Author Topic: scene.bin compression  (Read 9252 times)

Lord_Skylark

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scene.bin compression
« on: 2004-01-26 06:25:40 »
ficedula's lzs program doesn't work on mine or two other people's computers... Can someone provide me with the unccompressed verison of scene.bin? Email/AIM/website upload, whatever. I'd relaly appreciate someone doing this.

email: [email protected]
AIM: lordskylark

Thanks,
~Sky

mirex

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scene.bin compression
« Reply #1 on: 2004-01-26 09:14:56 »
You should try searching first.
I thougt it was uncompressed ... check these threads for more info:
FF7's .BIN Format Spec
Help needed finding this monster

Lord_Skylark

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Yeah...
« Reply #2 on: 2004-01-26 11:38:03 »
I saw that actually...all it says is that it's lzs compressed. And Ficedula's lzs program doesn't work on 3 computers that I've tried so I can't compress it. So I was hoping someone would be able to decompress it for me. I don't want just a text file of it. I want to be able to actually decompress the information from the actual scene.bin file so I can view the stuff myself.

~Sky

Lord_Skylark

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Another
« Reply #3 on: 2004-01-26 12:06:38 »
Also had another question...

What types of attacks (like give examples) are considered for the following "elements"

Sacre
Health
Cut
Hit
Punch
Shoot
Scream

Thanks,
~Sky

Cyberman

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Re: Another
« Reply #4 on: 2004-01-26 21:23:07 »
Quote from: Lord_Skylark
Also had another question...

What types of attacks (like give examples) are considered for the following "elements"

Sacre
Health
Cut
Hit
Punch
Shoot
Scream

Thanks,
~Sky

Well I recomend thinking about it.
Those are elements of physical attack and Health for example would be 'Healing'.
Cut (slicing)
Punch (pummeling)
Those are types of Physical attacks.

Scream would be audorial (shout loud noise)
I think these are attacks they exhibit possibly

Cyb

Lord_Skylark

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ok
« Reply #5 on: 2004-01-27 00:47:25 »
Sacre - is this like scared power/holy?
Health - is this suppose to mean then like Cure, Potion?
Cut - like swords?
Hit - ?
Punch - tifa's attack?
Shoot - vincents guns?
Scream - What's an example of this attack though?



Also, I do know what the unknown data is below the weaknesses in the scene.bin for each mosnter. I jsut want to be able to view the actual raw data in a hex editor.

~Sky

Fremen^SF

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Re: Yeah...
« Reply #6 on: 2004-01-29 12:40:12 »
Quote from: Lord_Skylark
I saw that actually...all it says is that it's lzs compressed. And Ficedula's lzs program doesn't work on 3 computers that I've tried so I can't compress it. So I was hoping someone would be able to decompress it for me. I don't want just a text file of it. I want to be able to actually decompress the information from the actual scene.bin file so I can view the stuff myself.

~Sky



You'll find in FF7's .BIN Format Spec topic that files in SCENE.BIN archive are compressed using gzip. You'll find a PDF which describes how SCENE.BIN file is structured too, with my bad english. ;) Note this description hasn't been updated, and that we found a lot more, we have a board in French where we discuss about it. If it can be usefull for you, I can try to update the english version of "my" documentation file so as to you don't have to discover again what has already been discovered.

About Elements, when I discovered them, I tryied to understand what they are too. So I found a few of them :
Cut : I can be used for example by insects, sorry but I don't remind of any name.
Punch : The greatest example is "Gobelin Punch". Maybe Tifa's attack too ?
Shoot : Vincents guns are actually good examples
Scream : All Cait Siths MegaPhones are using "Scream" element.

I'm not sure yet, but if I remind, health element is often used to "describe" undeads, which can be kill/damaged with Cure/Potions/Life, like you wrote Lord_Skylark.

P.S.:Sorry, I didn't finish my answer : so if you want to (un)compress gzip data, you'll have to use gzip tool (homepage). Note that you can find a Windows version by searching for it with Google. :) If you want to recompress data blocks, note that you may need to use "-9n" parameter, to follow the file format used by Square
Hope this helps.

Lord_Skylark

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Hey
« Reply #7 on: 2004-01-29 20:58:05 »
WHere's the board where you talk about it at?

Thanks,
~Sky

Terence Fergusson

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scene.bin compression
« Reply #8 on: 2004-01-30 03:06:19 »
Meh.  A little misinformation being bandied about here, it seems.

