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From Final Fantasy Inside
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Model begins with 4-byte header:
1: 00 (1-st model byte)
2: 00
3: Bones count.
4: Objects count.
Next there is 8 byte, unknown purpose
Next there is 4 bytes, value is always 0x14. I think, that it is count of bytes from 1-st byte to bones table.
Next there is 4-byte pointer from 1-st model byte to object table.
'''Bones'''
Next there is model scelet, bones counting from 0. Every bone information is of 4-bytes:
3 bytes — bone length
1 byte — parent bone
'''Object table'''
Size of table is 40 * objects count.
{| border="0" cellspacing="1" cellpadding="3" style="background: rgb(0,0,0)" align="center"
! style="background:rgb(204,204,204);" align="center" | Data
! style="background:rgb(204,204,204);" align="center" | Length (bytes)
|-
| style="background:rgb(255,255,255);" | UNKNOWN
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | Quads count
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | Triangles count
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | UNKNOWN, zeroes
| style="background:rgb(255,255,255);" | 14
|-
| style="background:rgb(255,255,255);" | Pointer to vertex table, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to vertices, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to quad block with triangles, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to texture coordinates, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to the end of object, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|}
1: 00 (1-st model byte)
2: 00
3: Bones count.
4: Objects count.
Next there is 8 byte, unknown purpose
Next there is 4 bytes, value is always 0x14. I think, that it is count of bytes from 1-st byte to bones table.
Next there is 4-byte pointer from 1-st model byte to object table.
'''Bones'''
Next there is model scelet, bones counting from 0. Every bone information is of 4-bytes:
3 bytes — bone length
1 byte — parent bone
'''Object table'''
Size of table is 40 * objects count.
{| border="0" cellspacing="1" cellpadding="3" style="background: rgb(0,0,0)" align="center"
! style="background:rgb(204,204,204);" align="center" | Data
! style="background:rgb(204,204,204);" align="center" | Length (bytes)
|-
| style="background:rgb(255,255,255);" | UNKNOWN
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | Quads count
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | Triangles count
| style="background:rgb(255,255,255);" | 2
|-
| style="background:rgb(255,255,255);" | UNKNOWN, zeroes
| style="background:rgb(255,255,255);" | 14
|-
| style="background:rgb(255,255,255);" | Pointer to vertex table, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to vertices, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to quad block with triangles, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to texture coordinates, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|-
| style="background:rgb(255,255,255);" | Pointer to the end of object, counting from first byte of model
| style="background:rgb(255,255,255);" | 4
|}