Hack64 Wiki
Other Titles
Hack64 Wiki
Other Titles
This is an old revision of the document!
Banjo-Kazooie uses a file-system in which most resources are packed into file blocks throughout the ROM, and are unpacked into RAM when needed. Among these are the model files, each with their own syntax and load-lines. This page's purpose is to cover the syntax and properties of said model files.
Address | Value/Syntax | Description |
---|---|---|
0x00000000 | [00 00 00 0B] | START |
0x00000004 | [aa aa aa aa] | Geometry Layout Offset |
0x00000008 | [bb bb cc cc] | bb=Texture Setup Offset (Usually 00 38), cc=Geo Type* |
0x0000000C | [dd dd dd dd] | Display List Setup Offset |
0x00000010 | [ee ee ee ee] | Vertex Store Setup Offset |
0x00000014 | [00 00 00 00] | ? |
0x00000018 | [ff ff ff ff] | Animation Setup |
0x0000001C | [gg gg gg gg] | Collision Setup |
0x00000020 | [hh hh hh hh] | Effects Setup End Address |
0x00000024 | [hh hh hh hh] | Effects Setup |
0x00000028 | [00 00 00 00] | ? |
0x0000002C | [jj jj jj jj] | Animated Textures Offset |
0x00000030 | [kk kk ll ll] | kk= Tri count, ll= vert count |
0x00000034 | [00 00 00 00] | ? |
*Geo Types: 0000=normal, 0002= Trilinear MipMapping (RGBA16), 0004=Env mapping, 0006=?
Offset from TexSetup Start | Value/Syntax | Description |
---|---|---|
0x00000000 | [aa aa aa aa] | Amount of data in bytes to load (including command) |
0x00000004 | [00 cc 00 00] | cc=Texture Count |
0x00000008 | [dd dd dd dd] | Texture[i] segment address from texture data start |
0x0000000C | [00 ee 00 00 xx yy 00 00] | Texture[i] ee =type*, xx yy=Pixel Grid |
0x00000014 | [00 00 00 00] | Wasted data? |
*Types: 01=CI4, 02=CI8, 04=RGBA16, 08=RGBA32, 0x10=IA8,
*External texture indices start at FileID 0x1EF6, 0 indexed. Example: 00 00 06 00 00 01 00 00 40 40 00 00 00 00 00 00 This will load a CI4 64x64 texture from segmented address 0x600.
Offset from DLSetup Start | Value/Syntax | Description |
---|---|---|
0x00000000 | [aa aa aa aa 00 00 00 00] | F3DEX Command Count |
0x00000008 | F3DEX | F3DEX Display List |
Offset from VTXSetup Start | Value/Syntax | Description |
---|---|---|
0x00000000 | [aa aa bb bb cc cc] | Draw distance: Negative Coords |
0x00000006 | [dd dd ee ee ff ff] | Draw distance: Positive Coords |
0x0000000C | [gg gg hh hh] | Object Coordinate Range |
0x00000010 | [jj jj] | Collision range? (Enemies, Objects) |
0x00000014 | [kk kk] | Collision range? (Banjo) |
0x00000016 | [ll ll] | Vertex Count*2 |
Each 16 byte line of the Vertex Setup following the Start denotes where a vertex is stored in 3D space, from where in 2D space its UVs begin being mapped, and which color and opacity alpha values will be applied to these vertices.
Vertex Structure After Start | Value/Syntax | Description |
---|---|---|
0x00000000 | [xx xx] | *s32 Vertex Position on X Axis |
0x00000002 | [yy yy] | s32 Vertex Position on Y Axis |
0x00000004 | [zz zz] | s32 Vertex Position on Z Axis |
0x00000006 | 00 00 | Padding(?) |
0x00000008 | [uu uu] | s32 UV Coordinates: U Axis |
0x0000000A | [vv vv] | s32 UV Coordinates: V Axis |
0x0000000C | [rr] | u32 Vertex Color Red Values |
0x0000000D | [gg] | u32 Vertex Color Green Values |
0x0000000E | [bb] | u32 Vertex Color Blue Values |
0x0000000F | [aa] | u32 Vertex Color Alpha Values |
*Please note that s32
refers to a value that is 'signed', or a value which may be positive or negative. Positive signed values range from 0000 to 7FFF, negative signed values range from FFFF to 8000. Whereas u32
refers to a value that is unsigned and thus may only be a positive integer from, in this example, 00 to FF.
Example: 0014 0062 FFE7 0000 FFE0 0014 9292 92FF
A vertex will be drawn at position (20, 98, -25). UV mapping will begin at -20 coordinates in the U axis and 20 coordinates in the V axis. This vertex will feature a color of #929292 with full opacity alpha of FF.
If the model's animated_textures_offset is non-zero, the animated texture list is an array of 4 of the following struct:
Offset | Value/Syntax | Type | Description |
---|---|---|---|
0x00 | [aa aa] | i16 | Frame size (bytes) : 0 if unused |
0x02 | [bb bb] | i16 | Frame count |
0x04 | [cc cc cc cc] | f32 | Framerate (fps) |
Note only the 1st texture in the model can be animated, however it can be animated with 4 different framecounts/framerates. —