FF7 supports 16 elements, and in the version I have, at least, the first 15 are named as such:

Fire, Ice, Lightning, Earth, Poison, Gravity, Water, Wind, Holy, Restorative, Cut, Hit, Punch, Shoot, Shout.

The first nine are self-explanatory.

Restorative *is* used basically for undead.  All attacks that heal HP have the Restorative element set, and because all undead absorb the element, the damage is inversed for them, so they actually take damage instead of healing it.

As for the next five:

Cut indicates a slashing-type attack.  Almost all of Cloud's swords have this property, as do many claw-type attacks and the like.

Hit indicates a bludgeoning-type attack.  Tifa's gloves are mostly Hit, *NOT* Punch.  Clubs, punches, all these are blunt attacks.

Punch indicates a piercing-type attack.  That means lances, drills, spikes, etc.  Goblin Punch is *NOT* Punch elemental, it is non-elemental.

Shoot indicates a range attack.  It doesn't inherently have the Long Range property.  It's applied to many different type of attacks, especially Barret and Vincent's guns and Yuffie's shuriken.  Most of Shinra's long ranged weapons also have this element.

Shout indicates a sonic or energy-based attack, mostly the latter.  Cait Sith's M-Phones are *NOT* Shout elemental, they're Hit elemental.  The party has no way of inflicting Shout elemental damage.  The first Shout elemental attack in the game is the Wave attack used by the Special Combatants in Reactor 5.  The last is Stigma, used by Bizarro*Sephiroth.  The most dangerous is probably Ruby Ray used by Ruby Weapon.

Finally, there is a 'Hidden' element that does not have a name, and is mistakenly set to a few rare enemy attacks.  Due to a bug in the game, it is possible to absorb the 'Hidden' element on your party.  The only damaging attack in the game with 'Hidden' element is Ultima Beam, used by Ultimate Weapon.

Oh, and while we're on the subject of elementals, the only Holy elemental attack in the game is Alexander, and the only other way to do Holy elemental damage is to attach Alexander to an Elemental Materia on your weapon.

The Cut/Hit/Punch/Shoot/Shout elements hold no real purpose save for one: the Ziedrich, along with resisting the main nine elements, also resists Cut, Hit, Punch and Shoot, thus allowing even more defense against most physical attacks then you might have thought possible.

 ---

Regarding scene.bin, I would personally appreciate it if all the internal files are either uncompressed and dumped somewhere where a copy can be downloaded, an executable program distributed to do the extraction automatically, or instructions on how to use already available programs to get all the files out of scene.bin in no more than five minutes.  I've got too many projects to try and do it by hand at the moment.

Marco

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pre-extracted files
« Reply #9 on: 2004-01-30 06:18:15 »
#include <stdio.h>
#include <zlib.h>

char* buff = new char[7808];
char* buff2 = new char[8192];
int* FileOffsets = new int[16];
FILE* rf;
FILE* bd;
int fnum = 1;

int ProcFiles(int* i)
{
*i *= 4;
for(int j = 1; j<17; j++)
{
i++;
if (*i == 0xFFFFFFFF)
return j;
*i *= 4;
}
return 16;
}

void BlockProc(int& i, int dec)
{
while (i < dec)
i += 0x2000;
i -= dec;
}

void ExtractBlock()
{
char fname[64];
fread(FileOffsets, 4, 16, rf);
int fsize;
int nFiles = ProcFiles(FileOffsets);
fwrite(&nFiles, 1, 1, bd);
nFiles -= 1;
int BlockSize = 0x2000 - 0x40;

for (int i = 0; i<nFiles; i++)
{
fsize = FileOffsets[i+1] - FileOffsets;
BlockProc(BlockSize, fsize);
fread(buff2, fsize, 1, rf);
FILE* of = fopen("tmp.dat", "w+b");
fwrite(buff2, fsize, 1, of);
fclose(of);
gzFile gzip = gzopen("tmp.dat", "r+b");
gzread(gzip, buff, 7808);
sprintf(fname, "%d.txt", fnum);
of = fopen(fname, "w+b");
fwrite(buff, 7808, 1, of);
fclose(of);
fnum++;
gzclose(gzip);
}

