Weap
General Information
Chrono Cross
Standard Weapon Packs
Characters and enemies who are equipped with weapons other than "Gloves" possess individualized weapon packs that directly follow that character's battle model. These Weapon Packs contain textures and weapon models, stuck together using the cpt format.
Subfiles are arranged texture-model-texture-model, etc. Interestingly, the final two objects in any Standard pack are only four bytes in length and read 20 77 77 77 (or 0x77777720). The purpose of these mini-objects is currently unknown.
Weapon Textures
These are run-of-the-mill Classic tims, with 4BPP Linear ~Reverse-Order properties. (In other words, they have 16-colour ~CLUTs rather than the 256-colour ones used for model textures.) They are typically 128 x 85 pixels. Each weapon uses two textures.
Weapon Models
These are sufficiently different from the character battle models to warrant in-depth exploration. They may correspond to the generic mesh type (or not).
Weapon Trails
These are actually governed by the wielding character's Elemental affinity and are not recorded in the weapons pack.
Sea Swallow Model Structure 3057.out, offset 0x15c8, length 0xe20 bytes
Header
01 00 00 80 - ? after loaded to ram, it is 01 00 00 00 48 00 - number of vertex 5E 00 - number of triangles + quads E0 0B 00 00 - offset to vertext pool 28 00 00 00 - offset to uv map 14 00 00 00 - ? offset to uv footer uv footer (check battle model document) 02 00 00 00 - number of sections, see below 34 00 - for triangles it's always 34 30 00 - number of triangles 28 00 00 00 - offset to triangle uv maps 3C 00 - for quads it's always 3c 2E 00 - number of quads 68 05 00 00 - offset to quad uv maps
uv maps
triangle: example: 81 80 80 34 81 80 80 00 81 80 80 00 3D 07 C0 3F 52 17 16 00 3D 1B 2B 00 2A 00 2C 00 interpretation: R1 G1 B1 34 R2 G2 B2 00 R3 G3 B3 00 U1 V1 F0 3F U2 V2 0B 00 U3 V3 P1 P1 P2 P2 P3 P3
R# G# B# - vertex color 34 - for triangles it's always 34 U# V# - uv values for vertex F0 3F - perhaps texture page related, not tested 0B 00 - unsure, perhaps texture page related P# - vertex indice
quad: example: 46 43 59 3C 4B 53 6C 00 46 43 59 00 4B 53 6C 00 43 46 C0 3F 43 4C 16 00 53 46 51 4C 27 00 26 00 25 00 24 00 interpretation: R1 G1 B1 3C R2 G2 B2 00 R3 G3 B3 00 R4 G4 B4 00 U1 V1 C0 3F U2 V2 16 00 U3 V3 U4 V4 P1 P1 P2 P2 P3 P3 P4 P4
R# G# B# - vertex color 3C - for quads it's always 3c U# V# - uv values for vertex C0 3F - perhaps texture page related, not tested 16 00 - unsure, perhaps texture page related P# - vertex indice
vertex pool
See "8 bytes mode" of mdl vertex. Vertex index is alwas zero.
Additional Models
There are a small set of just-models for enemy weapons located in separate files after the enemy battle models and standard weapon packs.