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Thunder Force VI
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japanese
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thunder force 6
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This game was only released in Japan.
boss1.blend
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Character models are stored in .GMO files (which are not related to the GMO files found on the PSP)
Format of GMO files:
Header Section which is 0x48 bytes in size:
GXXM0101 (which in the hex editor appears as 47 58 58 4D 30 31 30 31)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
Unknown4ByteOffset
Unknown4ByteOffset
Unknown4Byte
Unknown4Byte
Unknown4ByteOffset
Unknown4Byte (assuming the Number of Submeshes in the GMO file)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
SubMesh Section(s):
Header for the submesh:
4ByteUnknownOffset
4ByteInteger(Number of Vertexes is SubMesh)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
Vertex Section for each Submesh:
{4ByteFloatVertexes(X,Y,Z), 4ByteFloatWeight, Unknown4ByteInteger, 4ByteFloatNormalMappins(X,Y,Z), FF FF FF FF (assuming), Unknown4Byte,4ByteFloatTextureMapping(U,V)}
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Character models are stored in .GMO files (which are not related to the GMO files found on the PSP)
Format of GMO files:
Header Section which is 0x48 bytes in size:
GXXM0101 (which in the hex editor appears as 47 58 58 4D 30 31 30 31)00 00 00 00 (assuming)
00 00 00 00 (assuming)
Unknown4ByteOffset
Unknown4ByteOffset
Unknown4Byte
Unknown4Byte
Unknown4ByteOffset
Unknown4Byte (assuming the Number of Submeshes in the GMO file)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
4ByteFloatingPointNumber
SubMesh Section(s):
Header for the submesh:
4ByteUnknownOffset
4ByteInteger(Number of Vertexes is SubMesh)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
00 00 00 00 (assuming)
Vertex Section for each Submesh:
{4ByteFloatVertexes(X,Y,Z), 4ByteFloatWeight, Unknown4ByteInteger, 4ByteFloatNormalMappins(X,Y,Z), FF FF FF FF (assuming), Unknown4Byte,4ByteFloatTextureMapping(U,V)}