Author Topic: FF7 Crisis Core - File Format and Data Investigation  (Read 200393 times)

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #25 on: 2009-01-28 21:08:01 »
Thanks for offering ShinRa, so far things seem to be going smootly though, so feel free to just sit back and enjoy  :wink:


GOOD NEWS ALL!
I found the CHARACTERS!  :-D

Not just Characters, but most (if not all) the Models too, including Monsters, weapons, NPCs, some sky-dome images and other stuff (which came out garbled, probably just sprites or particles or something).


The texture-data is exactly like [TEX] files (minus the TEX header) so there were no problems viewing those.
Mesh data HAS to be present in the same files too, just a matter of finding the correct chunk and understanding the face-indices to be able to render them.
Not long now :lol:

Did i ever mention that I love you? haha lol :-P :-P :-P

NameSpoofer

  • Guest
Re: FF7 Crisis Core - File Format Investigation
« Reply #26 on: 2009-01-28 21:48:25 »
This is incredible Koral. Im sure when you fully decoded CC and created a "CC model viewer" people will start worshipping you  8-) . It might even revive this half-dead community. The combination of KH models and CC models in FF7 will result in an epic mod xD.

BlitzNCS

  • *
  • Posts: 889
  • Master of nothing in particular
    • View Profile
    • My Youtube
Re: FF7 Crisis Core - File Format Investigation
« Reply #27 on: 2009-01-28 21:56:13 »
Uhh, for some reason, the Texture files close down the Viewer when you try to open them, in fact every single file apart from the ones that came with the .rar make it randomly close. any help? i REALLY wanna see those textures :D
« Last Edit: 2009-01-28 22:08:03 by NeoCloudstrife »

spidergaby

  • *
  • Posts: 22
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #28 on: 2009-01-28 22:02:10 »
I support you for this project !!
"CC model viewer" !

PS: we can see reno and rude...awesome  :mrgreen:


koral

  • Guest
Re: FF7 Crisis Core - File Format Investigation
« Reply #29 on: 2009-01-29 02:23:32 »
ultima espio: I love you too!  :-D
Thanks for (sortof) quoting my post, makes it easier to see what I said in the new page

NeoCloudstrife:
sorry about that, but that was the [GT] file viewer only which closed down automatically when it tried loading a non-[GT] file.
Use my newer FF7-CC-File-Viewer program instead (v0.2), which loads [GT] as well as [TEX] and [ATEL] files too: http://www.mediafire.com/?zowymgf3jmo
(has no-one checked the first-post?  :-P)

NameSpoofer & spidergaby:
I'm glad things are getting interesting again around here. I missed the "golden era" when FF7 file-format discoveries were going on, and things haven't really picked up much since. It'd be cool to get some of these models into a mega FF7-mod, the Turks would finally have their say ;)
There's also the near-perfect Sephiroth, Tifa (tour-guide) and Yuffie models too.

I have made a new version of the Viewer which loads [!] Texture files too (as demonstrated in my last post), but I haven't uploaded it yet.
I'll get around to it in a couple of days, fix a few things here and there.
 :wink:

BlitzNCS

  • *
  • Posts: 889
  • Master of nothing in particular
    • View Profile
    • My Youtube
Re: FF7 Crisis Core - File Format Investigation
« Reply #30 on: 2009-01-29 03:40:18 »
NeoCloudstrife:
sorry about that, but that was the [GT] file viewer only which closed down automatically when it tried loading a non-[GT] file.
Use my newer FF7-CC-File-Viewer program instead (v0.2), which loads [GT] as well as [TEX] and [ATEL] files too: http://www.mediafire.com/?zowymgf3jmo
(has no-one checked the first-post?  :-P)


I have made a new version of the Viewer which loads [!] Texture files too (as demonstrated in my last post), but I haven't uploaded it yet.
I'll get around to it in a couple of days, fix a few things here and there.
 :wink:
thanks for that, and sorry, i thought they were the same thing :P

BTW, i'm REALLY looking forward to seeing textures and even getting these models!
keep up the good work!

