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V E L Δ edited this page Mar 8, 2026 · 3 revisions

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

Important notes

  1. The PS3 games are built with Big-Endian endianness because of how the PS3 is built. Meaning bytes must be read backwards.
  2. Pointers are 4 bytes (32 bits) long.
  3. 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.

Sections

  1. Structure
  2. Asset Lookup
    1. New Engine
    2. Old Engine
  3. Types
  4. AssetPointers (new engine only)
  5. Texture
    1. Texture metadata
    1. New Engine
    2. Old Engine
      2. Texture Highmips Metadata

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