Difference between revisions of "Room Files"

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Details are sketchy at the moment, but this much is known so far...<br>
 
Details are sketchy at the moment, but this much is known so far...<br>
 
*OUT 1 is a CLUT to be applied to the backgrounds in the GFX folder.<br>
 
*OUT 1 is a CLUT to be applied to the backgrounds in the GFX folder.<br>
*OUT 2 is LZSS compressed. It is a candidate for fieldscript or battle script.<br>
+
*OUT 2 is LZSS compressed.<br>
*OUT 3 is LZSS compressed. It is a candidate for fieldscript or battle script.<br>
+
*OUT 3 is the LZSS-compressed fieldscript for that room.<br>
*OUT 4 is uncompressed. It is a candidate for walkmesh data.<br>
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*OUT 4 is the triangle setup of the walkmesh.<br>
*OUT 5 is uncompressed. It is a candidate for walkmesh data.<br>
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*OUT 5 is the vertex array of the walkmesh.<br>
*OUT 6 is uncompressed. It is a candidate for walkmesh data.<br>
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*OUT 6 is uncompressed.<br>
*OUT 7 is LZSS compressed. It is a candidate for fieldscript or battle script.<br>
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*OUT 7 is LZSS compressed. It is the background assembly data.<br>
 
*OUT 8 is the LZSS-compressed dialogue script for that room.<br>
 
*OUT 8 is the LZSS-compressed dialogue script for that room.<br>
 
*OUT 9 contains sound data, as evinced by the presence of AKAO tags.
 
*OUT 9 contains sound data, as evinced by the presence of AKAO tags.
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*OUT 11+ are NPC models, including villagers and dungeon enemy models. 12 bytes of data precede the model headers, but their purpose is currently a mystery.
 
*OUT 11+ are NPC models, including villagers and dungeon enemy models. 12 bytes of data precede the model headers, but their purpose is currently a mystery.
 
**Note: The Yazoo dumper generates a number of .act Photoshop-compatible palettes from OUT 1. These are not present in the game image.
 
**Note: The Yazoo dumper generates a number of .act Photoshop-compatible palettes from OUT 1. These are not present in the game image.
 +
  
 
==UNKNOWN Folder Contents==
 
==UNKNOWN Folder Contents==
 
The nature of the DRP file is currently unknown.
 
The nature of the DRP file is currently unknown.
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==POINTER TABLE==
 
==POINTER TABLE==
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   Where...
 
   Where...
 
   NG = Number of Graphical elements in the room
 
   NG = Number of Graphical elements in the room
   GO = Offset of the first Graphical element
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   GO = Offset of the first Graphical element, relative to the pointer table's beginning.
 
   ...= Another GO is given for as many graphical elements as exist in the room.</pre>
 
   ...= Another GO is given for as many graphical elements as exist in the room.</pre>
 +
  
 
==GFX Folder==
 
==GFX Folder==
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These behave like Classic TIMs, with the exception that they lack CLUTs -- the game engine pulls the appropriate palette from OUT 1 in the CODE folder in terms of the Yazoo dumper files. They have an 8BPP image depth.<br>
 
These behave like Classic TIMs, with the exception that they lack CLUTs -- the game engine pulls the appropriate palette from OUT 1 in the CODE folder in terms of the Yazoo dumper files. They have an 8BPP image depth.<br>
 
<br>
 
<br>
<b>NPC Model Textures</b>
+
<b>NPC Model Textures</b><br>
 
These are your run-of-the-mill Classic TIMs.
 
These are your run-of-the-mill Classic TIMs.
 +
 +
''From'': [[Chrono Cross File Structure]]

Latest revision as of 21:53, 3 February 2009

Room Files

Room Files contain various compressed scripts (including fieldscripts, which govern mundane NPC behavior as well as story events) and graphical data for each area of the game.

Overall Structure

The Yazoo dumper utility splits each Room File into "code," "GFX," and "unknown" folders. In addition, there is a pointer table that the dumper leaves out. The various dumped files and the pointer table fit together as follows:

CODE

  • Scripts: OUTs 0 ~ 10
  • NPC Models: OUTs 10+

UNKNOWN

  • DRP file

POINTER TABLE
GFX

  • A number of backgrounds
  • A number of textures to be applied to the NPC models in the CODE folder.


CODE Folder Contents

Details are sketchy at the moment, but this much is known so far...

  • OUT 1 is a CLUT to be applied to the backgrounds in the GFX folder.
  • OUT 2 is LZSS compressed.
  • OUT 3 is the LZSS-compressed fieldscript for that room.
  • OUT 4 is the triangle setup of the walkmesh.
  • OUT 5 is the vertex array of the walkmesh.
  • OUT 6 is uncompressed.
  • OUT 7 is LZSS compressed. It is the background assembly data.
  • OUT 8 is the LZSS-compressed dialogue script for that room.
  • OUT 9 contains sound data, as evinced by the presence of AKAO tags.
  • OUT 10 is very short, and of unknown purpose.
  • OUT 11+ are NPC models, including villagers and dungeon enemy models. 12 bytes of data precede the model headers, but their purpose is currently a mystery.
    • Note: The Yazoo dumper generates a number of .act Photoshop-compatible palettes from OUT 1. These are not present in the game image.


UNKNOWN Folder Contents

The nature of the DRP file is currently unknown.


POINTER TABLE

A pointer table directly precedes the room's various graphical elements (pre-rendered backgrounds and NPC model textures). It is structured as follows...

NG NG NG NG GO GO GO GO...
  Where...
  NG = Number of Graphical elements in the room
  GO = Offset of the first Graphical element, relative to the pointer table's beginning.
  ...= Another GO is given for as many graphical elements as exist in the room.


GFX Folder

Two types of graphics complete each Room File: pre-rendered backgrounds and NPC textures.

Pre-Rendered Backgrounds
These behave like Classic TIMs, with the exception that they lack CLUTs -- the game engine pulls the appropriate palette from OUT 1 in the CODE folder in terms of the Yazoo dumper files. They have an 8BPP image depth.

NPC Model Textures
These are your run-of-the-mill Classic TIMs.

From: Chrono Cross File Structure