ShinRa Inc

  • *
  • Posts: 416
  • The Ascension of the Ordinary Man
    • View Profile
    • http://shinrainc.org
Re: FF7 Crisis Core - File Format Investigation
« Reply #31 on: 2009-01-29 06:05:46 »


Here's some extracted images [the most important FF7 characters no-less]:

   


I believe those are the chapter break images.

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #32 on: 2009-01-29 18:10:55 »
--------------------------------------------------------------------------------------
[time saver]

Grab the latest version of my FF7-CC File-Viewer here: http://www.mediafire.com/?2ez4jmmmlki

Latest version: v0.2 on 27 Jan 2009

Aww invalid file :-(

ignitz

  • *
  • Posts: 44
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #33 on: 2009-01-29 19:40:26 »
--------------------------------------------------------------------------------------
[time saver]

Grab the latest version of my FF7-CC File-Viewer here: http://www.mediafire.com/?2ez4jmmmlki

Latest version: v0.2 on 27 Jan 2009

Aww invalid file :-(

[2]
This Works
http://www.mediafire.com/?zowymgf3jmo

The scripts is in this files ATEL headers and some other I don't remember

Inside these files have headers MBD in after these have the scripts then in Japanese and American have a table of 4 bytes

Here this table in format Thingy

Code: [Select]
80000000=A
80000100=B
80000200=C
80000300=D
80000400=E
80000500=F
80000600=G
80000700=H
80000800=I
80000900=J
80000A00=K
80000B00=L
80000C00=M
80000D00=N
80000E00=O
80000F00=P
80001000=Q
80001100=R
80001200=S
80001300=T
80001400=U
80001500=V
80001600=W
80001700=X
80001800=Y
80001900=Z
80001A00=a
80001B00=b
80001C00=c
80001D00=d
80001E00=e
80001F00=f
80002000=g
80002100=h
80002200=i
80002300=j
80002400=k
80002500=l
80002600=m
80002700=n
80002800=o
80002900=p
80002A00=q
80002B00=r
80002C00=s
80002D00=t
80002E00=u
80002F00=v
80003000=w
80003100=x
80003200=y
80003300=z
80003400=0
80003500=1
80003600=2
80003700=3
80003800=4
80003900=5
80003A00=6
80003B00=7
80003C00=8
80003D00=9
80003E00=!
80003F00=?
80004000=
80004100="
80004200='
80004300=,
80004400=.
80004500=:
80004600=;
80004700=--
80004800=/
80004900=(
80004A00=)
80004B00=$
80004C00=<
80004D00=>
80004E00=%
80004F00=[
80005000=]
80005100=YEN
80005200=@Cruz
80005300=#
80005400=_
80005500=|
80005600=^
80005700=º
80005800=-
80005900=+
80005A00==

but the Pointers I don't found.
Someone found please post because I want to translate to PT-BR(Portuguese-Brazil) this game and I don't have a PSP, my friend have.

---------------------------------------------------------------------------
00006 - 00062
Header: "PSMF001" - possibly PSP format Movies / Video files

This videos in the games when Zack's remind somebody o some thing in the DMW*

08707 - 08725
Header: "PSMF0015" - more Videos?

These are videos em CG and Real cutcenes. That not have none of realtime on PSP XP


These two files are PMF Video Files
Can play in Media Player Classic with AVC/H264 Decoder, the audio Not

Can play with audio with a homebrew in the PSP custom firmware

I don't know how to decode the AT3 in PMF files to reencode

-----------------------------------------------------------------------------
Problem with your program
I don't know what s this

« Last Edit: 2009-01-29 21:58:29 by ignitz »

Silver Wings

  • *
  • Posts: 90
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #34 on: 2009-01-29 21:53:42 »
First of all, thank you so much for the great work :D
And, I think I know how to get the audio within a pmf file. You need MPlayer to extract the at3 from pmf file and use a homebrew called 'at3decode test' written by Z33 to decode it to wav.

