T
Tonberry
Guest
I was able to add some textures to the WM, not like I wanted to but they don't look too bad. Especially considering I like the CAD/technological look. 
I posted 3 images to the trash bin provided by mirex (Thank you!), so they'll probably disapear.
In the first one you'll see the landscape near Esto Gaza and Shimmering Island.
http://bin.mypage.sk/FILES/FF9_WM1.GIF
In the second one you'll see the Lifa Tree.
http://bin.mypage.sk/FILES/FF9_WM2.GIF
In the third one, some texture mapping.
http://bin.mypage.sk/FILES/FF9_WM4.JPG
You'll notice it doesn't look right, but look closer at Dali, the Observatory and that landing circle in between and you'll see the mapping is right.
Now, to work on the proper textures, as there are lot of problems.
----------------------------------
Cyberman, besides what halkun sugested (looking for known headers, with which I can't help much and looking for modules which is what I've been trying to do), I'd sugest you take your time to classify things. I'll tell you the way I started with all this in the hope that it may be useful; maybe you did the same and think it's obvious, but I don't know.
1 - Look for files and directories. Didn't work.
2 - Look for TIMs. Found a lot, grouped logically.
3 - Create 1 file for each block of unknown data; that is, the parts that weren't TIMs.
4 - Look for images without header. It's time consuming, but helpful.
5 - Take a look at 4 or 5 files with unknown data that are near a group of TIMs or headerless images and compare. (This was when I noticed the DB NN 00 00s and some of them aligned to 0x800 bytes.)
6 - Take the group of files that seem easier/shorter than the others and study them deeper. (I decided to go with the info near TIMs of weapons, as they wouldn't have animation.)
7 - Look deeper into the DB NN 00 00 stuff for weapons. I found lots of unknowns, but also a lot of similar data.
8 - See if similar data is near pointers in header. This, with the presumption that there weren't overlaping sections was extremelly useful to further subdivide the DB NN 00 00. There I found vertices, triangles, texture mapping and some blocks with the AKAO string. I was able to make sense of the geometry, but not from the AKAO thing.
9 - Look in Internet for AKAO. Not many results on data format, but many about the sound programmer for FF games.
Leave for later.
10 - Once with the model for weapons "complete", look near enemies' TIMs. I recognized a lot of the structures as they were the same as the weapons'. (At this moment I found a lot of DB NN 00 00s.)
11 - Dump the first 64/128/whatever number of bytes of the ff9.img starting with DB NN 00 00. I grouped them by the NN and I finally understood them.
12 - Take the previous unordered dump and look for containers.
13 - I found the biggest container for every weapon and enemy, and noticed every container was bound to 0x800.
14 - Look for files and directories with this extra info. Eureka!
The rest is pretty obvious: Separate the files found and do some checking.
The thing is I started trying to reduce things from the whole, but ended up making some "holes" and building from that.
I also started very orderly, but I had to rewrite so many times the code when I discovered something new that I decided it was no use. I was spending more time writing code than looking for things.
I didn't get to find animation data.
I'll start with the classification of images and their respective files and dirs tomorrow.
I posted 3 images to the trash bin provided by mirex (Thank you!), so they'll probably disapear.
In the first one you'll see the landscape near Esto Gaza and Shimmering Island.
http://bin.mypage.sk/FILES/FF9_WM1.GIF
In the second one you'll see the Lifa Tree.
http://bin.mypage.sk/FILES/FF9_WM2.GIF
In the third one, some texture mapping.
http://bin.mypage.sk/FILES/FF9_WM4.JPG
You'll notice it doesn't look right, but look closer at Dali, the Observatory and that landing circle in between and you'll see the mapping is right.
Now, to work on the proper textures, as there are lot of problems.
----------------------------------
Cyberman, besides what halkun sugested (looking for known headers, with which I can't help much and looking for modules which is what I've been trying to do), I'd sugest you take your time to classify things. I'll tell you the way I started with all this in the hope that it may be useful; maybe you did the same and think it's obvious, but I don't know.
1 - Look for files and directories. Didn't work.
2 - Look for TIMs. Found a lot, grouped logically.
3 - Create 1 file for each block of unknown data; that is, the parts that weren't TIMs.
4 - Look for images without header. It's time consuming, but helpful.
5 - Take a look at 4 or 5 files with unknown data that are near a group of TIMs or headerless images and compare. (This was when I noticed the DB NN 00 00s and some of them aligned to 0x800 bytes.)
6 - Take the group of files that seem easier/shorter than the others and study them deeper. (I decided to go with the info near TIMs of weapons, as they wouldn't have animation.)
7 - Look deeper into the DB NN 00 00 stuff for weapons. I found lots of unknowns, but also a lot of similar data.
8 - See if similar data is near pointers in header. This, with the presumption that there weren't overlaping sections was extremelly useful to further subdivide the DB NN 00 00. There I found vertices, triangles, texture mapping and some blocks with the AKAO string. I was able to make sense of the geometry, but not from the AKAO thing.
9 - Look in Internet for AKAO. Not many results on data format, but many about the sound programmer for FF games.
10 - Once with the model for weapons "complete", look near enemies' TIMs. I recognized a lot of the structures as they were the same as the weapons'. (At this moment I found a lot of DB NN 00 00s.)
11 - Dump the first 64/128/whatever number of bytes of the ff9.img starting with DB NN 00 00. I grouped them by the NN and I finally understood them.
12 - Take the previous unordered dump and look for containers.
13 - I found the biggest container for every weapon and enemy, and noticed every container was bound to 0x800.
14 - Look for files and directories with this extra info. Eureka!
The rest is pretty obvious: Separate the files found and do some checking.
The thing is I started trying to reduce things from the whole, but ended up making some "holes" and building from that.
I also started very orderly, but I had to rewrite so many times the code when I discovered something new that I decided it was no use. I was spending more time writing code than looking for things.
For model construction is there a a set of vertexs and bones with seperate animation controls?
I didn't get to find animation data.
I'll start with the classification of images and their respective files and dirs tomorrow.