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Digimon World 1 [PSX]

Post questions about game models here, or help out others!
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Romsstar
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Digimon World 1 [PSX]

Post by Romsstar » Fri Aug 03, 2012 9:02 pm

Could I ask you to look into the 3D Model Data of Digimon World 1 for PSX?
I would really appreciate that.

Here is a sample of Phoenixmon
https://rapidshare.com/files/37321962/HOUO.MMD

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Re: Digimon World 1 [PSX]

Post by Romsstar » Tue Aug 07, 2012 9:12 pm

Bumping this up.

Please someone look into this? :urg:

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Re: Digimon World 1 [PSX]

Post by finale00 » Tue Aug 07, 2012 10:01 pm

Can't make out anything from that file. Must be one of those PSX type of models with their own special way of storing data.

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Re: Digimon World 1 [PSX]

Post by Falo » Tue Aug 07, 2012 10:56 pm

MMD is a simple archive format for Playstation TMD's

4 Byte = Offset
4 Byte = Size
X Byte = TMD Data

Milkshape 3D can import PSX TMD's, but no bones

Image

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Re: Digimon World 1 [PSX]

Post by Romsstar » Wed Aug 08, 2012 10:38 am

Yeah I know that Milkshape can do this.
The problem is the Model imported is not rigged.
Like everything is just getting centered so the Model is not imported right.
Every object seems to get the coordinate (0,0,0) or sth like that

But the game displays them right so somehow there also must be information in the file how the game
puts the objects together right?

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Re: Digimon World 1 [PSX]

Post by finale00 » Wed Aug 08, 2012 6:48 pm

Well ya there must be something that tells the files where to go but the plugin author didn't figure it out...

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Re: Digimon World 1 [PSX]

Post by Romsstar » Fri Aug 10, 2012 10:37 am

I think it is just that the MMD Files also contain the Animation data and that in the animation data there is how the objects are getting merged together.
But I'm not sure about this.

One hacker I know, Lowlines made some assumptions about MMD I don't know if they are helpful:
header {
u8 numframes,
u8 flags, /* 0x80 means scale included */
}

init_header {
/* if scale included */
s16 sx,
s16 sy,
s16 sz,
/* endif */
s16 tx?,
s16 ty?,
s16 tz?,
s16 rx,
s16 ry,
s16 rz
/* above could be six s16 values, or three s32 values, I'm not sure however most of the data seems to be in s16/u16 */
}
/* repeats until 0xFF10 is found, call the init-header your base values for objects, numobjects can also be calculated from this */

FF10_section {
/* still needs some figuring out, has varying lengths, normally 16 bytes */
}

frame * numobjects {
u8 frameid,
u8 flag, /* 0x20 means last frame, 0x00 otherwise */
framedata /* repeats until next frame */
}

framedata {
u16 flagid, /* b0-5, objectid, b6-15 flags
u16 time/length (in frames),
data /* depends on flags */
}

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Re: Digimon World 1 [PSX]

Post by Romsstar » Sun Aug 12, 2012 1:35 pm

bumping this, since still not solved.

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Re: Digimon World 1 [PSX]

Post by Romsstar » Thu Sep 06, 2012 9:58 pm

bumping this, since still not solved.

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