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V E L Δ edited this page Mar 8, 2026
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Welcome to the ReLunacy wiki! This wiki will not explain how to use ReLunacy, but rather how the Luna Engine works.
Each page will be organized this way:
- Title: Object name
- Description
Then Sections:
- [If new/old engine differs]
- Old Engine structure
- New Engine structure
- [Otherwise]
- Generic structure description
Objects structure are displayed this way:
Struct size: 0x0C
| Offset in struct | Size | Type | Name | Reference? / Empty |
|---|---|---|---|---|
| 0x00 | 0x04 | float |
Field name | |
| 0x04 | 0x08 | ui_64 |
Reference | ReferenceStructName |
- The PS3 games are built with Big-Endian endianness because of how the PS3 is built. Meaning bytes must be read backwards.
- Pointers are 4 bytes (32 bits) long.
- Hashes/TUIDs are used to identify objects in the new engine, if you're trying to rebuild objects with different hashes, you need to swap the hashes everywhere.
- Structure
-
Asset Lookup
1. New Engine
2. Old Engine - Types
- AssetPointers (new engine only)
-
Texture
1. Texture metadata- New Engine
-
Old Engine
2. Texture Highmips Metadata