Here we go, I very strongly suspect this section of the TOC is pointing at data we've studied:
0000C390 42 16 00 00 44 16 00 00-48 16 00 89 4F 16 00 00 B...D...H...O...
0000C3A0 50 16 00 3B 60 16 00 A8-75 16 00 B9 A1 16 80 00 P..;`...u.......
0000C3B0 A1 16 80 00 A1 16 80 00-A1 16 80 00 A1 16 00 D2 ................
0000C3C0 AE 16 00 BC B7 16 00 BB-C3 16 00 BC CC 16 00 54 ...............T
0000C3D0 DB 16 00 BC E4 16 00 8B-F1 16 00 BC FA 16 00 22 ..............."
0000C3E0 06 17 00 BC 0F 17 00 82-1B 17 00 BC 24 17 00 B7 ............$...
0000C3F0 34 17 00 BC 3D 17 00 E7-4B 17 00 BC 54 17 00 DA 4...=...K...T...
0000C400 61 17 00 BC 6A 17 00 93-79 17 00 BC 82 17 00 52 a...j...y......R
0000C410 8D 17 00 BC 96 17 00 5D-A2 17 00 BC AB 17 00 4F .......].......O
0000C420 B8 17 00 BC C1 17 00 B6-D0 17 00 BC D9 17 00 BC ................
0000C430 E7 17 00 BC F0 17 00 B5-00 18 00 BC 09 18 00 4C ...............L
0000C440 17 18 00 BC 20 18 00 31-2F 18 00 BC 38 18 00 B7 .... ..1/...8...
0000C450 46 18 00 BC 4F 18 00 2B-5D 18 00 BC 66 18 00 89 F...O..+]...f...
0000C460 74 18 00 BC 7D 18 00 ED-8C 18 00 BC 95 18 00 FF t...}...........
0000C470 A3 18 00 BC AC 18 00 8D-BD 18 00 BC C6 18 00 E4 ................
Dudes and dudettes, get this. Sector x1734 "Red" is Riddel's overworld
texture. (fourth byte BC)
Sector x173D "Purple" is Riddel's overworld
model. (fourth byte E7)
Sector x174B "Blue" is somebody's overworld
texture. (fourth byte BC)
Secor x1754 "Green" is somebody's overworld
model. (fourth byte DA)
Sector x1761 "Orange" is somebody's overworld
texture. (fourth byte BC)
I'm becoming fairly confident that the last byte is a file type identifier. A similar scheme is used in FF9 according to the intrepid explorers over at Qhimm, so I think that's what we have here. What I can't reconcile yet are the different "labels" applied to the models...
SUPER EDIT: Alrighty, I've found the pointers to Serge's weapon and battle model. I'm coming back with either the Dark Serge Hack or utter, painful failure.
DISAPPOINTMENT EDIT: Meh.
This is merely a list of files on the CD. They are not, I repeat, they are NOT active pointers as I was hoping for. For example, I replaced Serge's texture, battle model, and weapon model TOC entries with those for Dark Serge's data. Nothing. Zilch. Null. Nada. I'm left staring at our normal, run-of-the-mill Serge. I would have expected the game to
freeze at least.
Thus, this list of files is extremely useful for dumping, but not for hacking. The active pointers are somewhere else further on in the data, I'm afraid to say. And I imagine they'll be relative pointers (and not absolute pointers), making them all the more difficult to find.
Can anyone confirm that a TOC is not a list of active pointers? I just want to make sure I'm not missing something huge.
PS: As an added bit of food for thought, it would appear that there is no other list of absolute pointers to particular models, textures, etc., anywhere on the CD. That is, the *real* pointers would have to be stored in some format other than in sectors counting from the beginning of the CD.