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Star Fox/Object Data
This is a sub-page of Star Fox.
Object Data | |
Game | Star Fox |
Start Address | 0x002c15 |
End Address | 0x006900 |
# of Entries | 556 (not all entries are used) |
Entry Length | 28 (0x1c) |
Total Length | 15,595 bytes (0x3CEB) |
Back to the ROM map |
Format
Offset Size Description ------- ---- ----------- 0x00 2 Vertex Data Offset 0x02 1 Vertex Data Page 0x03 2 Face Data Offset 0x05 2 Z-Position 0x07 1 Scale 0x08 2 Collision Information 0x0a 2 Size X 0x0c 2 Size Y 0x0e 2 Size Z 0x10 2 Alignment 0x12 2 Materials 0x14 2 ID 1 0x16 2 ID 2 0x18 2 ID 3 0x1a 2 ID 4
Vertex Data
The vertex data for an object can be found using this formula:
Address = ((Vertex Data Page - 1) * 0x8000) + Vertex Data Offset
Offset Size Description ------- ---- ----------- 0x00 1 Vertex List Type (0x04) 0x01 1 Vertex Count 0x02 3*Count Vertices
Offset Size Description ------- ---- ----------- 0x00 1 Vertex List Type (0x38) 0x01 1 Vertex Count (not including mirrored vertices) 0x02 3*Count Vertices (not including mirrored vertices)
Each vertex listed represents two vertices in the model. The first vertex is normal, and the second vertex is a mirror image of the model about the x-axis. Each virtual "mirrored" vertex immediately follows the real vertex read from the ROM.
Offset Size Description ------- ---- ----------- 0x00 1 Vertex List Type (0x34) 0x01 1 Vertex Count 0x02 6*Count Vertices
Identical to Vertex List Type 0x04, but each vertex is 2 bytes.
Offset Size Description ------- ---- ----------- 0x00 1 Vertex List Type (0x1C) 0x01 1 Frame Count 0x02 6*Count Frame Offsets
Animated models use Vertex List Type 0x1C. It contains a count of frames in the animation, and a list of "jump" offsets for each frame. The offsets are not measured from the start of the record, but are measured from the offset entry itself. This simplifies the animation logic by allowing the code to read the type and frame count, then jump ahead by the current frame number * 2, read the offset (2 bytes), then perform another jump from that point (immediately after the jump offset) to the next vertex list entry to read.
Offset Size Description ------- ---- ----------- 0x00 1 Vertex List Type (0x20) 0x01 2 Offset
The Jump Vertex List Type 0x20 is used to skip over one or more list entries. They are used to ignore animated frames that are not currently active.
The vertex list ends when a Vertex List Type value of 0x0C is read.
Triangle Data
The triangle data follows the vertex data, and contains a list of triangles that make up the model.
Offset Size Description ------- ---- ----------- 0x00 1 Face List Type (0x30) 0x01 1 Triangle Count 0x02 3*Count Triangles
The Triangle List contains one or more triangles. Each triangle is made up of 3 bytes, one for each index in the vertex list above.
Face Data
Face data starts with a Face List Type of 0x14.
Each face has the following structure:
Offset Size Description ------- ---- ----------- 0x00 1 Vertex Count 0x01 1 Face Number 0x02 1 Color/Texture Number 0x03 1 Normal X 0x04 1 Normal Y 0x05 1 Normal Z 0x06 Count Vertex Indices
Face ends when a Vertex Count of 0xFE or 0xFF is read.
BSP Tree
BSP Tree data starts when a Face List Type of 0x3C is read.
Offset Size Description ------- ---- ----------- 0x00 1 BSP Tree Node (0x28) 0x01 2 Face Data Offset 0x03 1 Branch Offset
Offset Size Description ------- ---- ----------- 0x00 1 BSP Tree Leaf (0x44) 0x01 2 Face Data Offset
Model data ends when a face list type of (0x00) is read.