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From Final Fantasy Inside

FF7/Field/BSX

51 bytes added, 18:13, 1 November 2016
Models Section
u16 scale; // (12 bit fixed point)
u32 offset_skeleton; // Offset to the parts, bones and animations of the model
byte r1global_r, g1global_g, b1global_b;
byte unknown;
byte r2, g2, b2s16 color1_x; byte r3, g3, b3s16 color1_y; s16 color1_z;
byte index_bones_start; // Start index of bones (255 if no bones)
byte index_bones_end; // End index of bones
byte r4r1, g4g1, b4b1;
byte num_bones; // Additional number of bones in the model's skeleton
byte r5, g5, b5s16 color2_x; byte r6, g6, b6s16 color2_y; s16 color2_z;
byte index_parts_start; // Start index of parts
byte index_parts_end; // End index of parts
byte r7r2, g7g2, b7b2;
byte num_parts; // Additional number of parts in the model's skeleton
byte r8, g8, b8s16 color3_x; byte r9, g9, b9s16 color3_y; s16 color3_z;
byte index_anim_start; // Start index of animations
byte index_anim_end; // End index of animations
byte r10r3, g10g3, b10b3;
byte num_animations; // Additional number of animations
} // sizeof = 48
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