Author: Mirex, JWP, random_npc, myst6re, HobbitDur

  1. Header
  2. Section 1: Skeleton
    1. Bone struct
  3. Section 2: Model geometry
    1. Header (data sub table)
    2. Object Data
      1. Vertice Data
      2. Useful structures
  4. Section 3: Model animation
    1. Header (data sub table)
    2. Animation
    3. Animation frame
    4. Location vector data
    5. Rotation vector data
    6. Position type
      1. PositionTypeBits
    7. Rotation type
      1. RotationTypeBits
  5. Section 4: Texture animation data
  6. Section 5: Animation sequences
    1. Header
    2. Opcode between C0 and E3: set a “current_value”
      1. How to interpret the params
      2. How to modify the local var
      3. Case 3 param < 0x80:
    3. E5 case:
      1. Param < 0x80
    4. 0xE6 < opcode < 0xF3
    5. Opcode < 0x80
  7. 0x80 < Opcode < C0
    1. Example
  8. Section 6: Camera sequence
  9. Section 7: Informations & stats
    1. Abilities
      1. AnimationSequenceID
    2. Renzokuken data
    3. Draw Mug Drop
    4. Elemental resistance
    5. Status resistance
    6. Rate value
  10. Section 8: Battle scripts/AI
    1. AI
    2. Texts
  11. Section 9: Sounds
  12. Section 10: Sounds/Unknown
  13. Section 11: Textures

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

More info on OpenVIII

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

More info on OpenVIII

Header (data sub table)

Offset Length Description
0 4 bytes Number of animations
4 nbAnimations * 4 bytes Animations Pointers
AnimPointer Varies Animation

Animation

Offset Length Description
0 1 byte Number of frames
1 Varies Animation frame

Animation frame

Each frame is one vector location and BonesCount*RotationVectorData. Vector location is used to manipulate the model in world space, where all the animation is rotating each bone. The frames work accumulatively, so in order to get the final rotation at in example frame 5, you have to add all rotations from frames 0,1,2,3 and 4.

Offset Length Description
0 LocationVectorData LocationVectorData
Varies 1 BIT Mode bit (contains additional info check)
Varies RotationVectorData * bonesCount Rotation Vector data per bone

Location vector data

Offset Length Description
0 PositionType Location X
Varies PositionType Location Y
Varies PositionType Location Z

Rotation vector data

Offset Length Description
0 RotationType Rotation X
Varies RotationType Rotation Y
Varies RotationType Rotation Z
Varies 1 BIT bUnk1
Varies 0 if bUnk1==0, else 16 BITs Unk1 data
Varies 1 BIT bUnk2
Varies 0 if bUnk2==0, else 16 BITs Unk2 data
Varies 1 BIT bUnk3
Varies 0 if bUnk3==0, else 16 BITs Unk3 data

We don’t know what the Unk1, Unk2 and Unk3 do. Enemies works without them, but as it’s important to keep up with the current bit position, we need to read it anyway

Position type

Position is BIT length. First we read the count of bits to read by reading first 2 bits.

Offset Length Description
0 2 BITs PositionTypeBits
0+0b11 PositionTypeBits Vector axis

PositionTypeBits

PositionTypeBits value Bits to read for one vector axis
0b00 3
0b01 6
0b10 9
0b11 16

Rotation type

Rotation is also BIT length. First read first bit to see, if there’s rotation data. If no, continue. If yes, then read the rotation data similar to Position Type

Offset Length Description
0 1 BIT IsRotationTypeAvailable
0+0b1 2 BIT RotationTypeBits
0+0b100 RotationTypeBits Rotation vector axis (pitch/yaw/roll)

RotationTypeBits

PositionTypeBits value Bits to read for one vector axis
0b00 3
0b01 6
0b10 8
0b11 12

Section 4: Texture animation data

Optional section, often empty. It contains info on animated texture (like blink-eyes) It starts with a list of offset followed by data that look like this:

struct texAnim
{
	uint8 textureNum;
	uint8 originalUCoord; //All UV coords here are for the upper left corner
	uint8 originalVCoord;
	uint8 regionUSize;
	uint8 regionVSize;
	uint8 copiedRegionCount; //1 less than the actual number
	uint8 unknown1;
	uint8 unknown2;
	//Insert remaining UV coords here
};

Refer to this message for more info: Qhimm message

Section 5: Animation sequences

Header

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

Contain sequence of animation. They define specific movement/action when using an ability/or just being. Some old info can be found here: Qhimm message

Now how it works. The sequence animation is composed of opcode, followed by parameters (often 1, sometimes 2 or 0). Each op code define an action to do.

