Anonymous

Changes

From Final Fantasy Inside

FF8/FileFormat MAP

551 bytes added, 05:24, 23 May 2019
m
10 revisions imported
By Aali.
 
= MAP Files =
Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)<br />
4 bits, which 128x256 texture to use, if you consider the MIM to be one big image, just multiply this value by 128 and add it to the source X coordinate<br />
4 1 unknown bit, always 1 (except in ending.map)<br />3 bits, may be related to blending/effectsimage deph. If < 4 there is two color indexes per byte (4-bit indexed), else there is one color index per byte (8-bit indexed)<br />1 Unknown byte, always 0 (?except in ending.map)<br />6 unknown bits, always 0<br />
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM<br />
6 unknown bits, always 15<br />Two 2 bytes, source X and Y coordinates to sample the tile from<br />Unknown byte1 bit, always 0<br />7 bits, layer id<br />1 byte specifying which blend mode to use for this tile, 1 is additive blending, 2 is subtractive blending, 3 seems to be +25%, 4 seems to be the default (no blending).and 0 is unknown (elview1)<br />2 unknown bytes1 byte, the last one may be related to background animation.id<br />1 byte, animation state<br />
=== Type 2 ===
Possible Z coordinate<br />
4 bits, which 128x256 texture to use, same as above<br />
4 unknown bits(maybe same as above)<br />5 bytes1 unknown byte, always 0<br />6 unknown bits, always 0<br />4 bits specifying which palette to use, all add 8 to this number to get the right palette from the MIM<br />6 unknownbits, always 15<br />1 byte, background animation id<br />1 byte, animation state<br />