Author: HobbitDur
Battle model sections
Every battle model in battle.fs — monsters (c0mxxx.dat), playable characters (dXcYYY.dat) and their weapons (dXwYYY.dat) — is built from the same container (a section count, a table of per-section byte offsets, and a trailing end offset equal to the file size) filled with a selection of the same section building blocks.
These pages document each building block once, independently of the file it appears in. The file-type pages then list which blocks they use and in what order:
- Monster files (c0mxxx.dat) — all 11 blocks.
- Character & weapon files (dXcYYY.dat / dXwYYY.dat) — a subset each.
Because the section number depends on the file type (the camera block is monster section 6 but character section 5, for example), the numbering lives on those file-type pages; the blocks below are referenced by name.
The building blocks
| Building block | Purpose |
|---|---|
| Skeleton | Bone hierarchy and rest pose. |
| Model geometry | The mesh — objects, vertices and primitive lists. |
| Model animation | Key-framed bone animation pool. |
| Dynamic texture data | Runtime VRAM sub-region copy/scroll (blink-eyes, conveyor…). |
| Animation sequences | Byte-code VM that decides which animation plays for each action. |
| Camera sequence | Byte-code VM (same engine) driving key-framed camera motion. |
| Information & stats | Combat stats, elemental/status affinities, rewards, AI flags. |
| Battle scripts / AI | The enemy AI script program. |
| Sounds | AKAO sound-effect sequences. |
| Sound sample bank | AKAO ADPCM sample bank (vestigial on PC). |
| Textures | PlayStation TIM texture pages. |