Maps/Mesh
The structure of a mesh file consists of a header of 196 bytes followed by a series of chunks of different kinds of data.
Contents
- 1 Header
- 2 Primary mesh
- 3 Texture palettes (color)
- 4 Light colors and positions, background gradient colors
- 5 Terrain
- 6 Texture animation instructions
- 7 Palette Frames for Texture Animations
- 8 Texture palettes (grayscale)
- 9 Mesh animation instructions
- 10 Animated Meshes 1-8
- 11 Polygon Render Properties
Header
The header serves as a table of contents for the data chunks. It is a series of 32-bit unsigned little-endian integers, each of which is either 0 (meaning that a given chunk is not present in the file) or an intra-file pointer to the byte where the chunk begins. Here's a table of what each pointer points to.
address of pointer | type of chunk it points to |
---|---|
0x40 | Primary mesh |
0x44 | Texture palettes (color) |
0x4c | Unknown (this pointer is only non-zero in MAP000.5) |
0x64 | Light colors and positions, background gradient colors |
0x68 | Terrain (tile heights, slopes, and surface types) |
0x6c | Texture animation instructions |
0x70 | Palette animation instructions |
0x7c | Texture palettes (grayscale) |
0x8c | Mesh animation instructions |
0x90 | Animated mesh 1 |
0x94 | Animated mesh 2 |
0x98 | Animated mesh 3 |
0x9c | Animated mesh 4 |
0xa0 | Animated mesh 5 |
0xa4 | Animated mesh 6 |
0xa8 | Animated mesh 7 |
0xac | Animated mesh 8 |
0xb0 | Polygon Render Properties |
Notice that this table skips some pointers. The omitted pointers are 0 in every mesh file: they never point at anything.
Primary mesh
This chunk is required for the Initial mesh (Primary/Day/No Weather), but is optional for all other map states.
This chunk contains most of the polygons that make up the map. It contains XYZ coordinates for each vertex, normal vectors for each vertex, UV coordinates for each vertex, and the ID of the palette to use for each polygon's texture.
The polygons are divided into four groups: Textured triangles, textured quadrilaterals, untextured triangles, and untextured quadrilaterals. The untextured polygons are always black. They're used mostly around the edges of the map to make the map look like a solid cross-section.
Header
The mesh chunk begins with a header of 4 16-bit unsigned integers specifying how many of each type of polygon the mesh contains:
Width (bits) | Data type | Purpose | Maximum Value |
---|---|---|---|
16 | uint | Number of textured triangles (N) | 512 |
16 | uint | Number of textured quadrilaterals (P) | 768 |
16 | uint | Number of untextured triangles (Q) | 64 |
16 | uint | Number of untextured quadrilaterals (R) | 256 |
XYZ coordinates
The next block of data consists of N sets of 3 XYZ coordinates (one XYZ coordinate for each of the triangle's points):
Width (bits) | Data type | Purpose |
---|---|---|
16 | int | Point A, X coordinate |
16 | int | Point A, Y coordinate |
16 | int | Point A, Z coordinate |
16 | int | Point B, X coordinate |
16 | int | Point B, Y coordinate |
16 | int | Point B, Z coordinate |
16 | int | Point C, X coordinate |
16 | int | Point C, Y coordinate |
16 | int | Point C, Z coordinate |
Then P sets of 4 XYZ coordinates:
Width (bits) | Data type | Purpose |
---|---|---|
16 | int | Point A, X coordinate |
16 | int | Point A, Y coordinate |
16 | int | Point A, Z coordinate |
16 | int | Point B, X coordinate |
16 | int | Point B, Y coordinate |
16 | int | Point B, Z coordinate |
16 | int | Point C, X coordinate |
16 | int | Point C, Y coordinate |
16 | int | Point C, Z coordinate |
16 | int | Point D, X coordinate |
16 | int | Point D, Y coordinate |
16 | int | Point D, Z coordinate |
Then Q sets of 3 XYZ coordinates (same format as triangles, above), then R sets of 4 XYZ coordinate (same format as quadrilaterals, above).
Normal vectors
Next come the normal vectors, which follow the same pattern. Instead of being integers, however, the values are stored as fixed-point numbers. They have a sign bit, then a 3-bit whole part and a 12-bit fractional part. This sounds complicated, but basically it just means you read them as signed 16-bit integers, then convert them to floating-point numbers and divide by 4096.0.
Also, there are no normal vectors for the untextured polygons, since those are always completely black.