*edit: here is the guide http://www.psp-hacks.com/forums/f134/guide-convert-pmf-to-avi-t159985
« Last Edit: 2009-01-29 22:04:44 by Silver Wings »

ignitz

  • *
  • Posts: 44
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #35 on: 2009-01-29 22:18:39 »
First of all, thank you so much for the great work :D
And, I think I know how to get the audio within a pmf file. You need MPlayer to extract the at3 from pmf file and use a homebrew called 'at3decode test' written by Z33 to decode it to wav.

*edit: here is the guide http://www.psp-hacks.com/forums/f134/guide-convert-pmf-to-avi-t159985


Thanks for the tip
I doing this but
The PMF Ending AT3 it's brick my PSP because is to big.
And PSP FAT is hard to found. Can anyone interest to make a Windows decode? I'm not a excelent programer to make a decomrpession audio or video.

It's strange a Square games that not have a LZ compression like FFT FF7 FF8

Here's a DUMP of the first MBD 0000.raw
Code: [Select]
// 00000.raw CETRANSLATORS - Final Fantasy VII - Script Dump [$9F3-$CF0] - Thu Jan 29 15:03:00 2009
//Script extraído por IGNITZ
//www.cetranslators.com.br

// [$9F3]
<$00><NL>
<$84><$00><$00><$00><$0C><$00><$00><$00>Where do you want to go?<END>

// [$A64]
<$40><$05><$00><$08> Battle<END>

// [$A88]
 Ms. Ishibashi<END>

// [$AC4]
 Mr. Oka<END>

// [$AE8]
 Mr. Kitase<END>

// [$B18]
 Mr. Kunikata<END>

// [$B50]
 Mr. Shindo<END>

// [$B80]
 Mr. Terada<END>

// [$BB0]
 Mr. Maeda<END>

// [$BDC]
 Moriya kun<END>

// [$C0C]
<$40><$04><$00><$00>

How to find the first script?
 I dump the RAM and search for 3º MBD script and search in the ISO
XD

First the 1º script that I have dumped a very long time ago
Code: [Select]
Zack speaking.
Making progress,Zack?
What's going on, Angeal?
Why are we fighting Shinra troops?
They're Wutai troops in disguise.
Now, head to the open area above. Towards Sector 8? Yes.
But first, you have to clear a path.
Clear a path?
You'll see what I mean.
Be careful.
I can cut loose, right?
Use some discretion.
It's showtime!
Not too bad.
Piece of cake!
I'll make 1st in no time!
Go up the stairs at the end of the platform.
You got it!


Wutai troops have hijacked Shinra Express MK93 II.
The train is currently headed to Midgar Sector 8.
SOLDIER operative will be inserted to neutralize the situation.
We are to proceed as scheduled.
Commence mission in      
Commence mission in 3    
Commence mission in 3 2  
Commence mission in 3 2 1
Commence mission in 3 2 1 mark.
Begin mission.
CAOperative is ready for insertion.
The train has been overrun by Wutai troops.
Eliminate them and regain control of the train.
Oh yeah!
Get serious!
Zack!
Zack, focus!
here are no Shinra troops on this train.A CAUnderstood?
Hello to you, too!
Come and get it!
SOLDIER 2nd Class Zack, on the job!
Train MK93 II re--routed to Sector 1 Station near Mako Reactor 1.!
Proceed to mission phase 2 and change surveillance rank...
Control Zack using the directional buttons
or the analog stick.
Enemies in the direction that Zack is facing
will be targeted automatically.
Cycle through commands using the L or R button,
and press A GA to confirm.
Press A HA to guard, and A IA to dodge.

