Fileformat dat

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2021年11月1日のミラー



By Mirex, JWP, random_npc and myst6re. Edit: We now know the animation and skeleton- see https://github.com/MaKiPL/OpenVIII/blob/4ac151daad7cd1475eb0694dd0715bc35d7a4b39/FF8/debug_battleDat.cs

DAT file is divided into 11 sections (except for c0m127.dat, which contains only 2 sections : 7th and 8th).

Offset Length Description
0 4 bytes Number of sections (always =11, except for c0m127.dat)
4 nbSections * 4 bytes Section Positions
4 + nbSections * 4 4 bytes File size

Section 1: Skeleton

Offset Length Description
0 2 bytes Number of bones
2 6 bytes Unknown
8 s16f (divide by 4096f) scaleX
10 s16f (divide by 4096f) scale -Z
12 s16f (divide by 4096f) scale Y
14 2 bytes Unknown
16 Number of bones * 48 bytes Bones

Bone struct

Offset Length Description
0 2 bytes Parent id
2 s16f (divide by 4096f) Bone size (?)
4 s16f (divide by 4096f) unknown, multiplied by 360f
6 s16f (divide by 4096f) unknown, multiplied by 360f
8 s16f (divide by 4096f) unknown, multiplied by 360f
10 s16f (divide by 4096f) unknown
12 s16f (divide by 4096f) unknown
14 s16f (divide by 4096f) unknown
16 28 bytes Unknown (often empty)

Section 2: Model geometry

Header (data sub table)

Offset Length Description
0 4 bytes Number of objects
4 nbObjects * 4 bytes Object Positions
4 + nbObjects * 4 Varies Object Data (see below)
Varies 4 bytes Total count of vertices

Object Data

Offset Length Description
0 2 bytes Number of Vertices Data
2 Varies * NbVerticesData Vertices Data (see below)
Varies 4 - (absolutePosition % 4) Padding (0x00)
Varies 2 bytes Num triangles
Varies 2 bytes Num quads
Varies 8 bytes Always empty
Varies numTriangles * 16 bytes Triangles
Varies numQuads * 20 bytes Quads

Vertice Data

Offset Length Description
0 2 bytes Bone id
2 2 bytes Number of vertices
4 nbVertices * 6 bytes Vertices (nbVertices * 3 shorts)

Useful structures

struct vertice {
     sint16    x, y, z;
};

(sizeof = 6)

struct triangle {
     uint16    vertex_indexes[3]; // vertex_indexes[0] &= 0xFFF, other bits are unknown
     uint8 texCoords1[2];
     uint8 texCoords2[2];
     uint16    textureID_related;
     uint8 texCoords3[2];
     uint16    u; // textureID_related2
};

(sizeof = 16)

struct quad {
     uint16    vertex_indexes[4]; // vertex_indexes[0] &= 0xFFF, other bits are unknown
     uint8 texCoords1[2];
     uint16    textureID_related;
     uint8 texCoords2[2];
     uint16    u; // textureID_related2
     uint8 texCoords3[2];
     uint8 texCoords4[2];
};

(sizeof = 20)

Section 3: Model animation

Header (data sub table)

Offset Length Description
0 4 bytes Number of animations
4 nbAnimations * 4 bytes Animations Positions

Animation

Offset Length Description
0 1 byte Number of frames
1 Varies Unknown

Section 4: Unknown

Optional section, often empty.

Section 5: Unknown

Unknown sequences.

Header

Offset Length Description
0 2 bytes Number of sequences
2 nbSequences * 2 bytes Sequences Positions

Section 6: unknown

Can be empty.

Section 7: Informations & stats

Offset

Length

Description

0

24 bytes

Monster name

24

4 bytes

HP values

28

4 bytes

Str values

32

4 bytes

Vit values

36

4 bytes

Mag values

40

4 bytes

Spr values

44

4 bytes

Spd values

48

4 bytes

Eva values

52

16*4 bytes

Abilities, low level

116

16*4 bytes

Abilities, med level

180

16*4 bytes

Abilities, high level

244

1 byte

Med level start

245

1 byte

High level start

246

1 byte

Unknown (flags, 3 bits used)

247

1 byte

[LSB] Zombie / Fly / zz1 / zz2 / zz3 / Auto-Reflect / Auto-Shell / Auto-Protect [MSB]

248

3 bytes

Cards (low/med/high)

251

3 bytes

Devour (low/med/high)

254

1 byte

[LSB] zz1 / zz2 / unused / unused / unused / unused / Diablos missed / Always obtains card [MSB]

255

1 byte

Unknown (flags, 4 bits used)

256

2 bytes

Extra EXP

258

2 bytes

EXP

260

8 bytes

Draw (low)

268

8 bytes

Draw (med)

276

8 bytes

Draw (high)

284

8 bytes

Mug (low)

292

8 bytes

Mug (med)

300

8 bytes

Mug (high)

308

8 bytes

Drop (low)

316

8 bytes

Drop (med)

324

8 bytes

Drop (high)

332

1 byte

Mug rate

333

1 byte

Drop rate

334

1 byte

Padding (0x00)

335

1 byte

APs

336

16 bytes

Unknown

352

8 bytes

Elemental resistance
(Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy)

360

20 bytes

Mental resistance
(Death, Poison, Petrify, Darkness,
Silence, Beserk, Zombie, Sleep,
Haste, Slow, Stop, Regen,
Reflect, Doom, Slow Petrify, Float,
Confuse, Drain, Expulsion, ???)

Abilities

typedef struct {
    uint8 kernel_id;
    uint8 unknown;
    uint16 ability_id;
}

kernel_id is the used table in kernel.bin. May be 0x02 (= magic), 0x04 (= item) or 0x08 (= monster ability). ability_id is the ability in the selected kernel table.

Draw/mug/drop

typedef struct {
    uint8 id_1; // magic_id for draw, item_id for mug & drop
    uint8 qty_1; // quantities are always 0 for draw
    uint8 id_2;
    uint8 qty_2;
    uint8 id_3;
    uint8 qty_3;
    uint8 id_4;
    uint8 qty_4;
}

Section 8: Battle scripts/AI

Offset Length Description
0 4 bytes Number of sub-sections
4 4 bytes Offset to AI sub-section
8 4 bytes Offset to text offsets
12 4 bytes Offset to text sub-section

AI

Offset Length Description
0 4 bytes Offset to init code
4 4 bytes Offset to code executed at ennemy’s turn
8 4 bytes Offset to counterattack code
12 4 bytes Offset to death code
16 4 bytes Unknown offset

Texts

Text offsets is a list of text positions (2 bytes each) in the text sub-section.

Section 9: Sounds

Contains AKAO sequences (can be empty).

Offset Length Description
0 2 bytes Number of AKAOs
2 nbAKAOs * 2 bytes AKAOs Positions
2 + nbAKAOs * 2 2 bytes End of section 9
4 + nbAKAOs * 2 Varies * nbAKAOs AKAOs

Section 10: Sounds/Unknown

Contains AKAO sequence + unknown data (can be empty).

Section 11: Textures

Contains some TIMs with size 128x128 (8bit paletized).

Offset Length Description
0 4 bytes Number of TIMs
4 nbTIMs * 4 bytes TIMs Positions
4 + nbTIMs * 4 4 bytes End of file
8 + nbTIMs * 4 Varies * nbTIMs TIMs