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- Bin files for maps
- Second pointer region stuff:
- Map Header -Starts at 0x20, size 0x8 bytes
- 0x0 - 0x3: 0x23 0x06 0x14 0x20 - Seems consitent between files
- 0x4 - 0x7: Pointer to the map model name
- PartsList -starts at 0x28 - size 0x8
- 0x0 - 0x3: Number of parts?
- 0x4 - 0x7: Pointer to a table of parts?
- Each "Part" table is 0xF8 in size
- 0x0 - 0x3: Pointer to "part" name
- 0x4 - 0x7: Pointer to the bch container
- 0xB8 - 0xc3: Three sets of pointers to map height table header
- 0xC4 - 0xCF: Three sets of pointers to battle height table header
- //only the first set has these pointers
- //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.
- ReferList - 0x128
- 0x0 - 0x3: Number of references?
- 0x4 - 0x7: Pointer to a table of references?
- Each reference is 0x2C in size
- 0x0 - 0x3: Pointer to what this specific model will be referred as in the file
- 0x4 - 0x7: Pointer to the model name
- 0x8 - 0xB: X scale
- 0xC - 0xF: Y scale
- 0x10 - 0x13: Z scale
- 0x14 - 0x17: X rotation
- 0x18 - 0x1B: Y rotation
- 0x1C - 0x1F: Z rotation
- 0x20 - 0x23: X position
- 0x24 - 0x27: Y position
- 0x28 - 0x2B: Z position
- //refers to every model to be used for the entire map.
- FileList - 0x15C
- 0x0 - 0x3: Number of files to call
- 0x4 - 0x7: Pointer to a table of pointers to the file labels
- Table is just pointers to file names. Used to bring in models from other bch files. Eg. Villages, doors and treasure boxes.
- Height table "Header" 0x20 size:
- 0x0 - 0x3: Number of entries
- 0x4 - 0x7: Pointer to table
- 0x8 - 0x17: six float values
- Map Height table entry.
- //This is used on the map when selecting units/map sprites are present.
- Each tile is 0xC in size
- 0x0 - 0x1: X-coor, Y-coor
- 0x2 - 0x3: 01 01 for camera or 00 01 for tile
- 0x4 - 0x5: Top left Height Coor
- 0x6 - 0x7: Bottom left
- 0x8 - 0x9: Top Right
- 0xa - 0xb: Bottom Right
- Battle Height Table entry 0x14 Size:
- //Used during battles/any cutscene.
- //These three coordinates create a triangle plane.
- 0x320 is one tile. Not sure if Z values scale linearly.
- 0x0 - 0x1: X coor 1
- 0x2 - 0x3: Y coor 1
- 0x4 - 0x5: Z coor 1
- 0x6 - 0x7: X coor 2
- 0x8 - 0x9: Y coor 2
- 0xa - 0xb: Z coor 2
- 0xc - 0xd: X coor 3
- 0xe - 0xf: Y coor 3
- 0x10 - 0x11: Z coor 3
- 0x12 - 0x13: 0x458c standard value
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