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Tildehat

Fates Field Bin Files

Feb 24th, 2017 (edited)
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  1. Bin files for maps
  2.  
  3. Second pointer region stuff:
  4. Map Header -Starts at 0x20, size 0x8 bytes
  5. 0x0 - 0x3: 0x23 0x06 0x14 0x20 - Seems consitent between files
  6. 0x4 - 0x7: Pointer to the map model name
  7.  
  8. PartsList -starts at 0x28 - size 0x8
  9. 0x0 - 0x3: Number of parts?
  10. 0x4 - 0x7: Pointer to a table of parts?
  11.  
  12. Each "Part" table is 0xF8 in size
  13. 0x0 - 0x3: Pointer to "part" name
  14. 0x4 - 0x7: Pointer to the bch container
  15. 0xB8 - 0xc3: Three sets of pointers to map height table header
  16. 0xC4 - 0xCF: Three sets of pointers to battle height table header
  17. //only the first set has these pointers
  18. //ground is the first part, other parts are other models that are still within the bch. Potentially configures if model appears during battle/on the map.
  19.  
  20. ReferList - 0x128
  21. 0x0 - 0x3: Number of references?
  22. 0x4 - 0x7: Pointer to a table of references?
  23.  
  24. Each reference is 0x2C in size
  25. 0x0 - 0x3: Pointer to what this specific model will be referred as in the file
  26. 0x4 - 0x7: Pointer to the model name
  27. 0x8 - 0xB: X scale
  28. 0xC - 0xF: Y scale
  29. 0x10 - 0x13: Z scale
  30. 0x14 - 0x17: X rotation
  31. 0x18 - 0x1B: Y rotation
  32. 0x1C - 0x1F: Z rotation
  33. 0x20 - 0x23: X position
  34. 0x24 - 0x27: Y position
  35. 0x28 - 0x2B: Z position
  36. //refers to every model to be used for the entire map.
  37.  
  38. FileList - 0x15C
  39. 0x0 - 0x3: Number of files to call
  40. 0x4 - 0x7: Pointer to a table of pointers to the file labels
  41. Table is just pointers to file names. Used to bring in models from other bch files. Eg. Villages, doors and treasure boxes.
  42.  
  43. Height table "Header" 0x20 size:
  44. 0x0 - 0x3: Number of entries
  45. 0x4 - 0x7: Pointer to table
  46. 0x8 - 0x17: six float values
  47.  
  48. Map Height table entry.
  49. //This is used on the map when selecting units/map sprites are present.
  50. Each tile is 0xC in size
  51. 0x0 - 0x1: X-coor, Y-coor
  52. 0x2 - 0x3: 01 01 for camera or 00 01 for tile
  53. 0x4 - 0x5: Top left Height Coor
  54. 0x6 - 0x7: Bottom left
  55. 0x8 - 0x9: Top Right
  56. 0xa - 0xb: Bottom Right
  57.  
  58. Battle Height Table entry 0x14 Size:
  59. //Used during battles/any cutscene.
  60. //These three coordinates create a triangle plane.
  61. 0x320 is one tile. Not sure if Z values scale linearly.
  62. 0x0 - 0x1: X coor 1
  63. 0x2 - 0x3: Y coor 1
  64. 0x4 - 0x5: Z coor 1
  65. 0x6 - 0x7: X coor 2
  66. 0x8 - 0x9: Y coor 2
  67. 0xa - 0xb: Z coor 2
  68. 0xc - 0xd: X coor 3
  69. 0xe - 0xf: Y coor 3
  70. 0x10 - 0x11: Z coor 3
  71. 0x12 - 0x13: 0x458c standard value
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