 00) then ends reading offsets (so 0 is end of offset list). THIS section is responsible for vehicles, world map objects textures (Balamb mobile, Galbadia mobile, Balamb halo ring, cactuar statue, lunatic pandora...)
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Relative offset to texture |
Various (132 originally) | 4 bytes | '00 00 00 00' - offset list end |
Offset pointed by header | Various | .TIM texture (10 00 00 00 08) |
Starts with AKAO
Starts with AKAO
Starts with AKAO