Awright, we've got an entry for character battle models now. Check it on this encyclopedia page:
http://www.chronocompendium.com/Term/Chrono_Cross_File_Structure.htmlFeedback is welcome, especially error corrections and stylistic suggestions.
Now for some more Youtube vids showing screwed up character models. I'm going subsection-by-subsection within the first section (arg, that's confusing to type) of Serge's character battle model. I shall now use the nomenclature Section 1-1, Section 1-2, etc., to refer to the subsections within...the first section.
Section 1-1: Offset Range 0x48 ~ 357 (Subheader from 0x20 ~ 0x47 remains unchanged)
I don't actually have a vid for this yet, but I hope to in the future. A study of the first subsection is going to be tedious, because I can't simply overwrite Serge's data with another character's without the game freezing upon trying to load the model. My emulator tells me it's being forced to execute "illegal opcodes" as illustrated here:
http://img159.imageshack.us/img159/9781/illegalopyv6.gifI've previously changed a few bytes at a time within this data range without such consequences. I'll go through byte-by-byte sometime and make sure I'm keeping the "structure" intact, i.e., columns of 00 bytes may have gotten shifted this time around and maybe that's what's causing the trouble. Advice is welcome, 'cause I don't know what the heck's going on with this yet.
EDIT: The emulator is reporting an illegal opcode starting with value "2C" in one instance. Halkun, could this be a textured quad opcode!? Maybe I can find it in the model data after all, and somewhere within this section...Section 1-2: Offset Range 0x358 ~ 28E7
http://www.youtube.com/watch?v=is5YdHgvJHgNow, THIS is intensely interesting to me. Once again I've taken a section of Kid's model data and written it over Serge's, producing this mess of "shadow spikes," as I like to call them. Can anyone determine from this vid what type of data is being affected?
Also, I'd like to note that when Section 1-2 is messed with in such a way, I can no longer get Serge to perform a "fierce" (i.e., 3-stamina point) regular attack, nor can I get him to do his "Dash&Slash" special without the game crashing. He can do his other regular attacks and can cast other spells. So does this mean I've touched upon some animation data, or is the emulator just flipping out because it can't handle these animations with all the shadow spikes sticking out of Serge, I wonder?
Section 1-3: Offset Range 0x28E8 ~ 4247
http://www.youtube.com/watch?v=yrJQ5r0rSaEOnce again, data from the equivalent subsection of Kid's battle model has been pasted over Serge's. I think I see one "shadow spike" here, which is odd -- I would have thought all those were accounted for back in Section 1-2. But other than that, anyone know what kind of model data has been affected? We had taken to calling this subsection the "vertex pool." Do the results seem to jive with that label?
Section 1-4: Offset Range 0x4248 ~ 4EF7
http://www.youtube.com/watch?v=QIPrAZ2VyasThis time I lifted the data from Guile's battle model and pasted it over the equivalent subsection in Serge's model. BUT - NO CHANGE!? I've re-checked time and again, and I've surely successfully overwritten Section 1, Subsection 4 of Serge's model with data from Guile's. Earlier Luminaire and I were hypothesizing that this data may correspond to color values or perhaps shader values. I can't see any difference between this and Serge's unaltered battle model, which I link to below:
http://www.youtube.com/watch?v=snlWXhjPYM8The data change was significant, yet no visible alteration of the model. What gives?
That's enough for now, I think. I'd like to get feedback on the results for Sections 1-2 and 1-3 especially. For those who live in the US, or any other country that happens to worship turkeys this Thursday, have a happy Turkey Day!