C
Cyberman
Guest
Could someone dump the data that's in one of the character models in there PC version of FF7 for the first animation frame? I think this will be useful for me to find the animation data in the playstation version. Hopefully at least. Yuffie Cloud I care not which you pick!
I just need the raw numbers or if you just hand me the file I suppose I can decode it myself.
I plan on finding the numbers in the character data. It's likely the rotation information is not identical (in fact it WON'T be). This is because the PC and PS1 have different 'scales' used. (PS1 is all integer). The PS1 uses 16bit signed ints for the rotation matrices. FF7 on the playstation may compute the sine and cosine information then create the matrix in the GTE's registers (relatively speaking this is easy as they only need to compute a matrix for each rotation angle then multiplying each matrix by each other the end result is a single matrix needed for all rotations).
I think PS1 FF7 uses 1:15 format for its numbers (IE a signed int whole number), I'm sure the rotation information is likely identical between the two systems in terms of the actual numbers but probably not the storage (would take to long on the playstation to unpack all that data is what I base this idea on). So I just need the #'s
Cyb
I just need the raw numbers or if you just hand me the file I suppose I can decode it myself.
I plan on finding the numbers in the character data. It's likely the rotation information is not identical (in fact it WON'T be). This is because the PC and PS1 have different 'scales' used. (PS1 is all integer). The PS1 uses 16bit signed ints for the rotation matrices. FF7 on the playstation may compute the sine and cosine information then create the matrix in the GTE's registers (relatively speaking this is easy as they only need to compute a matrix for each rotation angle then multiplying each matrix by each other the end result is a single matrix needed for all rotations).
I think PS1 FF7 uses 1:15 format for its numbers (IE a signed int whole number), I'm sure the rotation information is likely identical between the two systems in terms of the actual numbers but probably not the storage (would take to long on the playstation to unpack all that data is what I base this idea on). So I just need the #'s
Cyb