Status Menu Character Info Structure

This is the header according to which Status Menu Character Information is arranged. In the context of the Ramsus/Yazoo tools output folders, this corresponds to the files in directory CD/...

  • All hex values are relative to the address of the header and read in Little Endian order.
06 00 00 00 | ST ST ST ST - S1 S1 S1 S1 | S2 S2 S2 S2
SM SM SM SM | ET ET ET ET - BT BT BT BT | ED ED ED ED

Where...

ST ST ST ST = "Start character info Text." This corresponds to file "0.txt" in CD/disk1/(Character).

S1 S1 S1 S1 = The starting address of an unknown 4-byte value. It is "1.out" in CD/disk1/(Character).

S2 S2 S2 S2 = The starting address of yet another unknown 4-byte value. It is "2.out" in CD/disk1/(Character).

SM SM SM SM = "Start Model." This corresponds to file "3.out" in CD/disk1/(Character) and is a simplified battle model, sans unnecessary battle animation data.

ET ET ET ET = "Eyeball Texture." This corresponds to file "4.out" in CD/disk1/(Character).

BT BT BT BT = "Battle Texture." This corresponds to file "5.out" in CD/disk1/(Character). It is identical to the texture used on character battle models.

ED ED ED ED = "End Data." The next character's Status Menu Information begins on the next new sector following this address.

For reference, Serge's Status Menu Character Information header data lies here in an ISO format Disc 1: 0x0039F000 ~ 0x0039F020

From: Chrono Cross File Structure