First, there are N sets of 3 normal vectors:
Width (bits) | Data type | Purpose |
---|---|---|
16 | fixed 1,3,12 | Point A, nomal vector X |
16 | fixed 1,3,12 | Point A, nomal vector Y |
16 | fixed 1,3,12 | Point A, nomal vector Z |
16 | fixed 1,3,12 | Point B, nomal vector X |
16 | fixed 1,3,12 | Point B, nomal vector Y |
16 | fixed 1,3,12 | Point B, nomal vector Z |
16 | fixed 1,3,12 | Point C, nomal vector X |
16 | fixed 1,3,12 | Point C, nomal vector Y |
16 | fixed 1,3,12 | Point C, nomal vector Z |
Then P sets of 4 normal vectors:
Width (bits) | Data type | Purpose |
---|---|---|
16 | fixed 1,3,12 | Point A, nomal vector X |
16 | fixed 1,3,12 | Point A, nomal vector Y |
16 | fixed 1,3,12 | Point A, nomal vector Z |
16 | fixed 1,3,12 | Point B, nomal vector X |
16 | fixed 1,3,12 | Point B, nomal vector Y |
16 | fixed 1,3,12 | Point B, nomal vector Z |
16 | fixed 1,3,12 | Point C, nomal vector X |
16 | fixed 1,3,12 | Point C, nomal vector Y |
16 | fixed 1,3,12 | Point C, nomal vector Z |
16 | fixed 1,3,12 | Point D, nomal vector X |
16 | fixed 1,3,12 | Point D, nomal vector Y |
16 | fixed 1,3,12 | Point D, nomal vector Z |
Polygon texture data
This block of data is a little bit different. It has UV coordinates for each point on the textured polygons, but it also has a texture page number and palette number for the polygon as a whole. The texture page number is multiplied by 256 and then added to the V coordinate for each point on the polygon. This is because the UV coordinates are stored as bytes, but the textures are 256x1024 pixels, so effectively there are 4 texture pages. The palette number indicates which palette to apply to the polygon's texture while rendering it.
There are N triangles:
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Point A, U coordinate |
8 | uint | Point A, V coordinate |
8 | uint | Palette number |
8 | N/A | Padding/unknown |
8 | uint | Point B, U coordinate |
8 | uint | Point B, V coordinate |
4 | N/A | Padding/unknown |
2 | N/A | Unknown, but a value of 3 works and other values only sometimes work |
2 | uint | Page number |
8 | N/A | Padding/unknown |
8 | uint | Point C, U coordinate |
8 | uint | Point C, V coordinate |
Followed by P quadrilaterals:
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Point A, U coordinate |
8 | uint | Point A, V coordinate |
8 | uint | Palette number |
8 | N/A | Padding/unknown |
8 | uint | Point B, U coordinate |
8 | uint | Point B, V coordinate |
4 | N/A | Padding/unknown |
2 | N/A | Unknown, but a value of 3 works and other values only sometimes work |
2 | uint | Page number |
8 | N/A | Padding/unknown |
8 | uint | Point C, U coordinate |
8 | uint | Point C, V coordinate |
8 | uint | Point D, U coordinate |
8 | uint | Point D, V coordinate |
Unknown Untextured Polygon Data
After the polygon texture data, there's a block of data whose purpose I don't understand. Its length is equal to 4 * Q + 4 * R.
Polygon tile locations
Next comes a block that assigns a terrain coordinate to each textured polygon. Its length is equal to 2 * N + 2 * P. This data is used when the game highlights all the tiles you can move to: It looks here to figure out which polygons to turn blue.
Width (bits) | Data type | Purpose |
---|---|---|
7 | uint | Z coordinate |
1 | N/A | Height Level |
8 | uint | X coordinate |
Sometimes, there are 2 bytes of unknown data or padding at the end of this block.
Texture palettes (color)
This chunk is required for the Initial mesh (Primary/Day/No Weather), but is optional for all other map states.
A set of 16 palettes, each containing 16 colors. Each color in the palette is 16 bits in little endian format.
8B B1 => B1 8B 1000 1011 1011 0001 ABBB BBGG GGGR RRRR
Width (bits) | Data type | Purpose |
---|---|---|
1 | uint | Alpha |
5 | uint | Blue |
5 | uint | Green |
5 | uint | Red |
If R == G == B == A == 0, then the color is transparent.