I found pointer in the MDB FIles of 0001.raw but of this first script (tat I don't remeber what file is) I'm not found

Here
http://i464.photobucket.com/albums/rr10/ignitzhjfk/TABELA.jpg
I found thias in the lost files
XD
I delete the header to make this table font to be visualizble

Sorry for my ENGLISH

-------------------------------------------------------------------------

I found a piece of file os the firs script and dumped
Code: [Select]
// 1 script CETRANSLATORS - Final Fantasy VII - Script Dump [$0-$1A7F] - Thu Jan 29 15:33:06 2009
//Script extraído por IGNITZ
//www.cetranslators.com.br

// [$0]
<$4D><$42><$44><$00><NL>
<$12><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$18]
Zack speaking.<END>

// [$54]
<$40><$04><$00><$00><NL>
<$1A><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$6C]
Making progress, Zack?<END>

// [$C8]
<$40><$04><$00><$00><NL>
<$3D><$00><$00><$00><$0C><$00><$00><$00>What's going on, Angeal?<END>

// [$13C]
Why are we fighting Shinra troops?<END>

// [$1C8]
<$40><$04><$00><$00><NL>
<$45><$00><$00><$00><$0C><$00><$00><$00>They're Wutai troops in disguise.<END>

// [$260]
Now, head to the open area above.<END>

// [$2E8]
<$40><$04><$00><$00><NL>
<$15><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$300]
Towards Sector 8?<END>

// [$348]
<$40><$04><$00><$00><NL>
<$2B><$00><$00><$00><$0C><$00><$00><$00>Yes.<END>

// [$36C]
But first, you have to clear a path.<END>

// [$400]
<$40><$04><$00><$00><NL>
<$11><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$418]
Clear a path?<END>

// [$450]
<$40><$04><$00><$00><NL>
<$25><$00><$00><$00><$0C><$00><$00><$00>You'll see what I mean.<END>

// [$4C0]
Be careful.<END>

// [$4F0]
<$40><$04><$00><$00><NL>
<$1F><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$508]
So, I can cut loose, right?<END>

// [$578]
<$40><$04><$00><$00><NL>
<$18><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$590]
Use some discretion.<END>

// [$5E4]
<$40><$04><$00><$00><NL>
<$12><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$5FC]
It's showtime!<END>

// [$638]
<$40><$04><$00><$00><NL>
<$10><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$650]
Not too bad.<END>

// [$684]
<$40><$04><$00><$00><NL>
<$2A><$00><$00><$00><$0C><$00><$00><$00>Piece of cake!<END>

// [$6D0]
I'll make 1st in no time!<END>

// [$738]
<$40><$04><$00><$00><NL>
<$30><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$750]
Go up the stairs at the end of the platform.<END>

// [$804]
<$40><$04><$00><$00><NL>
<$0F><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$81C]
You got it!<END>

// [$84C]
<$40><$04><$00><$00><NL>
<$36><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$864]
Wutai troops have hijacked Shinra Express MK93 II.<END>

// [$930]
<$40><$04><$00><$00><NL>
<$36><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$948]
The train is currently headed to Midgar Sector 8. <END>

// [$A14]
<$40><$04><$00><$00><NL>
<$45><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$A2C]
A SOLDIER operative will be inserted to neutralize the situation.<END>

// [$B34]
<$40><$04><$00><$00><NL>
<$23><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$B4C]
We are to proceed as scheduled.<END>

// [$BCC]
<$40><$04><$00><$00><NL>
<$1E><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$BE4]
Commence mission in       <END>

// [$C50]
<$40><$04><$00><$00><NL>
<$1E><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$C68]
Commence mission in 3     <END>

// [$CD4]
<$40><$04><$00><$00><NL>
<$1E><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$CEC]
Commence mission in 3 2   <END>

// [$D58]
<$40><$04><$00><$00><NL>
<$1E><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$D70]
Commence mission in 3 2 1 <END>

// [$DDC]
<$40><$04><$00><$00><NL>
<$23><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$DF4]
Commence mission in 3 2 1 mark.<END>

// [$E74]
<$40><$04><$00><$00><NL>
<$12><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$E8C]
Begin mission.<END>

// [$EC8]
<$40><$04><$00><$00><NL>
<$25><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$EE0]
Operative is ready for insertion.<END>

// [$F68]
<$40><$04><$00><$00><NL>
<$5D><$00><$00><$00><$0C><$00><$00><$00>The train has been overrun by Wutai troops.<END>

// [$1028]
Eliminate them and regain control of the train.<END>

// [$10E8]
<$40><$04><$00><$00><NL>
<$0C><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$1100]
Oh yeah!<END>

