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FF7/Kernel/Low level libraries

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Unless otherwise noted, these have a 6 byte header. After this are many gziped sections concatenated together.
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<br />''*'' This particular value might be ignored by the whatever method is decompressing these archive types. Within archives it declares that the compressed file is a particular type. These values seem to be unique to the particular archive that is being opened and is not consistent between archives.<p />Example 1: Within the [[FF7/Kernel/Kernel.bin|KERNEL.BIN]] the first nine files are all different data sets so are numbered sequentially 0-8. All remaining files are text types and get labeled as type 9.<br />Example 2: Within the WINDOW.BIN file there are three files. The first two are type "0" and are textures. The third file is type "1" and not a texture.
=== LZS Archives ===
=== LGP Archives ===
The LGP file format is only used for the PC port of Final Fantasy 7. These are large "volume" type archives that hold most of the game's data. The archive holds no subdirectory information and These archives can hold thousands of files. Unlike the BIN or LZS type files, this archive does reference the data within it by filename. Its file format is explained [[FF7/LGP format|here]]. 
== Textures ==
=== TIM texture data format for PSX ===
The [[PSX/TIM_format|TIM files]] are found both on raw format and also within several archives, including [[FF7/Kernel/Low level librariesLow_level_libraries#BIN archive data formatBIN_archive_data_format|BIN]], [[FF7/Kernel/Low level librariesLow_level_libraries#LZS ArchivesLZS_Archives|LZS]], or even MNU. The format proper has the ability to contain 24 bit bitmaps, but is not used in FF7. The format was created because the PSX does not have direct access to it's VRAM, and must go through the [[PSX/GPU|GPU]] for any graphic access. [[PSX/TIM format|A TIM file]] is a clean way to load a texture and color look up table into VRAM.
=== TEX texture data format for the PC ===
The models are handled differently between modules. The models in the "battle" modules have a different animation system than the field models. When the models were converted to the PC version, they were taken from the Psy-Q formats to a more PC-friendly one. Some are even the original, uncompiled, Psy-Q files.
=== Model Formats formats for Playstation PSX ===
The Playstation models are stored in the following directories, \ENEMY1 \ENEMY2 \ENEMY3 \ENEMY4 \ENEMY5 \ENEMY6 (battle models), \FIELD (field models and field character models), \MAGIC (Summon magic), and \STAGE1 \STAGE2 (battle scenes). Battle model names for special characters and party characters are stored in \ENEMY6, all models of this type end in an .LZS extension. The same goes with summon magic used they are stored with there animations etc. in \MAGIC with a .LZS extension. The only exception to this extension is the FIELD models, which use the extensions BSX and BCX for scene models and character models respectively. The [[FF7/Playstation Battle Model Format|Playstation battle model format]], is different than the [[FF7/Field/BSX|Playstation field model format]], also the [[FF7/Playstation battle scene format]], is similiar but not identical to the [[FF7/Playstation Battle Model Format|Playstation battle model format]]. The [[FF7/Playstation magic model|Playstation Magic Modelmagic model]] format is under a workin progress.
=== Model Formats for PC ===
The PC models are stored in the LGP files in the /DATA directory. The names for the models were obfuscated a little. The data can be found in the [[PSX/HRC|Hierarchy files (.HRC)]], [[PSX/RSD|Resource data files (.RSD)]], and [[FF7/P|Polygon files (.P)]].