Light colors and positions, background gradient colors
Each map can have 3 directional lights and ambient light. The lighting data is stored like this:
Width (bits) | Data type | Purpose |
---|---|---|
16 | fixed 1,3,12 | Light 1, red |
16 | fixed 1,3,12 | Light 2, red |
16 | fixed 1,3,12 | Light 3, red |
16 | fixed 1,3,12 | Light 1, green |
16 | fixed 1,3,12 | Light 2, green |
16 | fixed 1,3,12 | Light 3, green |
16 | fixed 1,3,12 | Light 1, blue |
16 | fixed 1,3,12 | Light 2, blue |
16 | fixed 1,3,12 | Light 3, blue |
Note that these light colors can be overloaded. Colors are defined as a value between 0 and 255 for each Red, Green, and Blue. However, if the values for these colors exceed 255, referenced as "Overflow" in GDX, the lighting model is affected. It's unknown how this is affected. For example, overflowing the first directional light's color values seems to add to its intensity based on the color, where as overflowing the second directional light's color value seems to only add white regardless of which color is overflowed. The third directional light doesn't appear to make any difference. Sometimes, overflowing these values will increase the intensity of the ambient light, and I might be imagining it but it seems like sometimes the color of the backgrounds is added to the lighting model. On some maps (like the entrance to Murmond), these overflow values seem to be triggered by events. This whole system needs a serious investigation, likely by referencing the actual ASM behind the lighting engine.
Width (bits) | Data type | Purpose |
---|---|---|
16 | int | Light 1, X coordinate |
16 | int | Light 1, Y coordinate |
16 | int | Light 1, Z coordinate |
16 | int | Light 2, X coordinate |
16 | int | Light 2, Y coordinate |
16 | int | Light 2, Z coordinate |
16 | int | Light 3, X coordinate |
16 | int | Light 3, Y coordinate |
16 | int | Light 3, Z coordinate |
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Red |
8 | uint | Green |
8 | uint | Blue |
This is immediately followed by the background gradient colors:
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Top color, red |
8 | uint | Top color, green |
8 | uint | Top color, blue |
8 | uint | Bottom color, red |
8 | uint | Bottom color, green |
8 | uint | Bottom color, blue |
Sometimes, there are 3 bytes of unknown data or padding at the end of this chunk.
Terrain
This chunk is required for the Initial mesh (Primary/Day/No Weather), but is optional for all other map states.
This chunk contains data about the height, depth, slope, and surface type (grass, water, stone, etc) of each tile, as well as flags for whether you can walk on a tile or select it with the cursor.
Header
There is a two-byte header indicating the size of the X and Z dimensions of the map, in tiles. The product of X and Z must be <= 256.
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Number of tiles of terrain, X dimension |
8 | uint | Number of tiles of terrain, Z dimension |
Main Block
The main block of the terrain data is divided into 2 levels. For a map with a bridge, for instance, the bridge might be on level 0 and the water below it on level 1. Each terrain level contains Z rows of X tile definitions, which look like this:
Width (bits) | Data type | Purpose |
---|---|---|
2 | N/A | unknown/padding |
6 | uint | Surface type (grass, water, stone, etc.) |
8 | N/A | unknown/padding |
8 | uint | Height (For sloped tiles, the height of the bottom of the slope) |
3 | uint | Depth |
5 | uint | Slope height (For sloped tiles, the difference between the height at the top and the height at the bottom) |
8 | uint | Slope types |
14 | N/A | unknown/padding |
1 | uint | Can't walk on this tile |
1 | uint | Can't move cursor to this tile |
8 | uint | Controls which angles the camera will auto-rotate to when a unit enters this tile.
|
These tile definitions are 8 bytes long. Each terrain level always has room for 256 tiles (i.e. each one is always 256 * 8 bytes long), even if the map doesn't use them all. In other words, the terrain chunk, including its header, is always 2 + 256 * 8 * 2 bytes long, no matter how big the map is. If the map is small, there will be a lot of padding.
Value | Meaning |
---|---|
0x00 | Flat |
0x85 | Incline N |
0x52 | Incline E |
0x25 | Incline S |
0x58 | Incline W |
0x41 | Convex NE |
0x11 | Convex SE |
0x14 | Convex SW |
0x44 | Convex NW |
0x96 | Concave NE |
0x66 | Concave SE |
0x69 | Concave SW |
0x99 | Concave NW |
Sometimes, there are 2 bytes of unknown data or padding at the end of this chunk.
Texture animation instructions
This chunk is optional for all map states.
There are 32 rows of x14 (20) Bytes, with each row defining a Texture Animation.
Each animation has a Canvas position and size. Animations will play within this canvas space.
Width (bits) | Data type | Purpose |
---|---|---|
8 | uint | Canvas X coordinate and Texture Page.
