Difference between revisions of "FF8/FileFormat DAT"
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Qhimm>Myst6re |
Qhimm>Myst6re |
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Line 190: | Line 190: | ||
| nbAnimations * 4 bytes | | nbAnimations * 4 bytes | ||
| Animations Positions | | Animations Positions | ||
|} | |||
== Section 4: Unknown == | |||
Optionnal section, often empty. | |||
== Section 5: A.I. == | |||
Maybe A.I. scripts. | |||
=== 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 | |||
|- | |||
| 0 | |||
| 2 bytes | |||
| Number of scripts | |||
|- | |||
| 2 | |||
| nbScripts * 2 bytes | |||
| Scripts Positions | |||
|} | |||
== Section 6: unknown == | |||
Can be empty. | |||
== Section 7: Informations & stats == | |||
TODO (interpreted at 94%) | |||
== Section 8: Battle scripts == | |||
== Section 9: Sounds == | |||
Contains AKAO sequences. | |||
== Section 10: Sounds == | |||
Contains AKAO sequences. | |||
== Section 11: Textures == | |||
Contains some [[PSX/TIM_format|TIMs]] with size 128x128 (8bit paletized). | |||
{| 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 | |||
|- | |||
| 0 | |||
| 4 bytes | |||
| Number of TIMs | |||
|- | |||
| 4 | |||
| nbTIMs * 4 bytes | |||
| TIMs Positions | |||
|- | |||
| 4 + nbTIMs * 4 | |||
| 4 bytes | |||
| End of file | |||
|- | |||
| 8 + nbTIMs * 4 | |||
| Varies * nbTIMs | |||
| TIMs | |||
|} | |} |
Revision as of 00:57, 8 December 2010
By Mirex, JWP and myst6re.
Header
DAT file is divided into 11 sections (except for c0m127.dat, which contains only 2 sections : 7th and 8th).
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Number of sections (always =11, except for c0m127.dat) |
4 | nbSections * 4 bytes | Section Positions |
4 + nbSections * 4 | 4 bytes | File size |
Section 1: Skeleton
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Number of bones |
2 | 14 bytes | Unknown |
16 | Number of bones * 48 bytes | Bones |
Bone struct
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Parent id |
2 | 2 bytes | Bone size |
4 | 44 bytes | Unknown (often empty) |
Section 2: Model geometry
Header (data sub table)
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Number of objects |
4 | nbObjects * 4 bytes | Object Positions |
Object Data
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Number of Vertices Data |
2 | Varies * NbVerticesData | Vertices Data |
Varies | absolutePosition % 4 | Padding (0x00) |
Varies | 2 bytes | Num triangles |
Varies | 2 bytes | Num quads |
Varies | 8 bytes | Padding (0x00) |
Varies | numTriangles * 16 bytes | Triangles |
Varies | numQuads * 20 bytes | Quads |
Varies | 4 bytes | Total number of vertices (may be not visible) |
Vertice Data
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Bone id |
2 | 2 bytes | Number of vertices |
4 | nbVertices * 6 bytes | Vertices (nbVertices * 3 shorts) |
Useful structures
typedef struct { sint16 x, y, z; } vertice;
(sizeof = 6)
typedef struct { uint16 vertex_indexes[3]; uint8 texCoords1[2]; uint8 texCoords2[2]; uint16 textureID_related; uint8 texCoords3[2]; uint16 u; // textureID_related2 } triangle;
(sizeof = 16)
typedef struct { uint16 vertex_indexes[4]; uint8 texCoords1[2]; uint16 textureID_related; uint8 texCoords2[2]; uint16 u; // textureID_related2 uint8 texCoords3[2]; uint8 texCoords4[2]; } triangle;
(sizeof = 20)
Section 3: Model animation
Header (data sub table)
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Number of animations |
4 | nbAnimations * 4 bytes | Animations Positions |
Section 4: Unknown
Optionnal section, often empty.
Section 5: A.I.
Maybe A.I. scripts.
Header
Offset | Length | Description |
---|---|---|
0 | 2 bytes | Number of scripts |
2 | nbScripts * 2 bytes | Scripts Positions |
Section 6: unknown
Can be empty.
Section 7: Informations & stats
TODO (interpreted at 94%)
Section 8: Battle scripts
Section 9: Sounds
Contains AKAO sequences.
Section 10: Sounds
Contains AKAO sequences.
Section 11: Textures
Contains some TIMs with size 128x128 (8bit paletized).
Offset | Length | Description |
---|---|---|
0 | 4 bytes | Number of TIMs |
4 | nbTIMs * 4 bytes | TIMs Positions |
4 + nbTIMs * 4 | 4 bytes | End of file |
8 + nbTIMs * 4 | Varies * nbTIMs | TIMs |