Difference between revisions of "Weapon Packs"

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==Weapon Models==
 
==Weapon Models==
 
These are sufficiently different from the character battle models to warrant in-depth exploration.
 
These are sufficiently different from the character battle models to warrant in-depth exploration.
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''From'': [[Chrono Cross File Structure]]

Latest revision as of 21:45, 1 July 2008

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.

Header

The header of a Standard Weapon Pack is structured as follows:

NO NO NO NO O1 O1 O1 O1 - O2 O2 O2 O2 O3 O3 O3 O3
...EF EF EF EF

Where...
 NO = Number of Objects in the Weapon Pack.
 O# = Starting offset of each object. The objects 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.
 EF = End of File offset.

Weapon Textures

These are run-of-the-mill Classic TIMs, with 4BPP Linear Reverse-Order properties.

Weapon Models

These are sufficiently different from the character battle models to warrant in-depth exploration.

From: Chrono Cross File Structure