fread(buff2, BlockSize, 1, rf);
FILE* of = fopen("tmp.dat", "w+b");
fwrite(buff2, BlockSize, 1, of);
fclose(of);
gzFile gzip = gzopen("tmp.dat", "r+b");
gzread(gzip, buff, 7808);
sprintf(fname, "%d.txt", fnum);
of = fopen(fname, "w+b");
fwrite(buff, 7808, 1, of);
fclose(of);
fnum++;
gzclose(gzip);
}

void main()
{
rf = fopen("scene.bin", "r+b");
bd = fopen("blockdat.dat", "w+b");

while (fnum < 254) //unsure here
ExtractBlock();

fclose(rf);
fclose(bd);
delete[] buff;
delete[] buff2;
delete[] FileOffsets;
}

And here's the pre-extracted stuff
ed2k://|file|scenebinextract.zip|267079|32DD4AF01C5767E8FC4E5E918AB85D2D|/

I am a bit unsure if I really do the extraction correctly.

Skillster/RedSarg99

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scene.bin compression
« Reply #10 on: 2004-01-30 10:45:51 »
Hello Terrence
Please refresh my memory what were you saying about the Zeidrich amour?

Lord_Skylark

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scene.bin compression
« Reply #11 on: 2004-01-31 10:54:26 »
From the scene.bin document that I saw before viewing the enemies, I put them in this order based on their hex ID, not their order in the scene.bin file that you showed. In this order, they match up with the order of the model files. But there appears to be some enemies that are missing data...is there any way to get their data?

Also, in the original JP PSX version 0A-)F were more test enemies, but in the US and JP International versions they were replaced by the new weapons. Also, in the original JP version, the test enemies are actual monsters and not pyramids.

The missing enemies are:
0004 - test enemy
0070 - dummied bull motor
00B7/00B8 - dummied toxic frog
012F - some orb object
0159/015A/015F/0160 - dummied chocobo
0167/0168/0169 - scotch?
016D/016E/016F - MP?

So, if there's a way to get that data, that would be cool....does the scene.bin read it from another placein the file? Cause it would be weird to store the exact same monster data for every battle group that the mosnter appears in.