// [$1124]
<$40><$04><$00><$00><NL>
<$10><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$113C]
Get serious!<END>

// [$1170]
<$40><$04><$00><$00><NL>
<$09><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$1188]
Zack!<END>

// [$11A0]
<$40><$04><$00><$00><NL>
<$10><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$11B8]
Zack, focus!<END>

// [$11EC]
<$40><$04><$00><$00><NL>
<$37><$00><$00><$00><$0C><$00><$00><$00>There are no Shinra troops on this train.<END>

// [$12A4]
Understood?<END>

// [$12D4]
<$40><$04><$00><$00><NL>
<$16><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$12EC]
Hello to you, too!<END>

// [$1338]
<$40><$04><$00><$00><NL>
<$14><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$1350]
Come and get it!<END>

// [$1394]
<$40><$04><$00><$00><NL>
<$27><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$13AC]
SOLDIER 2nd Class Zack, on the job!<END>

// [$143C]
<$40><$04><$00><$00><NL>
<$44><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$1454]
Train MK93 II re--routed to Sector 1 Station near Mako Reactor 1.<END>

// [$1558]
<$40><$04><$00><$00><NL>
<$3E><$00><$00><$00><$0C><$00><$00><$00> <END>

// [$1570]
Proceed to mission phase 2 and change surveillance rank...<END>

// [$165C]
<$40><$04><$00><$00><NL>
<$01><$01><$00><$00><$0C><$00><$00><$00>Control Zack using the directional buttons <END>

// [$171C]
or the analog stick.<END>

// [$1770]
 <END>

// [$1778]
Enemies in the direction that Zack is facing <END>

// [$1830]
will be targeted automatically.<END>

// [$18B0]
 <END>

// [$18B8]
Cycle through commands using the L or R button, <END>

// [$197C]
and press <$40><$06><$00><$00> to confirm.<END>

// [$19DC]
 <END>

// [$19E4]
Press <$40><$07><$00><$00> to guard, and <$40><$08><$00><$00> to dodge.<END>

// [$1A6C]
<$40><$04><$00><$00><$07><$14><$09><$05><$05><$24><$16><$05><$18><$20><$00><$00><$00><$00><$00><$00>

01000000=<NL>
« Last Edit: 2009-01-29 23:28:56 by ignitz »

Silver Wings

  • *
  • Posts: 90
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #36 on: 2009-01-29 22:48:31 »
Quote
The PMF Ending AT3 it's brick my PSP because is to big.
I dont really get what your problem is.

Anyway, you CAN run the homebrew on PSP slim using Time Machine instead of looking for a FAT one. I think your psp has custom firmware installed so what you need is a Pandora battery which is easily created from a standard battery by homebrew.

Finally, as far as I know, there is no other way to decode the at3 to wav in Windows or any environments. It can be done only on PSP. In short, psp system has to decode the at3 first to play it and Z33's homebrew simply takes this moment to decode it to wav (of course, it's not as "simple" to complete such great work at all :D)

ps: I'm very sorry for being off the topic  :-)
To ignitz, if you have any question, feel free to pm me, I'll help you as far as I can :-)
« Last Edit: 2009-01-29 22:51:52 by Silver Wings »

ignitz

  • *
  • Posts: 44
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #37 on: 2009-01-29 23:00:31 »
Here more Lost screenshots lost in my PC
XD

http://i464.photobucket.com/albums/rr10/ignitzhjfk/file004014.jpg

http://i464.photobucket.com/albums/rr10/ignitzhjfk/file004013.jpg

http://i464.photobucket.com/albums/rr10/ignitzhjfk/file004012.jpg

http://i464.photobucket.com/albums/rr10/ignitzhjfk/file004011.jpg

Extracted with xpert with plugins properply

file004002 ==== Table image
file004003 ==== Monster ???
file004004 ==== unknow... bear???
file004005 ==== Chocobo Image
file004006 ==== Cait image
file004007 ==== Moogle
file004008 ==== Goblin
file004009 ==== Não lembro
file004010 ==== ????????
file004011 ==== Summons
file004012 ==== Small Summons
file004013 ==== ??????????

