By MaKiPL
R0win.dat is loaded by the engine just after the battle ends with winning situation. This file is complete sequence and logic for battle winning scene.
Structure:
ENTRY
SECTION1
SECTION2 …
SECTION8
EOF
ENTRY
Offset | Type | Name |
---|---|---|
0 | int | NumberOfSections |
4 | int | Section_1_pointer |
8 | int | Section_2_pointer |
12 | int | Section_3_pointer |
16 | int | Section_4_pointer |
20 | int | Section_5_pointer |
24 | int | Section_6_pointer |
28 | int | Section_7_pointer |
32 | int | Section_8_pointer |
36 | int | Section_to_EOF |
SECTION1 (sounds)
Offset | Type | Name |
---|---|---|
0 | int | NumberOfSounds |
4 | int | Pointer_to_AKAO1 |
8 | int | Pointer_to_AKAO2 |
16 | AKAO | AKAO1 [Wind?] ?? |
126160 | AKAO | AKAO2 [Win] |
SECTION2 (camera animation)
For camera data structure please head over to Battle stage model file
SECTION3 (UNKNOWN)
Offset | Name | Description |
---|---|---|
0 | Number of textures | Number of pointers in file |
4 | UNKNOWN | Pointer to UNKNOWN data |
8 | UNKNOWN | Pointer to UNKNOWN data |
12 | UNKNOWN | Pointer to UNKNOWN data |
SECTION4,5,6,7,8 (UNKNOWN)
Offset | Type | Name |
---|---|---|
0 | int | NumberOfUNKNOWN |
4 | int | Pointer_to_UNK1 |
8 | int | Pointer_to_UNK2... |
Varies from number of UNKNOWNs | int | EOF |