Changes
From Final Fantasy Inside
→Models section
struct StrModelHeader {
u32 psx_memory; // Memory adress to load the section into, maybe ?
u32 num_models; // Number of models. u32 size_modelstexture_pointer; // Size of the models sectionPointer to texture data. byte unknown[4]u32 unknown_pointer;// Pointer to something. We copy enviroment settings for models to where it points.
}
</cpp>
// Parts (if num_parts > 0)
struct StrPart {
byte unknown; // 0 - not calculate stage lighting and color. 1 - calculate. byte bone_index; //bone to which this part attached to.
byte num_vertex; // Number of vertices
byte num_texcoord; // Number of Texture coord
byte num_quad_color_tex; // Number number of ?textured quads (Gourad Shading) byte num_tri_color_tex; // Number number of ?textured triangles (Gourad Shading) byte num_quad_mono_tex; // Number number of ?textured quads (Flat Shading) byte num_tri_mono_tex; // Number number of ?textured triangles (Flat Shading) byte num_tri_mono; // Number number of ?monochrome triangles byte num_quad_mono; // Number number of ?monochrome quads byte num_tri_color; // Number number of ?gradated triangles byte num_quad_color; // Number number of ?gradated quads u16 num_flags; // Number number of ?data in block 4 (flags).
u16 offset_poly; // Relative offset to ?
u16 offset_texcoord; // Relative offset to ?
u16 offset_flags; // Relative offset to ?texture settings. Indexed by 5th block data (control). u16 offset_control; // Relative offset to ?one byte stream for every packet with texture.
u16 buffer_size; // Relative offset to ?
u32 offset_vertex; // Offset to skeleton data section