Opcode between C0 and E3: set a “current_value”

Those opcode are meant to store and modify a local values (that is then used by later opcodes).
To analyze it, it is done on two part. First defining how to use the param, then knowing how to modify the local variable (store in what is called the stack)

How to interpret the params

Do OpCode & 3:

  • case 0: 2 param int16 value (C0, C4, D0,…)
  • case 1: 1 param sign value (C1, C5, C9, D1, D5, D9, DD,…)
  • case 2: 1 param unsigned value (C2, C6, D2, DA,…)
  • case 3: 1 param, two cases: (C3, C7, CB, CF, D3…)
    • Param < 0x80: special handle to set param value (cf dedicated chapter).
    • Param >= 0x80: Read from stack value stored at param (from E5 opcode)

How to modify the local var

Do opcode & FC:

  • case 0xC0u: (C0, C1, C2, C3) current_value_computed = param;
  • case 0xC4u:// C4, C5, C6, C7 current_value_computed += param;
  • case 0xC8u: current_value_computed -= param;
  • case 0xCCu: current_value_computed *= param;
  • case 0xD0u: current_value_computed /= param;
  • case 0xD4u: current_value_computed &= param;
  • case 0xD8u: current_value_computed |= param;
  • case 0xDCu: current_value_computed ^= param;
  • case 0xE0u: current_value_computed %= param;

Case 3 param < 0x80:

On each case a specific code is done, often it just read a value in memory that as a specific purpose. Param values known:

  • Param < 0x07: current_value = *(BATTLE_STATE_CONTROLER + 2 * param + 20); BATTLE_STATE_CONTROLER is at 0x1D98200
  • 0x08: return_value = BATTLE_STATE_CONTROLER->some_flag;
  • 0x09: return_value = ACTIVE_ANIM_CMD->current_frame;
  • 0x0A: return_value = ACTIVE_ANIM_CMD->total_frames;
  • 0x0C: return_value = Randomly generated value between [0:32767]
  • 0x10: Speed depending of distance to target. On itself, speed_factor = 1000. On a target, speed_factor = 5000*distance/4096.
  • 0x11: Speed from 0x10 adjusted: Speed_0x10 - (2000*(attacker_speed_factor + target_speed_factor)/4096). Set to 1000 if on itself.
  • 0x1A: Angle between the target and the attacker
  • 0x33: Combat scene ID
  • Param > 0x77: current_value = *(E5_7F_save + 2 * (0x7F - param)); so at 0x7F it’s E5_7F_save

E5 case:

two cases: Param < 0x80: special handle to save (and use) the current_value Param >= 0x80: Write to stack current_value at param

Param < 0x80

  • Param < 0x08: *(BATTLE_STATE_CONTROLER + 2 * sequence_command_param_1 + 20) = current_value_computed; BATTLE_STATE_CONTROLER is at 0x1D98200
  • 0x08: *(BATTLE_STATE_CONTROLER + 44) = current_value_computed;
  • 0x0F: *(BATTLE_STATE_CONTROLER + 40) = current_value_computed;
  • 0x17: rotate the sequence (0-4096)
  • 0x1D: move hit particle position ?
  • 0x1E: move selection cursor position ?
  • 0x21: same as 0x31
  • 0x24: set enemy model scale (4096 is 1x scale)
  • 0x25: set enemy’s Z scale
  • 0x26: set enemy’s Y scale
  • 0x27: set enemy’s X scale
  • 0x2C: set enemy’s X position
  • 0x2D: set target’s Y scale? (seems to make target flat)
  • 0x30: set target’s rotation (forwards/backwards) (gets reset when target comes back from an attack)
  • 0x31: set target’s rotation (left/right) (gets reset when target comes back from an attack)
  • 0x32: set target’s rotation (lean to a side) (gets reset when target comes back from an attack)
  • 0x34: set target’s Y position
  • Param > 0x77: *(dword_1D9820C + 2 * (127 - sequence_command_param_1)) = current_value_computed; (so 0x7F save at 0x1D9820C)

0xE6 < opcode < 0xF3

Those are conditional jump (if) Those value check the current_value and decide to either continue the flow or jump the number of hex value define by the param

  • E6: Jump forward X bytes, X being the param value (and a signed value).
  • E7 to EC: If condition is met, Jump X bytes, X being the param value (and a signed value). Else jump just one (so the param itself)
    • E7: current_value > 0
    • E8: current_value >= 0
    • E9: current_value == 0
    • EA: current_value != 0
    • EB: current_value <= 0
    • EC: current_value < 0

Opcode < 0x80

This queue the animation by the ID defined in section 3 Does *(BATTLE_STATE_CONTROLER + 44) |= 0xAu; and end local sequence

0x80 < Opcode < C0

Each one of those opcode are special:

