Here's the information I currently have in the tech doc:
The backgrounds have been matched to the 9th block (assuming we're calling the first block #1) of the field file (which is started by the word "Texture"). The Pallet can be found in block 4 (started by the word "Pallet") They have been mostly decoded, but things get kind of complicated. Their structure is as follows:
The original backgrounds were rendered in Lightwave. Then, the background files were taken and cut up into smaller 8x8 files. These smaller files are divided into two layers of 128x128 square blocks. One of these layers is the surface (what the field models walk on) and the other is the rest of the scene (what the characters walk in front of). The backgrounds are sprite based and have multiple layers (so models can walk behind things).
Each of the backgrounds is made of 128x128 bitmap that has all of the sprites (8x8 with 16 in each row) and a sprite map (tells where each sprite goes). It is possible for multiple sprites to use the same coordinates, which, in turn, allows for layers and animation. The sprites seem to be defined like this:
# %d: x %d, y%d, u%d, v%d, clut%d Depth % ',0Ah,0
While this isn't confirmed, this probably means that the sprites are defined in:
X-coordinates (decimal)
Y-coordinates (decimal)
Depth(Z)-coordinate (decimal).
Apparently, certain backgrounds have to have their layers rendered differently. The problem is that, unlike most of FF7's backgrounds, they have a foreground
and background that can "float" (to give the appearance of distance). Most of the backgrounds don't need/have this, and, instead, the background and the part of the picture that obscures 3D models (to show they're walking behind it) are non-floating.Combine this with Halkun's info above, and that sums up about all I/we currently know. Ficedula, if you know more, I'd welcome another one of your documents.