ID   Name
00   ÃªÃ¶Ã´0(äð)
01   ÃªÃ¶Ã´1()
02   ÃªÃ¶Ã´2(ð)
03   test enemy
04   ÃªÃ¶Ã´4(ëô÷)
05   ÃªÃ¶Ã´5(áðô)
06   ÃªÃ¶Ã´6(ðâ)  
07   ÃªÃ¶Ã´7(öðA)
08   ÃªÃ¶Ã´8(öðB)
09   ÃªÃ¶Ã´9(öðC)
0A   NOT IN US VERSION
0B   NOT IN US VERSION
0C   NOT IN US VERSION
0D   NOT IN US VERSION
0E   NOT IN US VERSION
0F   NOT IN US VERSION
U0A   Diamond Weapon
U0B   Ruby Weapon
U0C   Ruby's Tentacle
U0D   Emerald Weapon
U0E   Leg
U0F   Eye
10   MP
11   Guard Hound
12   Mono Drive
13   Grunt
14   1st Ray
15   Sweeper
16   Guard Scorpion
17   Grashtrike
18   Rocket Launcher
19   Whole Eater
1A   Chuse Tank
1B   Blugu
1C   Hedgehog Pie
1D   Smogger
1E   Special Combatant
1F   Blood Taste
20   Proto Machinegun
21   Air Buster
22   Vice
23   Corneo's Lackey
24   Scotch
25   Aps
26   Sahagin
27   Caesar
28   Eligor
29   Ghost
2A   Cripshay
2B   Deenglow
2C   Hell House (1st form)
2D   Hell House (2nd form)
2E   Aero Combatant (1st form)
2F   Aero Combatant (2nd form)
30   Turks: Reno (1)
31   Pyramid
32   Warning Board
33   Machinegun
34   Laser Cannon
35   Hammer Blaster
36   (Hammer Blaster Pod)
37   Sword Dance
38   SOLDIER: 3rd
39   Mighty Grunt (1st form)
3A   Mighty Grunt (2nd form)
3B   Moth Slasher
3C   Grenade Combatant
3D   Brain Pod
3E   Vargid Police
3F   Zenene
40   Sample: H0512
41   Sample: H0512-opt
42   Hundred Gunner
43   Heligunner
44   Rufus
45   Dark Nation
46   (Helicopter)
47   Motor Ball
48   Devil Ride
49   Custom Sweeper
4A   Kalm Fang
4B   Prowler
4C   Elfadunk
4D   Mu
4E   (Mu Attack)
4F   Mandragora
50   Levrikon
51   Midgar Zolom
52   Madouge
53   Crawler
54   Ark Dragon
55   Castanets
56   Zemzelett
57   Nerosuferoth
58   Hell Rider VR2
59   Formula
5A   Capparwire
5B   Bottom Swell
5C   Waterpolo
5D   Scrutin Eye
5E   Marine
5F   Jenova: BIRTH
60   Grangalan
61   Grangalan Jr.
62   Grangalan Jr. Jr.
63   Beachplug
64   Search Crown
65   Needle Kiss
66   Bloatfloat
67   Bagnadrana
68   Cokatolis
69   Bomb
6A   Death Claw
6B   2-Faced
6C   Bandit
6D   Bullmotor
6E   Land Worm
6F   Dyne
70   Bullmotor (dummied)
71   Spencer
72   Joker
73   Flapbeat
74   Harpy
75   Grand Horn
76   Gagighandi
77   Touch Me
78   Crown Lance
79   Flower Prong (1st form)
7A   Flower Prong (2nd form)
7B   Flower Prong (3rd form)
7C   Slaps
7D   Kimaria Bug
7E   Heavy Tank
7F   Turks: Reno (2)
80   Turks: Rude (1)
81   Skeeskee
82   Griffin
83   Golem
84   Bagrisk
85   Desert Sahagin
86   Gi Specter
87   Sneaky Step
88   Heg
89   Stinger
8A   Soul Fire
8B   Gi Nattak
8C   Nibel Wolf
8D   Velcher Tusk
8E   Bahba Velamyu
8F   Valron
90   Battery Cap
91   Mirage
92   Dorky Face
93   Jersey
94   Black Bat
95   Ghirofelgo
96   Chain
97   Ying
98   Yang
99   Ying/Yang
9A   Lost Number (1st form)
9B   Lost Number (red)
9C   Lost Number (blue)
9D   Dragon
9E   Sonic Speed
9F   Twin Brain
A0   Zuu
A1   Kyuvilduns
A2   Screamer
A3   Materia Keeper
A4   Palmer
A5   (Tiny Bronco)
A6   (Shinra Semi)
A7   Thunderbird
A8   Razor Weed
A9   Edgehead
AA   Bizarre Bug
AB   Tail Vault
AC   Adamantaimai
AD   Attack Squad
AE   Foulander
AF   Garuda
B0   Jayjujayme
B1   Rapps
B2   Gorkii
B3   Shake
B4   Chekhov
B5   Staniv
B6   Godo
B7   Toxic Frog (dummied 1)
B8   Toxic Frog (dummied 2)
B9   Under Lizard
BA   Kelzmelzer
BB   Dual Horn
BC   Tornadu
BD   Toxic Frog
BE   Jemnezmy
