Weap

From Chrono Compendium
Revision as of 03:48, 21 March 2016 by ZeaLitY (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.

From: Modification