FF8/WorldMap charaone
by Maki file is different than field [ONE] Basically you have to read the whole file step-by-step as there are minimum pointers and no sizes at all. Therefore just to read one character on world map you have to actually read all content of chara.one. You have to read whole TIM textures first, calculate the global size of TIM texture and advance further. Textures are always 0x10000000 08000000. My approach is to read uint64 and check if it contains TIM header. If not, then geometry section (see Chara). I named the bones/animation section as "section 12" because game engine calls function for chara.one files with 0x11 for reading the header data (chara) and then again with argument 0x12 having pointer to data as in Wiki in EAX. It's like:
uint myPointer = charaOneFunction(pointer_to_Chara_section, 0x11...); charaOneFunction(myPointer, 0x12...);
Header
Offset | Length | Description |
---|---|---|
0x00 | uint | EOF |
0x04 | (TIM_height * (TIM_width * 4) ) / 2 + 64 | TIM texture |
*(this) != x 10 00 00 00 08 00 00 00 | Varies | Chara |
Chara
Always 64 bytes length!
UPDATE: Looks like it's 1:1 to MCH: http://wiki.ffrtt.ru/index.php/FF8/FileFormat_MCH#Model-Data
Offset | Length | Description |
---|---|---|
0x00 | uint | BoneSectionLength |
0x04 | uint | unknown struct size. Multiply by 8 |
0x08 | uint | unknown size |
0x0C | uint | count (used as controller local var) |
0x10 | uint | unknown |
0x14 | uint | unknown |
0x18 | uint | unknown |
0x1C | uint | unknown |
0x20 | uint | unknown |
0x24 | uint | unknown |
0x28 | uint | unknown |
0x2C | uint | unknown |
0x30 | uint | unknown |
0x24 | uint | unknown |
0x38 | uint | Animation section pointer (0x12) |
0x3C | uint | unknown |
0x40 | BoneSectionLength<<6 | BoneSection |
Animation section (arg4 == 0x12)
Offset | Length | Description |
---|---|---|
0x00 | ushort | countOfAnimations |
0x02 + ( entry.Length != 0 ? sizeof(entry[i-1] : 0) | sizeof(this) | Animation |
Animation:
Offset | Length | Description |
---|---|---|
0x00 | ushort | count of animation keypoints |
0x02 | ushort | count of bones translation frames |
0x04 + (entityID * (countOfBoneRot * 6) + 6) | 6 + (countOfBoneRotations*6) | AnimationKeypoint |
AnimationKeypoint:
Offset | Length | Description |
---|---|---|
0x00 | short | origin X offset |
0x02 | short | origin Z offset |
0x04 | short | origin Y (up) offset |
0x06 + (boneID*6) | short | Bone[boneID].RotX |
0x08 + (boneID*6) | short | Bone[boneID].RotZ |
0x0A + (boneID*6) | short | Bone[boneID].RotY |
Case study: First character is Squall in chara.one. Two TIM 8BPP textures. Squall has 8 animations. First animation has one keypoint with 16 bone translations. When moving it plays 2nd animation and has 0x14 keypoints which every have 0x10 bone translations. You can edit origin XYZ offsets for every frame. Due to they way the file is constructed it's not so easy to actually test play other animations.
source
Example C# source of file parsing as in OpenVIII (commit from 16/02/1019): https://github.com/MaKiPL/OpenVIII/blob/db46297fbc7961852e89427927df2e40623266a5/FF8/module_world_debug.cs#L202
private static void ReadCharaOne(byte[] charaOneB) { using (MemoryStream ms = new MemoryStream(charaOneB)) using (BinaryReader br = new BinaryReader(ms)) { uint eof = br.ReadUInt32(); TIM2 tim; while (ms.CanRead) if (BitConverter.ToUInt16(charaOneB, (int)ms.Position) == 0) ms.Seek(2, SeekOrigin.Current); else if (br.ReadUInt64() == 0x0000000800000010) { ms.Seek(-8, SeekOrigin.Current); tim = new TIM2(charaOneB, (uint)ms.Position); ms.Seek(tim.GetHeight * tim.GetWidth / 2 + 64, SeekOrigin.Current); //i.e. 64*20=1280/2=640 + 64= 704 + eof if (charaOneTextures == null) charaOneTextures = new List<Texture2D[]>(); charaOneTextures.Add(new Texture2D[1] { new Texture2D(Memory.graphics.GraphicsDevice, tim.GetWidth, tim.GetHeight, false, SurfaceFormat.Color) }); charaOneTextures.Last()[0].SetData(tim.CreateImageBuffer(tim.GetClutColors(0), true)); } else //is geometry structure { ms.Seek(-8, SeekOrigin.Current); uint esi10h = BitConverter.ToUInt32(charaOneB, (int)ms.Position + 0x10); uint esi14h = BitConverter.ToUInt32(charaOneB, (int)ms.Position + 0x14); uint u45 = BitConverter.ToUInt32(charaOneB, (int)ms.Position + 56); //+2? uint v29 = BitConverter.ToUInt32(charaOneB, (int)ms.Position) << 6; //bone section? uint d250516c = BitConverter.ToUInt32(charaOneB, (int)ms.Position + 4) * 8; //unk? uint v25 = BitConverter.ToUInt32(charaOneB, (int)ms.Position + 8); //unk size? ms.Seek(u45, SeekOrigin.Current); if (ms.Position > ms.Length) break; ushort countIs = br.ReadUInt16(); ushort cEntries = 0; while (countIs != 0/*(cEntries = br.ReadUInt16()) != 0*/) { cEntries = br.ReadUInt16(); ushort cBones = br.ReadUInt16(); while (cEntries != 0) { Bone testBone = new Bone() { X = br.ReadInt16(), Y = br.ReadInt16(), Z = br.ReadInt16() }; Vector3[] myVec = new Vector3[cBones]; for (int i = 0; i < cBones; i++) myVec[i] = new Vector3() { X = br.ReadInt16(), Y = br.ReadUInt16(), Z = br.ReadUInt16() }; cEntries--; } countIs--; } } return; } }