  • 85: Hide the yellow triangle of chara selection
  • 86: Show the yellow triangle of chara selection
  • 94: Toogle the shadow
  • 95: Reset current position to original position (X and Z)
  • 97: param_address_anim_seq = linkedToSoundAnimSeq(param_address_anim_seq, 128);
  • 99 XX..XX: Reated to B1 with a bool inversed. The number of parameters are infinite and finish by FF.
  • A0 XX: Queue animation XX and *(BATTLE_STATE_CONTROLER + 44) = 2u;
  • A1: End local sequence
  • A2: Seems to be the end of seq animation, but didn’t confirm on the code
  • A5 XX: Call some function depending of the parameter, which trigger particle and sound effect
    • 00: sub_574C80 => For character/ Boss green magic effect
    • 01: sub_5742A0 => For GF summon
    • 02: sub_5737C0 => Normal limit break
    • 03: sub_574260 => Finisher limit break
    • 04: sub_573560 => Enemy magic effect
    • 05: sub_5736E0 => Looks a bit like 04
  • A8: Makes the enemy fade away or fade in, based on the following byte.
    • param is 0x01: Slowly dissapear (but re-appear suddenly at the end)
    • param 0x02 or 0x0C: re-appear (Make the animation of re-appearing, so dissapear suddenly to re-appear slowly)
    • param is 0x03: Make it Invisible (by dissapearing and staying invisible)
    • param is 0x06: Leave the combat by dissapearing (no xp gained)
  • AA: Dunno
  • AD X1 X2 X3 X4: Call AE and insert AE second param as FF -> AE(X1, FF, X2, X3, X4)
  • AE X1 X2 X3 X4 X5: Dunno. Third and fourth param is actually a int16. Seems to move the target
    • X1: Called frame selector. Several cases: (but value not really understood)
      • FF: Special case where the start point is the target position
      • 0x00 to 0xFE: Starting point is the attacker position
    • X2: Special cases for FF where some computation is ignored. Should define middle point between first param and second param.
    • X3-X4: int16 value in little endian.
    • X5: Define time for how long the target stay to new location
  • B0 XX..XX: From 2 to 6 param. Second param is a flag that define how many param and what to do with them. Seems to launch some particle effect.
    • second param & 1: One more param
    • second param & 2: One more param
    • second param & 4: One more param
    • second param & 8: One more param in certain condition
    • second param & 40: 6 param and param are actually 3 int16
  • B1 XX..XX: Reated to 99 with a bool inversed. The number of parameters are infinite and finish by FF. Play some SFX.
  • B7: Dunno
  • B8 X1 X_2 X3: Play a sound (call BdPlaySy(X1, v9, v6)). Either 2 or 3 param depending of condition
    • X1: Some value for the sound
    • X2: Flag:
      • If Flag & 0x4: v6 = 128
      • Else:
        • If Flag & 0x1: Extract target position and compute v6 with it
        • Else: Extract attacker position and compute v6 with it
      • If Flag & 0x02: v9 is X3 (third param exist)
      • Else: v9 is 0
  • B9 XX : Set BATTLE_STATE_CONTROLER + 1 to XX - 1
  • BA: Seems to play animation (but need to be already loaded)
  • BB: Handle text
  • BC XX: Seems to do nothing
  • B4: Seems to jump to other anim sequence
  • B9 XX: Unknown
  • BD XX XX: No idea
  • BE XX XX: No idea
  • BF: No idea

Example

If we use the normal attack animation of bite bug, here for each opcode/param what it does:

