Changes
From Final Fantasy Inside
Created page with "By MaKiPL --------------------------- '''R0win.dat''' is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic f..."
By MaKiPL
---------------------------
'''R0win.dat''' is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.
Structure:
ENTRY
SECTION1
SECTION2 …
SECTION8
EOF
===ENTRY===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)"|
<center>'''Type'''</center>
! style="background:rgb(255,192,0)"|
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfSections
|-
|
4
|
int
|
Section_1_pointer
|-
|
8
|
int
|
Section_2_pointer
|-
|
12
|
int
|
Section_3_pointer
|-
|
16
|
int
|
Section_4_pointer
|-
|
20
|
int
|
Section_5_pointer
|-
|
24
|
int
|
Section_6_pointer
|-
|
28
|
int
|
Section_7_pointer
|-
|
32
|
int
|
Section_8_pointer
|-
|
36
|
int
|
Section_to_EOF
|}
===SECTION1 (sounds)===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Type'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfSounds
|-
|
4
|
int
|
Pointer_to_AKAO1
|-
|
8
|
int
|
Pointer_to_AKAO2
|-
|
16
|
AKAO
|
AKAO1
|-
|
126160
|
AKAO
|
AKAO2
|}
===SECTION2 (camera animation)===
For camera data structure please head over to Battle stages models file
===SECTION3,4,5,6,7,8 (UNKNOWN)===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Type'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfUNKNOWN
|-
|
4
|
int
|
Pointer_to_UNK1
|-
|
8
|
int
|
Pointer_to_UNK2...
|-
|
Varies from number of UNKNOWNs
|
int
|
EOF
|}
---------------------------
'''R0win.dat''' is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.
Structure:
ENTRY
SECTION1
SECTION2 …
SECTION8
EOF
===ENTRY===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)"|
<center>'''Type'''</center>
! style="background:rgb(255,192,0)"|
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfSections
|-
|
4
|
int
|
Section_1_pointer
|-
|
8
|
int
|
Section_2_pointer
|-
|
12
|
int
|
Section_3_pointer
|-
|
16
|
int
|
Section_4_pointer
|-
|
20
|
int
|
Section_5_pointer
|-
|
24
|
int
|
Section_6_pointer
|-
|
28
|
int
|
Section_7_pointer
|-
|
32
|
int
|
Section_8_pointer
|-
|
36
|
int
|
Section_to_EOF
|}
===SECTION1 (sounds)===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Type'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfSounds
|-
|
4
|
int
|
Pointer_to_AKAO1
|-
|
8
|
int
|
Pointer_to_AKAO2
|-
|
16
|
AKAO
|
AKAO1
|-
|
126160
|
AKAO
|
AKAO2
|}
===SECTION2 (camera animation)===
For camera data structure please head over to Battle stages models file
===SECTION3,4,5,6,7,8 (UNKNOWN)===
{| border="1" cellspacing="1" cellpadding="3" align="left" style="border: 1px solid black; border-collapse: collapse;"
|-
! style="background:rgb(255,192,0)" |
<center>'''Offset'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Type'''</center>
! style="background:rgb(255,192,0)" |
<center>'''Name'''</center>
|-
|
0
|
int
|
NumberOfUNKNOWN
|-
|
4
|
int
|
Pointer_to_UNK1
|-
|
8
|
int
|
Pointer_to_UNK2...
|-
|
Varies from number of UNKNOWNs
|
int
|
EOF
|}