BATTLE.BIN Model Data

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Revision as of 10:13, 4 November 2022 by Talcall (talk | contribs)
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There is secondary effect data that seems to be structured as if it were an external file, but is baked into the BATTLE.BIN file. seems to be for constructing models out of polygons?

Section 1

the first section is dedicated to address pointers? may be split into 2 sections? using the first table as an example:
          AA AA AA AA|BB BB BB BB|CC CC CC CC
00000000: 41 00 00 00|00 00 00 00|01 00 00 00

I cannot be sure these 3 are pointers, because they aren't treated that way? unsure what their purpose is yet.

Section 1.5?
          DD DD DD DD|EE EE EE EE|FF FF FF FF|GG GG GG GG|HH HH HH HH|II II II II|JJ JJ JJ JJ
0000000c: 01 e8 00 00|13 00 00 00|80 02 00 00|13 00 00 00|1c 00 00 00|11 00 00 00|00 00 00 00
  • DD:
Used as a pointer relative to 0x0000000c. points to a table of raw vectors EE entries long.
  • FF:
Used as a pointer relative to 0x0000000c. unsure where it points, but I can guess the data is GG table entries long.
  • HH:
Used as a pointer relative to 0x0000000c. points to palette data per polygon, that is II entries long.
  • JJ
does not seem to be used?
Sections DD, FF, and HH may not be in sequential order in the file; in this case, HH is first.

Section DD

Contains exclusively vector data
         XX XX YY YY|ZZ ZZ 00 00|
DD:      32 00 32 00|00 00 00 00|...
these vectors are left cross multiplied by an input pre-calculation rotation matrix, then translated by an input pre-calculation translation matrix.
then they are right cross multiplied by another input rotation matrix scaled to another input vector matrix in x y and z.
finally, it is cross multiplied by the camera rotation matrix, and translated by the camera translation matrix.
{R4 x VE + T5} x {1/4096 * [R6 x V7]} x RC + TC
It is essentially the raw points of the model.

Section HH

a Table related to vector data that is, admittedly, yet to be tracked down; HH points to this table. the following can be said about it though:
         AA BB CC DD|Palette 1  |Palette 2  |Palette 3  |Palette 4  |Vector pointers?       |AA BB CC DD|
HH:      08 06 01 39|56 56 56 39|bd bd c1 00|3e 3e 3e 00|a1 a1 a6 00|00 00 01 00 03 00 02 00|08 06 01 39|...
AA BB CC are unknown.
  • DD
dictates No. corners of polygon, and hence the length of the table entry (0x39 has 4 points, and is 7 words long. 0x31 has 3 points, and is only 6 words long, 0x37 is 9 words, but seems to be a unique case.
note: all this seems to be rather stupidly hard coded, reflect is the only effect with BB = 2, and also the only effect code with any compatibility with DD = 0x37. it also only loads 1 palette from vram.
also, BB = 0 is the only effect that has support for both 0x39 and 0x31, and BB = 1 only has support for 0x31. why even have this distinction here with such weird numbers?
it's like they wanted to do so much more.
  • Palettes
seems to be VRAM palette IDs per corner of the polygon.
  • Vector Pointers
point to the points in xyz space that make up the polygon with the selected palettes?