Difference between revisions of "Status Menu Character Info Structure"
From Chrono Compendium
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Where... | Where... | ||
− | + | <pre> | |
− | ST ST ST ST = "Start character info Text." This corresponds to file "0.txt" in CD/disk1/(Character). | + | ST ST ST ST = "Start character info Text." This corresponds to file "0.txt" in CD/disk1/(Character). |
− | S1 S1 S1 S1 = The starting address of an unknown 4-byte value. It is "1.out" in CD/disk1/(Character). | + | S1 S1 S1 S1 = The starting address of an unknown 4-byte value. It is "1.out" in CD/disk1/(Character). |
− | S2 S2 S2 S2 = The starting address of yet another unknown 4-byte value. It is "2.out" in CD/disk1/(Character). | + | S2 S2 S2 S2 = The starting address of yet another unknown 4-byte value. It is "2.out" in CD/disk1/(Character). |
− | SM SM SM SM = "Start Model." This corresponds to file "3.out" in CD/disk1/(Character) and is a simplified battle model, sans unnecessary battle animation data. | + | SM SM SM SM = "Start Model." This corresponds to file "3.out" in CD/disk1/(Character) and is a simplified battle model, sans unnecessary battle animation data. |
− | ET ET ET ET = "Eyeball Texture." This corresponds to file "4.out" in CD/disk1/(Character). | + | ET ET ET ET = "Eyeball Texture." This corresponds to file "4.out" in CD/disk1/(Character). |
− | BT BT BT BT = "Battle Texture." This corresponds to file "5.out" in CD/disk1/(Character). It is identical to the texture used on character battle models. | + | BT BT BT BT = "Battle Texture." This corresponds to file "5.out" in CD/disk1/(Character). It is identical to the texture used on character battle models. |
− | ED ED ED ED = "End Data." The next character's Status Menu Information begins on the next new sector following this address.< | + | ED ED ED ED = "End Data." The next character's Status Menu Information begins on the next new sector following this address. |
+ | </pre> |
Revision as of 22:59, 9 May 2008
This is the header according to which Status Menu Character Information is arranged. In the context of the Ramsus/Yazoo tools output folders, this corresponds to the files in directory CD/...
- All hex values are relative to the address of the header and read in Little Endian order.
06 00 00 00 | ST ST ST ST - S1 S1 S1 S1 | S2 S2 S2 S2 SM SM SM SM | ET ET ET ET - BT BT BT BT | ED ED ED ED
Where...
ST ST ST ST = "Start character info Text." This corresponds to file "0.txt" in CD/disk1/(Character). S1 S1 S1 S1 = The starting address of an unknown 4-byte value. It is "1.out" in CD/disk1/(Character). S2 S2 S2 S2 = The starting address of yet another unknown 4-byte value. It is "2.out" in CD/disk1/(Character). SM SM SM SM = "Start Model." This corresponds to file "3.out" in CD/disk1/(Character) and is a simplified battle model, sans unnecessary battle animation data. ET ET ET ET = "Eyeball Texture." This corresponds to file "4.out" in CD/disk1/(Character). BT BT BT BT = "Battle Texture." This corresponds to file "5.out" in CD/disk1/(Character). It is identical to the texture used on character battle models. ED ED ED ED = "End Data." The next character's Status Menu Information begins on the next new sector following this address.