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Model Data

Banjo-Tooie 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 50), 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 [00 00 00 00] ?
0x00000030 [00 00 00 00] ?
0x00000034 [00 00 ii ii] Related to external textures???
0x00000038 [jj jj jj jj] Some animation setup offset? (Vertex clipping?)
0x00000044 [kk kk ll ll] kk= Tri count, ll= vert count

*Geo Types: 0000=normal, 0002= Trilinear MipMapping (RGBA16), 0004=Env mapping

Texture Setup

Offset from TexSetup Start Value/Syntax Description
0x00000000 [aa aa aa aa] Amount of data in bytes to load (including command)
0x00000004 [bb bb cc 00] bb=Texture Count, cc=External Textures(01y 00n)
0x00000008 [dd dd dd dd] Texture[i] segment address from texture data start OR External Texture Index*
0x0000000C [ee ff xx yy] Texture[i] ee = 0x80 for MIP Mapping (00 otherwise), ff =type*, xxyy=Pixel Grid

*Types: 01=CI4, 02=CI8 04=RGBA16, 08=RGBA32, 0x10=IA8,

*External texture indices start at FileID 0x1EF6, 0 indexed.

Example: 00 00 13 28 80 04 20 20

External texture file ID= 1EF6+1328 = 321E
This will load an RGBA16 32x32 mipmapped texture from FileID 0x321E.

Display List Setup

Offset from DLSetup Start Value/Syntax Description
0x00000000 [aa aa aa aa 00 00 00 00] F3DEX2 Command Count
0x00000008 F3DEX2 F3DEX2 Display List

Vertex Store Setup

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