Status Menu Character Info Structure

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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.