The header that deforme the image.
« Last Edit: 2009-01-29 23:21:44 by ignitz »

koral

  • Guest
Re: FF7 Crisis Core - File Format Investigation
« Reply #38 on: 2009-01-29 23:33:31 »
what'd I miss? What'd I miss?  :-o

Wowzers, that's some impressive work ignitz! is that your own CC File decoding program or someone elses, because it looks really cool.
I'm sorry my viewer doesn't work properly for you, the problem is definitly todo with Irrlicht's font-encoding system which is probably incompatible with your OS Language settings. I'll try using MSCVC or something else in the future to handle the GUI for the viewer (or maybe try get Japanese fonts working or something)

MDB files contain tables for script-characters? the [ATEL] files should have those dialogue-scripts within them after the MDB data, I can't imagine them being anywhere else.

Silver Wings: thanks for the video and audio conversion info, :-)

ultima espio
sorry about all the wrong link, it gets confusing sometimes  :-P


I've uploaded the latest version of the viewer here (v0.25): http://www.mediafire.com/?dac2zmtkzjo

The layout has changed a bit to make it easier to find and select files. Just dump all your FF7-CC files into the "CCDATA" folder and the program should list them all automatically.
The biggest change is that it allows you to view the textures inside those yummy [!] files.
I've included samples of the 3 different File-Types with the program so you can immedietly test it.

IMO this File-Format business is getting a little out of hand. I wish we could have a Wiki or something so we can document all our findings there in an organised way  :|

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #39 on: 2009-01-30 00:16:18 »
How about a feature that lets us save the texture so that we dont have to printscreen it? It would be nice to see the texture transparency too. Great Job! :-D :-D

ignitz

  • *
  • Posts: 44
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #40 on: 2009-01-30 00:22:36 »
Wowzers, that's some impressive work ignitz! is that your own CC File decoding program or someone elses, because it looks really cool.
I'm sorry my viewer doesn't work properly for you, the problem is definitly todo with Irrlicht's font-encoding system which is probably incompatible with your OS Language settings. I'll try using MSCVC or something else in the future to handle the GUI for the viewer (or maybe try get Japanese fonts working or something)

No not mine, the credits is for some user of this site
http://www.alucard.cc/

He found the grafics. and compaired the Chinese Hack and JAP

Me to compaired but chinese not MOD the pointers.

About At3 audio files decode is true
but you have to decode (With codec installed) in the Windows Media Player or WInamp, Media Player Class don't work
Crystal Tile
I'm not found the web site because the old link is dead

Oh
and thanks for the Silver Wings
I'm going take a PSP and will try to reencode the ending with my subtitles that I will have to remake
« Last Edit: 2009-01-30 00:44:20 by ignitz »

BlitzNCS

  • *
  • Posts: 889
  • Master of nothing in particular
    • View Profile
    • My Youtube
Re: FF7 Crisis Core - File Format Investigation
« Reply #41 on: 2009-01-30 01:09:24 »
Hey, koral,thanks a lot for the awesome new texture viewer, this is EPIC!!!!!

one rather small question though:
How come the files that you supply with the rar work, and files that other people send me work, however, when i dump the files myself, it can't tell the filetype, everything is blank, and i cant view anything. all the files are the right size, so i'm wondering if its vista, trying to compress the files annoyingly or something. any help?
« Last Edit: 2009-01-30 01:16:10 by NeoCloudstrife »

ignitz

  • *
  • Posts: 44
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #42 on: 2009-01-30 01:34:25 »
Me Vista too that's the problem  :-D. I try to search in Irrlicht Engine site but not found a fix.
It's worked fine in XP.
I will use the Virtual Machine with XP intall to use this tool.

--------------------------------------------------------

I plus more in my script Dumper fo Crisis Core.

