BATTLE.BIN Model Data

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Revision as of 11:09, 4 November 2022 by Talcall (talk | contribs)
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There is model data that seems to be structured as if it were an external file, but is baked into the BATTLE.BIN file. for constructing projectile models.
801b8534 - pointers to start of model data
	Arrow model   - 801b69dc
	Stone model   - 801b6d00
	Reflect model - 801b6f00
	??? model     - 801b73b8

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. weird relationship with z0 vector.
also, the arrow model is the only projectile that has support for both squares and triangles, and the stone model only has support for triangles. why even have this distinction here with such weird numbers?
it's like they wanted to do so much more.
  • Palettes
RGB palettes per corner of model.
  • Vector Pointers
point to the points in xyz space that make up the polygon.