Changes
Jump to navigation
Jump to search
no edit summary
= chara.one Archive =
Each field contains a chara.one file that contains multiple field models (PNJs), or calls to main fields models (Squall, Laguna...).
== Header ==
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0x00
| 4 bytes
| Number of models (not present in ps version!)
|-
| 0x04
| nbModels * varies bytes
| Model headers
|-
| 0x04 + nbModels*var
| 256-(0x04 + nbModels*var) bytes
| Padding (the header is always 256 bytes)
|}
=== Model header ===
For each model:
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0x00
| 4 bytes
| Offset to model textures + data. Warning: in pc version, you must add 4 to this offset!
|-
| 0x04
| 4 bytes
| Size of model data
|-
| 0x08
| 4 bytes
| Size of model data (bis)
|-
| 0x0C
| 4 bytes
| if this DWORD >> 24 == 0xd0, there is no tim offset list, and "model data offset" is 0 because this is a main field model
|-
| 0x10
| Varies
| Tim offset (relative to the "Offset to model textures + data") list
|-
| 0x10 + Varies
| 4 bytes
| Model data offset (relative to the "Offset to model textures + data")
|-
| 0x14 + Varies
| 8 bytes
| Model name, usefull when you must call a main field model
|-
| 0x1C + Varies
| 4 bytes
| Always 0XEEEEEEEE
|}
== Data ==
This is the same data structure as a [[FF8/FileFormat_MCH|MCH model]] (without header).
Each field contains a chara.one file that contains multiple field models (PNJs), or calls to main fields models (Squall, Laguna...).
== Header ==
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0x00
| 4 bytes
| Number of models (not present in ps version!)
|-
| 0x04
| nbModels * varies bytes
| Model headers
|-
| 0x04 + nbModels*var
| 256-(0x04 + nbModels*var) bytes
| Padding (the header is always 256 bytes)
|}
=== Model header ===
For each model:
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Length
! style="background:rgb(204,204,204)" | Description
|-
| 0x00
| 4 bytes
| Offset to model textures + data. Warning: in pc version, you must add 4 to this offset!
|-
| 0x04
| 4 bytes
| Size of model data
|-
| 0x08
| 4 bytes
| Size of model data (bis)
|-
| 0x0C
| 4 bytes
| if this DWORD >> 24 == 0xd0, there is no tim offset list, and "model data offset" is 0 because this is a main field model
|-
| 0x10
| Varies
| Tim offset (relative to the "Offset to model textures + data") list
|-
| 0x10 + Varies
| 4 bytes
| Model data offset (relative to the "Offset to model textures + data")
|-
| 0x14 + Varies
| 8 bytes
| Model name, usefull when you must call a main field model
|-
| 0x1C + Varies
| 4 bytes
| Always 0XEEEEEEEE
|}
== Data ==
This is the same data structure as a [[FF8/FileFormat_MCH|MCH model]] (without header).