BF   Doorbull
C0   Ancient Dragon
C1   Red Dragon
C2   8-Eye
C3   Demons Gate
C4   Jenova: LIFE
C5   Vlakorados
C6   Trickplay
C7   (Trickplay Attack)
C8   Boundfat
C9   Malldancer
CA   Grimguard
CB   Hungry
CC   Acrophies
CD   Ice Golem
CE   Shred
CF   Lessaloploth
D0   Frozen Nail
D1   Jumping
D2   Snow
D3   Bandersnatch
D4   Magnade
D5   (Magnade Shield)
D6   (Magnade Shield)
D7   Malboro
D8   Blue Dragon
D9   Icicle
DA   Headbomber
DB   Stilva
DC   Zolokalter
DD   Evilhead
DE   Cuahl
DF   Gigas
E0   Grenade
E1   Gremlin
E2   Ironite
E3   Sculpture
E4   Schizo (right)
E5   Schizo (left)
E6   Wind Wing
E7   Dragon Rider
E8   Killbin
E9   Tonberry
EA   Jenova: DEATH
EB   Roulette Cannon
EC   Pedestal
ED   SOLDIER: 2nd
EE   Death Machine
EF   Slalom
F0   Scissors
F1   Scissors (Upper)
F2   Scissors (Lower)
F3   Guard System
F4   Quick Machinegun
F5   Rocket Launcher (2)
F6   Ghost Ship
F7   Corvette
F8   Diver Nest
F9   Submarine Crew
FA   Captain
FB   Underwater MP
FC   Senior Grunt
FD   Hard Attacker
FE   Guardian
FF   Guardian (hand 1)
100   Guardian (hand 2)
101   Gun Carrier
102   Carry Armor
103   Left Arm (carry armor)
104   Right Arm (carry armor)
105   Rilfsak
106   Diablo
107   Epiolnis
108   Ho-chu
109   Gas Ducter
10A   Wolfmeister
10B   Eagle Gun
10C   Serpent
10D   Poodler
10E   Bad Rap
10F   Unknown
110   Unknown 3
111   Unknown 2
112   Turks: Reno (3)
113   Turks: Rude (3)
114   Hippogriff
115   Head Hunter
116   Spiral
117   Crysales
118   Sea Worm
119   Turks: Rude (2)
11A   CMD Grand Horn (1)
11B   CMD Grand Horn (2)
11C   CMD Grand Horn (3)
11D   Behemoth
11E   Cromwell
11F   Manhole
120   Manhole (cover)
121   Crazy Saw
122   Shadow Maker
123   Grosspanzer - Big
124   Grosspanzer - Small
125   Grosspanzer - Mobile
126   Gargoyle (stoned)
127   Gargoyle (unstoned)
128   Turks: Elena
129   Turks: Reno (4)
12A   Turks: Rude (4)
12B   Proud Clod
12C   Jamar Armor
12D   SOLDIER: 1st
12E   Xcannon
12F   (orb?)
130   Maximum Kimaira
131   Hojo
132   Hellectic Hojo
133   Right Arm (hojo)
134   Left Arm (hojo)
135   Lifeform Hojo N
136   Magic Pot
137   Christopher
138   Gighee
139   King Behemoth
13A   Allemagne
13B   Dragon Zombie
13C   Armored Golem
13D   Master Tonberry
13E   Pollensalta
13F   Mover
140   Iron Man
141   Parasite
142   Dark Dragon
143   Death Dealer
144   Jenova: SYNETHESIS
145   Bizarro Sephiroth
146   Bizarro Sephiroth
147   Bizarro Sephiroth
148   Bizarro Sephiroth
149   Bizarro Sephiroth
14A   Bizarro Sephiroth
14B   Safer Sephiroth
14C   Sephiroth
14D   Ultimate Weapon (1st battle)
14E   Ultimate Weapon (land battles)
14F   Ultimate Weapon (aerial battles)
150   Ultimate Weapon (final battle)
151   Cactuer
152   Goblin
153   Chocobo (1)
154   Chocobo (2)
155   Chocobo (3)
156   Chocobo (4)
157   Chocobo (5)
158   Chocobo (6)
159   Chocobo (dummied 1)
15A   Chocobo (dummied 2)
15B   Chocobo (7)
15D   Chocobo (8)
15E   Chocobo (9)
15F   Chocobo (dummied 3)
160   Chocobo (dummied 4)
161   Mystery Ninja (1)
162   Mystery Ninja (2)
163   Mystery Ninja (3)
164   Mystery Ninja (4)
165   Mystery Ninja (5)
166   Mystery Ninja (6)
167   (Scotch?)
168   (Scotch?)
169   (Scotch?)
16A   Bad Rap Sample
16B   Poodler Sample
16C   Cactaur
16D   (MP?)
16E   (MP?)
16F   (MP?)
170   Ã Ã A÷ð
171   M LD÷ð

