Found these by monitoring the game's memory in Yuzu using CheatEngine and watching for a 4-byte integer that changes when changing classes in the certification screen. Eventually I found 4 addresses that hold the current loaded palette, and from there I was able to work backwards and infer the IDs for models by comparing the relative offsets in the 'local' IDs (filenames given by extractIndexNum.py) between palettes and models.
I can't guarantee the accuracy of every one of these, but I'm confident that the vast majority of them are correct. I've verified most of them in-game by doing replacements using Aldebaran-rs.
Found these by monitoring the game's memory in Yuzu using CheatEngine and watching for a 4-byte integer that changes when changing classes in the certification screen. Eventually I found 4 addresses that hold the current loaded palette, and from there I was able to work backwards and infer the IDs for models by comparing the relative offsets in the 'local' IDs (filenames given by extractIndexNum.py) between palettes and models.
I can't guarantee the accuracy of every one of these, but I'm confident that the vast majority of them are correct. I've verified most of them in-game by doing replacements using Aldebaran-rs.