Multiply uint value by 4. The Texture Page is defined by how many times the X value loops past 256. For example, a Hex value of x82 would be a uint of 130. Multiplied by 4, it becomes 520. Subtract 256 to get 264. Subract 256 again to get 8. This value would be Texture Page 2, X coordinate 8. |
8 | N/A | Unknown, seems to only work if this value is set to x03 |
8 | uint | Canvas Y coordinate. |
8 | uint | Unknown |
8 | uint | Width of the Canvas. This value is multiplied by 4. For example, a width of x05 will be 20 pixels wide. |
8 | uint | Unknown |
8 | uint | Height of the Canvas. |
8 | uint | Unknown |
8 | uint | First Frame X coordinate. Follows the same rules as the Canvas X coordinate. |
8 | N/A | Unknown, seems to only work if this value is set to x03 |
8 | uint | First Frame Y coordinate. |
8 | uint | Unknown |
8 | uint | Unknown |
8 | uint | Unknown |
8 | N/A | Animation Technique. This can be one of four values:
x01: An indefinitely looping forward playing animation x02: An indefinitely looping forward-then-reverse playing animation x05: A forward playing animation that plays once when the UseFieldObject script command is called x15: A reverse playing animation that plays once when the UseFieldObject script command is called |
8 | uint | The number of frames in the animation |
8 | N/A | Unknown |
8 | uint | Frame Duration (in 1/30ths of a second) |
8 | N/A | Unknown |
8 | N/A | Unknown |
If the second byte is set to x00 and the third and fourth bytes are set to xE0 x01, then this uses a different format.
The format is as follows:
Width (bits) | Data type | Purpose |
---|---|---|
4 | uint | The Palette Id that will be animated |
4 | N/A | Unknown |
8 | N/A | Unknown, seems to only work if this value is set to x00 |
8 | N/A | Unknown, seems to only work if this value is set to xE0 |
8 | N/A | Unknown, seems to only work if this value is set to x01 |
32 | N/A | Unknown |
8 | N/A | The Palette Animation's Starting Index in the Palette Animations data set. |
40 | N/A | Unknown |
8 | uint | Unknown, seems to only work if this value is set to x03 |
8 | uint | The number of frames in the animation |
8 | N/A | Unknown |
8 | uint | Frame Duration (in 1/30ths of a second) |
16 | N/A | Unknown |
Palette Frames for Texture Animations
This chunk is optional for all map states.
This section defines Palette Animation Frames. It is a fixed length of 16 sets of 32 bytes each. Each set of 32 bytes is a frame of palette animation and is structured identically to the other Texture Palette data.
Animation details (Palette Index, number of frames, etc) are defined in the Texture Animation data.
Texture palettes (grayscale)
This chunk is required for the Initial mesh (Primary/Day/No Weather), but is optional for all other map states.
This is a grayscale version of the main palette. It is used when highlighting polygons with the red movement and blue action squares.
Mesh animation instructions
This chunk is optional for all map states.
This chunk is always 14,620 (x0391C) bytes long.
Animation Methodology
Meshes are animated using pre-defined keyframes that contain values for Rotation, Position, Scale, Tween Type, and so on. A total of 120 keyframes can be defined.
There are 8 total Animated Meshes. Each Animated Mesh has 8 total States that can be invoked by in-game scripts/events. Only the first state of each animated mesh will be active by default.
This makes 64 total Mesh States (8 meshes by 8 states each).
Each of the 64 Mesh States has a list of 16 commands that reference the pre-defined keyframes. In this way, multiple meshes can use the same keyframes.
