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From Final Fantasy Inside

FF7/Field/BCX

941 bytes added, 18:07, 21 August 2012
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BCX files have a similar structure to [[FF7/Field/BSX|BSX files]]. However, there are a few key differences.
== BCX Header ==
Same as [[FF7/Field/BSX#BSX_Header|BSX files]].
 
== Skeleton Data Section ==
 
Same as [[FF7/Field/BSX#Skeleton_Data_Section|BSX files]].
 
== Animation Data Section ==
 
Same as [[FF7/Field/BSX#Animation_Data_Section|BSX files]].
 
== Model Info Section ==
 
This section begins first with a model header of 36 bytes:
 
<cpp>
struct BcxModelInfoHeader {
u16 unknown1;
u8 num_bones;
u8 num_parts;
u8 num_animations;
u8 unknown2[17];
u16 scale;
u16 offset_parts; // relative to the end of this structure
u16 offset_animations; // relative to the end of this structure
u32 offset_skeleton; // offset to skeleton data, substract by 0x80000000 to obtain the right offset
u32 unknown3;
} // sizeof = 36
</cpp>
 
This header is followed by the skeleton data, the part headers and the animation headers, like in [[FF7/Field/BSX#Models_Section|BSX files]]. (And there is no Textures Section)
== EXAMPLE OF BCX FILE BREAKDOWN, USING CLOUD.BCX==
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