  • C3 11: Set current_value to adjusted speed
  • C5 64: Add 0x64 to current_value
  • E5 FF: Store current_value to stack 0xFF
  • C1 00: Set current_value to 0x00
  • CB FF: Substract to current_value value stored at 0xFF (so did actually put a minus in front of current_value)
  • E5 02: Store current_value to BATTLE_STATE_CONTROLER[02]
  • BB: Handle text
  • 08: Queue animation 08
  • A0 09: Queue animation 09
  • C3 0A: Set current_value to some angle
  • E5 7F: Save current_value to 0x1D9820C
  • C3 02: Set current_value to *(0x1D98218); (linked to E5_02_CASE)
  • C9 00: Substract 0 to current_value
  • E5 FF: Store current_value to stack 0xFF
  • C3 FF: Read value from stack 0xFF
  • CF 09: Multiply the current_value by an angle
  • E5 FE: Store current_value to stack 0xFE
  • C3 FE: Set current_value to stack 0xFE
  • D3 0A: Divide current_value by an angle
  • E5 FD: Store current_value to stack 0xFD
  • C1 00: Set current_value to 0
  • C7 FD: Add to current_value value at stack FD
  • E5 0F: Set BATTLE_STATE_CONTROLER + 40 to current_value
  • A1: End local sequence
  • C3 7F: Set current_value to value stored at E5_7F_save
  • C5 FF: Add -1 to current_value
  • E5 7F: Save current_value to 0x1D9820C
  • E7 E1: Save current_value to stack 0xE1
  • A0 0A: Queue animation 0A
  • B9 06: Set BATTLE_STATE_CONTROLER + 1 to 05
  • 97: Linked to sound, seems no param but I could be wrong
  • 02: Queue anim 02
  • 01: Queue anim 01
  • BF 04: No idea
  • B4: Jump to some other anim seq ?
  • 1A: Queue animation 1A
  • 00: Queue animation 00
  • B9 04: Set BATTLE_STATE_CONTROLER + 1 to 03
  • 97 02 01: Cf upper
  • BF: Some sound effect ?
  • 04: Queue animation 04
  • B4 1A 00: Cf upper
  • B9 04: Set BATTLE_STATE_CONTROLER + 1 to 03
  • 97 02 01: cf upper
  • B4 1A 00 : cf upper
  • AA: Dunno
  • C3 08: Set current_value to BATTLE_STATE_CONTROLER + 44
  • DA 80: Current_value OR 0x80
  • E5 08 : set BATTLE_STATE_CONTROLER + 44 to current_value
  • C3 08: Set current_value to BATTLE_STATE_CONTROLER + 44
  • D9 08: current_value OR 0x08
  • E5 08: set BATTLE_STATE_CONTROLER + 44 to current_value
  • A1: End local sequence
  • A0 0B: Queue animation 0B
  • C3 0A: Set current value to some angle
  • E5 7F: Save current_value to 0x1D9820C
  • C1 00: Set current_value to 0
  • CB 02: Decrease current_value by the value at *(BATTLE_STATE_CONTROLER + 24);
  • E5 FF: Store current_value at stack 0xFF
  • C3 FF: Set current_value from stack 0xFF
  • CF 09: Multiply current_value by some angle
  • E5 FE: Write current_value to stack 0xFE
  • C3 FE: set current_value from stack 0xFE
  • D3 0A: Divide current_value by an angle
  • E5 FD: Write current_value to stack 0xFD
  • C3 02: Set current_value to value at *(BATTLE_STATE_CONTROLER + 24);
  • C7 FD: Add to current_value value at stack FD
  • E5 0F: Set BATTLE_STATE_CONTROLER + 40 to current_value
  • A1: End local sequence
  • C3 7F: Set current_value to value stored at E5_7F_save
  • C5 FF: Add -1 to current_value
  • E5 7F: Save current_value to 0x1D9820C
  • E7 E1: If current_value > 0: continue, either jump E1 forward
  • 0C: Play animation 0C
  • A2: Dunno

Section 6: Camera sequence

Not analysed, but defined camera work.

Section 7: Informations & stats

Offset Length Description
0 24 bytes Monster name in FF8 String
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 Camera flag (activated when launching magic for ex) 0x8 => value=5, 0x4 => value=4, else value=3-flag_value
247 1 byte [LSB] Zombie / Fly / zz1 / LvUp-Down Immunity / HP Hidden / Auto-Reflect / Auto-Shell / Auto-Protect [MSB]
248 3 bytes Card (drop/mod/rare mod)
251 3 bytes Devour (low/med/high)
254 1 byte [LSB] zz1 / zz2 / unused / unused / unused / unused / Gravity Immunity / 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 Renzokuken data
352 8 bytes Elemental resistance (Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy)
360 20 bytes Status resistance (Death, Poison, Petrify, Darkness, Silence, Berserk, Zombie, Sleep,
Haste, Slow, Stop, Regen, Reflect, Doom, Slow Petrify, Float, Drain, Confuse , Expulsion, VIT0(but unused by the game))

Abilities

Abilities are composed of:

Length Description
1 byte AbilityTypeID
1 byte AnimationSequenceID
2 byte AbilityID

AnimationSequenceID

Refer to a sequence in the Section 5

Renzokuken data

The data is 8*2 bytes, each 2 bytes corresponding to an ID on the Special Action list

Draw Mug Drop

Each section is composed of 8 bytes corresponding to 4 id (magic for draw, Item for mug & drop) and 4 quantity. Quantity is not used for draw (always 0 but no impact on game when changing it)

Length Description
1 byte ID 1
1 byte Quantity 1
1 byte ID 2
1 byte Quantity 2
1 byte ID 3
1 byte Quantity 3
1 byte ID 4
1 byte Quantity 4

Elemental resistance

The % def value follow the formula: value% = 900 - value_hex * 10

and to revert back: value_hex = floor((900 - value%) / 10))

Status resistance

The % def value follow the formula: value% = value_hex - 100

and to revert back: value_hex = value% + 100

Rate value

The % def value follow the formula: value% = value_hex * 100 / 255

and to revert back: value_hex = value% * 255 / 100

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 Offset to “before dying or taking a hit”

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.

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