Code: [Select]
// 01911.raw CETRANSLATORS - CRISIS CORE Final Fantasy VII - Script Dump [$27AC0-$27E7F] - Thu Jan 29 18:00:35 2009
//Script extracted by IGNITZ
//www.cetranslators.com.br

// [$27AC0]
<MDB><STRING>
<25TEXT>Materia has leveled up!<END>

// [$27B34]
<STRING>
<27TEXT>Nothing more to do, kupo!<END>

// [$27BAC]
<STRING>
<14TEXT>Load failed.<END>

// [$27BF0]
<STRING>
<16TEXT>Load canceled.<END>

// [$27C3C]
<STRING>
<9TEXT><CHOICE>: Open<END>

// [$27C6C]
<STRING>
<9TEXT><CHOICE>: Push<END>

// [$27C9C]
<STRING>
<10TEXT><CHOICE>: Go up<END>

// [$27CD0]
<1TEXT><???TEXT><CHOICE>: Go down<END>

// [$27D0C]
<STRING>
<17TEXT><CHOICE>: Use elevator<END>

// [$27D5C]
<STRING>
<16TEXT><CHOICE>: Use gondola<END>

// [$27DA8]
<STRING>
<11TEXT><CHOICE>: Rotate<END>

// [$27DE0]
<STRING>
<9TEXT><CHOICE>: Read<END>

// [$27E10]
<STRING>
<9TEXT><CHOICE>: Move<END>

// [$27E40]
<1TEXT><???TEXT><CHOICE>: Examine<END>

// [$27E7C]
<$B5><$5B><$C6><$9E>

<XXXTEXT> Is the number of chars that will be displayed.
but the pointers NOT YET

I founded the Tile Map in the Atel Files.
That will be a reference to file and scenario that you be look.
But it's been a one year and I don't have ane screenshot abnd dont remember XD
but to help to decode the Crisis Core Format, I will try.
« Last Edit: 2009-01-30 01:50:54 by ignitz »

BlitzNCS

  • *
  • Posts: 889
  • Master of nothing in particular
    • View Profile
    • My Youtube
Re: FF7 Crisis Core - File Format Investigation
« Reply #43 on: 2009-01-30 17:21:27 »
Hey, just another bit of constuctive criticism about the viewer.

It's very picky. and in actual fact, half the time, it wont switch between files. it says the filename you want it to, but with the previous filesize.

for instance:

I click on "02177.raw", which is The file containing Cissnei's Regular Texture. It shows that the texture file is X bytes big. i click on the texture and it displays it fine.

However, When i click on "02178.raw", it says that i have indeed clicked on "02178.raw", but the filesize is still X bytes, and hasn't changed. If i then click on the Texture file, it doesn't change, and still displays the texture that is in "02177.raw"

Another time, i'll Do the exact same thing, but the filesize will Change, and i'm able to view "02178.raw"

it seems to do this almost at complete random, is this just a vista problem still, or is it some glitch that you can fix.
Sorry if i didnt explain it too well, i'm bad at that...

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #44 on: 2009-01-30 17:22:48 »
Same thing happens to me NeoCloudstrife, so it's not just you. :-)

spidergaby

  • *
  • Posts: 22
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #45 on: 2009-01-30 17:29:47 »
I want help you so here's what i've found :  http://jordansg57.googlepages.com/ look please :)

koral

  • Guest
Re: FF7 Crisis Core - File Format Investigation
« Reply #46 on: 2009-01-30 18:01:15 »
whoops, I haven't got vista so I haven't been able to test it, sorry peeps  :-P

NeoCloud, you don't have to explain anymore, I know the problem exactly
the files should work fine with Vista, so maybe the ISO dumper/extractor is doing things a little differently in Vista?
The viewer GUI is really ugly yet its supposed to work fine on Vista. but then again irrlicht is supposed to mainly be used for rendering stuff, it just doesn't hold up as well for GUIs.
(So Ya, its not a criticism, its a fact  :wink: )

I know about those annoying problems when you click on something, and it doesn't change, so you click again and again until it does.
Its weird. Its annoying. But its the best I can do for now, sorry  :oops:

I will have a go and try converting it into a pure win32 application with forms, but i really find MS dependencies annoying. I'll see how things go.


Ignitz, you made a script-dumper? thanks for sharing all this information!  :-D
I'll have a go at adding Script-viewing capabilities into the Viewer, just for the sake of completeness.

