Miscellaneous Forums > Scripting and Reverse Engineering
(PSX FF7) FIELD\*.BSX files - sample breakdown, correction to wiki, & questions
Lazy Bastard:
*Moved all data from this post to posts 14-18, after fleshing out all data*
omega res novae:
sorry if this is a noob question. by finding this out are we basically unraveling/documenting a source code for the game
Lazy Bastard:
So, my questions are:
1. Could someone verify my conclusion regarding the BSX header/skeleton data conflict, and if I'm correct, update the wiki page accordingly?
2. Why did Akari skip Model ID 3's model data in Q-Gears? Perhaps only Akari has this answer...
3. Could someone explain the details of the 'skeleton data' and 'animation data' sections? Particularly, I'm confused about the very beginning of each, which per the wiki page leaves me lost as to the rest (as it's all determined by relative offsets to consider the sizes of previous data).
4. Could someone correct the line of pseudo-code comment on the wiki page which says '(12 bix fixed point)' to read '(12 bit fixed point)'? Just a minor typo correction.
Lazy Bastard:
--- Quote from: squall8cloud7 ---sorry if this is a noob question. by finding this out are we basically unraveling/documenting a source code for the game
--- End quote ---
Not the source code, but the general structure of data contained in the game's files. I'm interested in this specific subject as a tool for my prequel mod, but there are plenty of reasons for wanting to document the details of field models (for example, changing, swapping, or replacing them with those of others, or new work entirely).
omega res novae:
thank you for the knowlege
Navigation
[0] Message Index
[#] Next page
Go to full version