Difference between revisions of "FF8/FileFormat r0win"

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(Updated Section 3)
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For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]]
For camera data structure please head over to [[FF8/FileFormat_X|Battle stage model file]]


===SECTION3,4,5,6,7,8 (UNKNOWN)===
===SECTION3 (UNKNOWN)===
{| 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)" | Name
! style="background:rgb(204,204,204)" | Description
|-
| 0
| Number of textures
| Number of pointers in file
|-
| 4
| Texture offset (4BPP TIM)
| Pointer to TIM texture in file
|-
| 8
| UNKNOWN
| Pointer to UNKNOWN data.
|-
| 12
| Texture offset (4BPP TIM)
| Pointer to second TIM texture in file.
|}
 
===SECTION4,5,6,7,8 (UNKNOWN)===
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
|-
|-

Revision as of 12:44, 21 April 2016

By MaKiPL



R0win.dat is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.


Structure:

ENTRY

SECTION1

SECTION2 …

SECTION8

EOF

ENTRY

Offset
Type
Name

0

int

NumberOfSections

4

int

Section_1_pointer

8

int

Section_2_pointer

12

int

Section_3_pointer

16

int

Section_4_pointer

20

int

Section_5_pointer

24

int

Section_6_pointer

28

int

Section_7_pointer

32

int

Section_8_pointer

36

int

Section_to_EOF



SECTION1 (sounds)

Offset
Type
Name

0

int

NumberOfSounds

4

int

Pointer_to_AKAO1

8

int

Pointer_to_AKAO2

16

AKAO

AKAO1 [Wind?] ??

126160

AKAO

AKAO2 [Win]

SECTION2 (camera animation)

For camera data structure please head over to Battle stage model file

SECTION3 (UNKNOWN)

Offset Name Description
0 Number of textures Number of pointers in file
4 Texture offset (4BPP TIM) Pointer to TIM texture in file
8 UNKNOWN Pointer to UNKNOWN data.
12 Texture offset (4BPP TIM) Pointer to second TIM texture in file.

SECTION4,5,6,7,8 (UNKNOWN)

Offset
Type
Name

0

int

NumberOfUNKNOWN

4

int

Pointer_to_UNK1

8

int

Pointer_to_UNK2...

Varies from number of UNKNOWNs

int

EOF