Lord_Skylark

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Jenova Synthesis/Bizarro
« Reply #12 on: 2004-01-31 10:58:28 »
I wanted to make a note on something that I observed when I was viewing the memory to start my list before I actually was able to come to this site.

Despite that there's 3 parts to Jenova Synthesis, the game uses only one set of data and load that 3 times and then alters the stats of the other parts. Really weird.

Now, the Bizarro is the same thing too. The 6 different Bizarro files are not for each part of him. They are for each battle.

Not sure what order they are in, but these are all:
3 party - battle 1
3 party - battle 2
3 party - battle 3
2 party - battle 1
2 party - battle 2
1 party battle

And like Jenova, it takes one monster data entry and loads it for the number of parts available. I think there's up to 5 in seperate party's battle with him.

Seems kinda stupid that they just didn't make each part a seperate file.

I think it does the same thing with Emerald's eyes too.

~Sky

Lord_Skylark

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Okay..
« Reply #13 on: 2004-02-01 08:12:08 »
Well, I used that gzip program and it said that scene.bin was not in gzip format...so...

~Sky

Lord_Skylark

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Okay...
« Reply #14 on: 2004-02-01 20:43:31 »
Can someone just please upload the uncompressed file? I mean it's not like it's a huge file or anything. Or at least the exact program that uncompresses it and the /exact/ steps to use it if it's not obvious.

I will even host the uncompressed file if need be.

I'd really apprecaite your time,
~Sky

Fremen^SF

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scene.bin compression
« Reply #15 on: 2004-02-06 15:30:51 »
Quote from: Lord_Skylark
Despite that there's 3 parts to Jenova Synthesis, the game uses only one set of data and load that 3 times and then alters the stats of the other parts. Really weird.

Now, the Bizarro is the same thing too. The 6 different Bizarro files are not for each part of him. They are for each battle.


Because of my english knowlegde, maybe wouldn't I give you a correct answer, but I'll try.
Concerning Jenova Synthesis, I agree with you. There are 3 "slots" in each file where you can describe a monster, and only one is used. I don't know why.

About Bizarro Sephiroth, maybe don't you know that you can not use multiple files to describe parts of one monster (monster's parts must be in the same file).

Quote from: Lord_Skylark
Not sure what order they are in, but these are all:
3 party - battle 1
3 party - battle 2
3 party - battle 3
2 party - battle 1
2 party - battle 2
1 party battle

And like Jenova, it takes one monster data entry and loads it for the number of parts available. I think there's up to 5 in seperate party's battle with him.

Seems kinda stupid that they just didn't make each part a seperate file.


It's difficult for me to answer you, so I'm going to tell you how scene.bin file is structured, I think it could help you ?

Scene.bin file contains 256 gzipped blocks. Each block has got the following format :

- Monsters ID (there can be up to 3 monsters ID) ID1 ID2 ID3

- Battle scenes informations (each block can contain up to 4 battle scenes (=the description of 4 different battles)) :
--- At first, there are some ID numbers, telling which music, camera and background to use for each battle scene.
--- Then you'll find 4 sub-blocks describing the coordinates of each monster in each battle scene (each battle can contain up to 6 monsters), using this format :
>BattleScene1 - Monster 1 : Monster1ID Xcoordinate Ycoordinate Zcoordinate WhereIsTheMonster(first line/second line) Flags
>BattleScene1 - Monster 2 : Monster2ID Xcoordinate Ycoordinate Zcoordinate WhereIsTheMonster(first line/second line) Flags
...
>BattleScene1 - Monster 6 : Monster6ID Xcoordinate Ycoordinate Zcoordinate WhereIsTheMonster(first line/second line) Flags
>BattleScene2 - Monster 1 : Monster1ID Xcoordinate Ycoordinate Zcoordinate WhereIsTheMonster(first line/second line) Flags
etc...

- Monsters caracteristics :
--- Name of monster ID1
--- Level, Speed, Luck, Physical Dodge, Strength, Physical Defense, Magi, Magical Defense, MP, AP, HP, Exp, gils, objects (and how you can obtain these objects), elements (ex:fire resistant, ice weakness, ...)
--- List of IDs of available actions (Attack, Right Hand Revived, Repeating Slap for example)
--- List of "manipulable" attacks
--- Flags (for example it says if monster can be minimized or transformed in frogg)

--- Name of monster ID2
--- Level, Speed, ...
...
--- Name of monster ID3
...
- List of attacks names (you'll find IDs of each attacks and their name)
- Scripts describing each attacks. They are quite complex and I haven't found how they are written yet.


Then, for example, if we see the part of scene.bin about Bizarro Sephiroth (ID=145), and if we translate it, we will see something like that (in the battle scene part of the block) :
Code: [Select]

                      ID    X    Y    Z   ln  ln2 flags
Scene[0]-Monster[0]= 145    0    0 ec78    1    0 ffffffff
Scene[0]-Monster[1]= 145    0    0 ec78    1    0 fffffffe // flag "hidden"
Scene[0]-Monster[2]= 145    0    0 ec78    1    0 fffffffe
Scene[0]-Monster[3]= 145    0    0 ec78    1    0 fffffffe
Scene[0]-Monster[4]= 145    0    0 ec78    1    0 fffffffe
Scene[0]-Monster[5]=ffff ffff ffff ffff ffff ffff ffffffff // empty slot



Another answer is that blocks are limited to 256. Maybe does it explains why monsters parts are not splited into different files.