FF8/FileFormat r0win
By MaKiPL
R0win.dat is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.
Structure:
ENTRY
SECTION1
SECTION2 …
SECTION8
EOF
ENTRY
|
|
|
|
|---|---|---|
|
0 |
int |
NumberOfSections |
|
4 |
int |
Section_1_pointer |
|
8 |
int |
Section_2_pointer |
|
12 |
int |
Section_3_pointer |
|
16 |
int |
Section_4_pointer |
|
20 |
int |
Section_5_pointer |
|
24 |
int |
Section_6_pointer |
|
28 |
int |
Section_7_pointer |
|
32 |
int |
Section_8_pointer |
|
36 |
int |
Section_to_EOF |
SECTION1 (sounds)
|
|
|
|
|---|---|---|
|
0 |
int |
NumberOfSounds |
|
4 |
int |
Pointer_to_AKAO1 |
|
8 |
int |
Pointer_to_AKAO2 |
|
16 |
AKAO |
AKAO1 [Wind?] ?? |
|
126160 |
AKAO |
AKAO2 [Win] |
SECTION2 (camera animation)
For camera data structure please head over to Battle stage model file
SECTION3 (UNKNOWN)
| Offset | Name | Description |
|---|---|---|
| 0 | Number of textures | Number of pointers in file |
| 4 | UNKNOWN | Pointer to UNKNOWN data |
| 8 | UNKNOWN | Pointer to UNKNOWN data |
| 12 | UNKNOWN | Pointer to UNKNOWN data |
SECTION4,5,6,7,8 (UNKNOWN)
|
|
|
|
|---|---|---|
|
0 |
int |
NumberOfUNKNOWN |
|
4 |
int |
Pointer_to_UNK1 |
|
8 |
int |
Pointer_to_UNK2... |
|
Varies from number of UNKNOWNs |
int |
EOF |