Now for a report on the potential battle model / weapon model data.
http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=4770.0;attach=1950Firstly, the link is a zip containing a chunk of data from the CD image that I have named "ModelMine1." It's just raw hex data, and its beginning corresponds to a fresh sector (2048 bytes/sector as always) in the CD image. The data fall in this order: A header; Serge's battle model texture; Serge's eyeball texture; unknown data; Serge's first weapon model texture; unknown data; etc. Also inside the zip is a copy of my datamap for "ModelMine1," which I reproduce below. The chunk seems to be 11 sectors long exactly, if that means anything.
Also included in the zip are Serge's battle model texture, eyeball texture, and the seven weapon texture TIMs that occur within the ModelMine.
DATAMAP: All offsets given in hexadecimal notation.
00000000 ~ 0000000F: 16 byte header
00000010 ~ 0000823B: Serge Battle Texture
0000823C ~ 00009467: Serge Eyeball Blink Texture
00009468 ~ 000097FF: 00 Buffer Bytes
00009800 ~ 00014847: Unknown Data (Battle Model?)
00014848 ~ 00015DC7: Serge Weapon Texture 1
00015DC8 ~ 00016BE7: Unknown Data (Weapon Model?)
00016BE8 ~ 00018167: Serge Weapon Texture 2
00018168 ~ 00018C5F: Unknown Data (Weapon Model?)
00018C60 ~ 0001A1DF: Serge Weapon Texture 3
0001A1E0 ~ 0001AF0F: Unknown Data (Weapon Model?)
0001AF10 ~ 0001C48F: Serge Weapon Texture 4
0001C490 ~ 0001D2EF: Unkonown Data (Weapon Model?)
0001D2F0 ~ 0001E86F: Serge Weapon Texture 5
0001E870 ~ 0001F687: Unkknown Data (Weapon Model?)
0001F688 ~ 00020C07: Serge Weapon Texture 6
00020C08 ~ 00021897: Unknown Data (Weapon Model?)
00021898 ~ 00022E17: Serge Weapon Texture 7
00022E18 ~ 00023FFF: Unknown Data (Weapon Model?)
After this begins my ModelMine2 file, which contains Kid's suspected battle model and weapon model data. I'll post that later for comparison if anyone's interested.
SUSPECTED MODEL FILE INFO: The offsets and file lengths may actually be one byte too "short" depending on whether I'm interpreting the hex code correctly. For example, the First "Weapon Model" listed below is described as 3615 bytes long. If it makes more sense, feel free to interpret the file size as 3616 bytes.
First "Model" : 45127 bytes long. Header begins "06 00 00 00 20 00 00 00"
First "Weapon Model" : 3615 bytes long. Header begins "01 00 00 80 48 00 5E 00"
Second "Weapon Model" : 2807 bytes long. Header begins "01 00 00 80 39 00 46 00"
Third "Weapon Model" : 3375 bytes long. Header begins "01 00 00 80 43 00 58 00"
The weapon "models" are consistent in their first 8 bytes, which may constitute a model file header; the first 8 bytes for the weapon "models" read: 01 00 00 80 xx 00 xx 00 (where "xx" represents a byte position that varies in value among the "models")
My notes on the data were hastily scribed, so if anyone wants clarification on any point, please ask. Once again, the "ModelMine" for Serge's (suspected) battle and weapon models and all the associated textures are in the attached zip if anyone would like to investigate.
ADDENDUM: Also, a question for Halkun or anyone else who understands PlayStation design/architecture: Are PsyQ opcodes for the Playstation GPU actually planted amongst the game data? I'm interpreting Halkun's previous post about quads as saying that I should be able to see the applicable opcode just before the model geometry, TIM textures, etc. Am I understanding this correctly?
If GPU opcode *is* in with the game data, is it also in the SLUS file? If both the SLUS file and the data following the SLUS file on the game CD contain opcode, and that opcode features the same call functions, then perhaps I could view the call functions in the SLUS file in hex, determine their ASCII signature, and then find the call functions further on in the game CD as well, pointing to model data.
Does that make any sense whatsoever? I've yet to read the PlayStation design documents, but will begin doing so in the near future. Oh, and another question -- what "language" are the PsyQ opcodes written in? MIPS Assembly language?