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Messages - NERV Agent

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101
I know I am bumping this up, but I've ran into some stuff.

I was looking through the FF7Tools README and found this:

Quote
Examples
for 'binlz' files are MOVIE/OPENING.BIN (opening credits) and
MOVIE/STAFF*.BIN (end credits).

Then I searched Google for "Final Fantasy VII opening.bin" and one of the results had this:

Quote
   * The opening credits which play over the Prelude theme on the title
     screen. These are stored as TIM images in the file MOVIE/OPENING.BIN
     which can be extracted with 'unbinlz' and 'tim2png'.

https://github.com/cebix/ff7tools

So I used FF7Tools. "unbingz" wouldn't work, giving me "IOError: Not a gzipped file".

But "unbinlz" worked, giving me a bunch of ".data" files instead of ".TIM" files.

How do I view these ".data" files? I think I'm getting closer.

102
Yeah, I tried using MNU-TIMjector (and ran "64-bit_Compat.bat", too) to open each ".MNU" file that comes up in that folder. I didn't see the title screen anywhere.

I find it hard to believe that after almost 2 decades, no one (except those who made the game) knows where the title screen is stored.

Shaggy: "Gee gang, this sure sounds like a groovy mystery!" :mrgreen:


103
I'm new to hacking FF7, but I can't help but notice all the ".MNU" files in the "MENU" folder where I found the opening sword graphic.

How do I view these files?

104
'K, I opened the files you mentioned in Tile Molester using these settings:

View -> Codec -> 4 bpp linear, reverse order
View -> Mode -> 2-Dimensional
Image -> Canvas sizeā€¦ -> Columns: 32 Rows: 32

These are the same settings used to view textures in the PSX version of Tomb Raider II. I dunno if it can apply here, but I am assuming so.

I scrolled through and found nothing that coherently resembles that title screen.

But then again, those files are likely to be compressed, so it would make sense that I would see a garbled mess.

However, I found the Buster Sword graphic at the "NEW GAME / Continue?" screen in the "MENU" folder using PSicture. Am I getting closer?

UPDATE:

I used Time Molester again to open "Field.bin", "Title.bin", and "SCUS_941.63" using the default canvas size, and the settings:

View -> Codec -> 8bpp linear
View -> Mode -> 2-Dimensional

These settings can be used to view textures in the PSX version of Tomb Raider I. But I still see an incoherent mess.

Then I opened the files again with the settings mentioned above, but changed the codec to 16bpp ABGR. These settings can be used to find CLUT data for textures in the PSX version of Tomb Raider II. Anyway,  I still see a mess, but in "SCUS_941.63", there seems to be something that kinda sorta remotely resembles CLUT data when you scroll down.

105
Troubleshooting / Still image data for FF7 PSX opening?
« on: 2016-03-01 08:52:09 »
A long time ago I used to do some game hacking, but stopped when more serious IRL circumstances happened.

Because of this prolonged hiatus, I've forgotten a lot and must re-learn!

I intend on doing some minor projects just to re-orient myself with all this. I probably won't release any of this, as this is for my own re-education.

My first project is to edit the title screen of Final Fantasy VII for the PSX. Where is the title screen data stored? I wanna see if I can scrawl stuff on it like "NERV AGENT WAS HERE!" I also want to mess around with that Buster Sword graphic at the "NEW GAME / Continue?" screen.

Also, is that Final Fantasy VII logo that appears after the title screen (with the "blue flames" cinematic between the two) a still graphic or part of an FMV?

I am going to assume these are ".TIM" files somewhere on the CD(s)?

I also found this on the CD(s)

FINALFANTASY7/STARTUP/SCEAP.LZS

Could this be it? I tried using qt-lzs 1.2 and LZSCompress/DECompress v0.9.6 to decompress SCEAP.LZS, but all I got was a weird 600 KB file. I opened that weird file in a hex editor, and it was mostly 0s with some data in the middle.

Where is this title screen data?

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