I wonder if its possible to edit scripts then re-pack all the data into an ISO and play it? Translations could be done, but otherwise there probably isn't any point really because these days Squenix do a great job with translations


spidergaby
 :-o wow, that viewer's actually running on the PSP?! I've heard about LTE but I never thought of actually viewing the raw data from the PSP itself.

I've been posting all the information I find about the different file-formats etc, so feel free to try make your own viewer! Mine is really quite crap (the GUI especially) and I only made it to help make it easier for ME to find and extract the characters but i don't mind sharing it with everyone :lol:

But thanks for offering to help, just post here to let us all know how you're doing and what you find, the more the merrier   :-D



Nothing new on the model-data unfortunatly

I can't figure out the mesh-data at all, its all a little chaotic inside those [!] files.

[unknown chunk 1] doesn't appear to be anything useful, because most of the data consists of zeros, and not enough shorts (which usually correspond with vertex positions). Maybe its Bone and Skin data combined?

[unknown chunk 2] must contain all the Vertex AND all the Face data because there is no change in the data-flow within that chunk. But it feels a little random because its hard to tell how big each "data-chunk" is, sometimes appearing to be 64-byte chunks, sometimes 48, sometimes 32. It could just be a long list of Vertices (not indexed) but there still should be a more obvious pattern as to where one ends and the next begins.

I remember something about FF8 battle-models having UV's seperated from the the vertex data, maybe its similar to that and [unknown chunk 1] actually contains a list of UV's?

If anyone has ideas then please do spit them out!  :-)

ultima espio

  • *
  • Posts: 1357
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #47 on: 2009-01-30 18:04:32 »
How about a feature that lets us save the texture so that we dont have to printscreen it? It would be nice to see the texture transparency too. Great Job! :-D :-D

If anyone has ideas then please do spit them out!  :-)

I did lol :wink: :-P

spidergaby

  • *
  • Posts: 22
    • View Profile
Re: FF7 Crisis Core - File Format Investigation
« Reply #48 on: 2009-01-30 18:39:27 »
So "koral" , sorry but i'm french, what was this link ? A model viewer ? You are currently doing a cc model viewer ?

PS: .raw file...I want open them !!! :-D

koral

  • Guest
Re: FF7 Crisis Core - File Format Investigation
« Reply #49 on: 2009-01-30 23:10:04 »
espio, I meant ideas regarding the mesh-data 
but I will add the export option in the next version, promise   :wink:

spidergaby: the link is in the first post, but to save you some time: http://www.mediafire.com/?dac2zmtkzjo
its not a model-viewer yet, it can only open some kinds of files (mainly Textures actually) but you have to know what files because most files will be empty (the viewer ignores files it can't understand).



I've found a pattern in the [unknown chunk 1] portion of the [!]-Files which suggest that its Polygon data:

Code: [Select]
[Unknown Chunk 1]
(seems to always start at 0x80)

Possibly Polygon data

for each data-chunk (32 byte-block):

- 1 short always: 00
- 1 short bone id?
- 2 bytes always: FF FF
- 1 byte sometimes: 00, sometimes: 01 -- maybe polygon type (quad / tri)
- 1 byte always: 00
- 1 long always: 00
- 4 bytes ???
- 4 floats polygon normal?

its still a bit weird because there aren't any definite indices, and a lot of the time the entire block consists of zeros (even the 'normals').
Maybe I've made a mistake with the types, but this is the cleanest (readable) structure I can conjour up, and is easier to explain than super-huge or super-negative longs and shorts.

[Unknown Chunk 2] has a header attached with it
Code: [Select]
[Unknown Chunk 2]
Possibly Vertex data

Header: 32-bytes
- 1 long (@0x00)  = number of polygons (data-blocks) in [Unknown Chunk 1]
- 1 long (@0x04)  = offset to data start

Data: ?

the actual data-part remains as mysterious to me as ever, so I'm at a bit of a dead-end right now  :|

If anyone could help me figure this out, I'll be really greatful!
:-D