Overall Structure
Width (bytes) | Purpose |
---|---|
8 | A header of unknown data. Seems to always be (in hex): [01 00 00 00 80 00 00 00] |
9600 | 120 rows of 80 bytes each that define individual keyframes |
8 | A header of unknown data. Seems to always be (in hex): [02 00 00 00 10 00 40 00] |
4096 | 64 rows of 64 bytes each that define mesh animation instructions |
8 | A header of unknown data. Seems to always be (in hex): [03 00 00 00 40 00 00 00] |
900 | A chunk of unknown data. Seems to always be 00s. |
Keyframes Structure
Each property is 16 bits/2 bytes. Each row of Keyframes is defined as:
Word | Purpose | Notes |
---|---|---|
0 | X Rotation | Rotation Values. Rotation = Value / 4096 * 360 |
1 | Y Rotation | |
2 | Z Rotation | |
3 | Unknown/Padding | |
4 | X Position | Position Values. |
5 | Y Position | |
6 | Z Position | |
7 | Unknown/Padding | |
8 | X Scale | Scale Values. Scale = Value / 4096 |
9 | Y Scale | |
10 | Z Scale | |
11 | Unknown/Padding | |
12 | X Rotation Start Percent | Where along the animation this value will start. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
13 | Y Rotation Start Percent | |
14 | Z Rotation Start Percent | |
15 | X Position Start Percent | Where along the animation this value will start. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
16 | Y Position Start Percent | |
17 | Z Position Start Percent | |
18 | X Scale Start Percent | Where along the animation this value will start. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
19 | Y Scale Start Percent | |
20 | Z Scale Start Percent | |
21 | X Rotation End Percent | Where along the animation this value will end. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
22 | Y Rotation End Percent | |
23 | Z Rotation End Percent | |
24 | X Position End Percent | Where along the animation this value will end. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
25 | Y Position End Percent | |
26 | Z Position End Percent | |
27 | X Scale End Percent | Where along the animation this value will end. Calculated between this and the next keyframe. Percent = Value / 4096 * 100 |
28 | Y Scale End Percent | |
29 | Z Scale End Percent | |
30 | X Rotation Tween Type | The style of Tween used. See the table below for Tween Types. |
31 | Y Rotation Tween Type | |
32 | Z Rotation Tween Type | |
33 | X Position Tween Type | |
34 | Y Position Tween Type | |
35 | Z Position Tween Type | |
36 | X Scale Tween Type | |
37 | Y Scale Tween Type | |
38 | Z Scale Tween Type | |
39 | Unknown/Padding |
Value | Tween Type | Method |
---|---|---|
0x00 | Invalid | Will not animate this keyframe |
0x05 | TweenTo | Will tween the animation TO this value. Example: [X Position: 50, Animation: X Position TweenTo 10] will translate the mesh to the X position of 10. |
0x06 | TweenBy | Will tween the animation BY this value. Example: [X Position: 50, Animation: X Position TweenBy 10] will translate the mesh to the X position of 60. |
0x09 | Unknown | This value is used in animations but it is unknow what it does. Will break existing animations if changed to another value. |
0x0A | Oscillate | Will tween To this value and then back. Example: [X Position: 50, Animation: X Position Oscillate 10] will translate the mesh to the X position of 10 and then back to 50. |
0x11 | Unknown (7) | This value is used in animations but it is unknow what it does. Will break existing animations if changed to another value. |
0x12 | OscillateOffset | Will tween by this value and then back. Example: [X Position: 50, Animation: X Position OscillateOffset 10] will translate the mesh to the X position of 60 and then back to 50. |
All other values are unused in the vanilla maps and likely mimic the behavior of 0x00 Invalid.
Mesh Animation Instructions Structure
Of the 64 total Mesh States, each has a list of 16 Frame Instructions that are 4 bytes long.
Bytes | Purpose | Notes |
---|---|---|
0 | Keyframe Id | References the Keyframe Values (Rotation, Position, Tween Type, etc from keyframe data above) by Id. |
1 | Next Frame Id | References the Frame Instruction Id to go to next after this animation conclude. Note this is the Frame Id and NOT the pre-defined Keyframe Id. |
2 + 3 Int16 | Duration | The duration of the animation in Frames (30 frames/sec). |
Animated Meshes 1-8
Each of these chunks is optional for all map states.
Each of these chunks is very similar to the primary mesh chunk.
Polygon Render Properties
This chunk is optional for all map states.
This chunk defines properties for polygons on how they should render. Included are whether the polygon is lit or unlit, and whether it's visible from each of eight camera viewing angles. This data is used to remove obstructions like walls from the the camera's view, and also to avoid drawing certain polygons that are unnecessary because they're covered up by other polygons anyway.
This chunk is always 4096 bytes long. It consists of 5 blocks:
- A block of unknown data 896 bytes long
- 1024 bytes for 512 textured triangles
- 1536 bytes for 768 textured quads
- 128 bytes for 64 untextured triangles
- 512 bytes for 256 untextured quads
The length of each block is always the same, regardless of the number of polygons the mesh actually contains. This means that there's a lot of padding for meshes with low polygon counts. It also means there's an upper limit on the number of polygons allowed in a mesh.
Bytes are read as Little Endian format (swap the high byte with the low byte).
bit:
- 0: Polygon is Unlit (appears as pure texture color with no lighting applied)
- 1: Unknown
- 2: Southwest
- 3: Northwest
- 4: Northeast
- 5: Southeast
- 6: South Southwest
- 7: West Southwest
- 8: West Northwest
- 9: North Northwest
- 10: North Northeast
- 11: East Northeast
- 12: East Southeast
- 13: South Southeast
- 14: Unknown
- 15: Unknown