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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: The SaiNt on 2001-01-22 08:43:00

Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-22 08:43:00
Some stuff about FF7.exe that I found out.
Those who already know this can ignore this post.

Open up FF7.EXE with a hex editor

Changing Battle Characters
--------------------------
Search for CLOUD.DAT
Here you will find a few other .DAT files specified here.
Anyway, if you were to replace any of the text with another person's .DAT file, this person will appear in battle.
For example, if you were to replace CLOUD.DAT with EARITH.DAT, you will have Aeris appear in cloud's place during battles.
I haven't been able to find where the .DAT files are really located though.

Changing the Pics Displayed On-Screen
-------------------------------------
If you search for disk1_a.tim (Display screen for Insert Disc 1)
You will see a whole load of .tim files located here.
Replace them with whatever filename you want and you will have that .tim file in it's place.
No examples here, just test them out yourself.

Changing names of LGP's if you don't like the original names
------------------------------------------------------------
Search for field/char.lgp
A whole load of LGP names are listed here.
Just change the links here and the name of your lgp files.

Changing names of AVI's if you don't like the original names
------------------------------------------------------------
Search for fship2.avi
A whole load of AVI names are listed here.
Just change the links here and the name of your avi files.

Limit Break's
-------------
Search for:-
GALL.DAT........DEATHGIG.DAT....HELLMASK.DAT....CHAOS.DAT.......VINSENT.DAT.....VINSENT2.DAT....VINSENT3.DAT
This is the specification for Vincent's Limit Break.
I haven't tried this yet but theoratically, you can change chaos.dat to sefiros.dat and when he's supposed to do his chaos limit break, he will turn into Sephiroth.


Search for this
LV5DETH.TIM.LV5DETH.SPT.LIGHT_1.RSD.blue/lv5deth
Everything below it describes what the attack should do.
Not that it's in plain english though
Actually, there's a lot of this stuff in the exe, so my assumption is that all limit breaks, magic attacks and summons are defined in the .exe file itself.
In fact the definitions for the mini-games seem to be located in the exe as well.
The default names for char's are also in this file.
Even the world map definition is on the exe file

Changing MIDI's
---------------
Search for
FANFARE.MAKORO..BAT.FIDDLE..KURAI...CHU.KETC....EARIS...TA..TB..SATO
Note : When changing the names of the midi files, only the filename is required, the extension is not nescessary

Hehe, there's a special message in the EXE file too
---------------------------------------------------
Search for
great special thanx to you, ARIKO.......from your husband, HIDEJI

To ficedula: Some of the text for the game resides in the EXE itself.
Messages that appear in shop's are also listed in the EXE itself.
For example : $O.YOU.WANT.TO.QUIT
So, far the program seems to replace the first character in a statement with the following
$  -  D
&  -  F
7  -  W
9  -  Y
3  -  S
"  -  B
#  -  C
-  -  M
0  -  P
)  -  I
!  -  A
2  -  R
,  -  L
6  -  V
%  -  E
1  -  Q
'  -  G
+  -  K
4  -  T
(  -  H
.  -  N
:  -  Z
/  -  O
The rest can be deduced.

I would love to add more but my hand is already aching. I'll post later when I have the time. Does anyone else have anything to add?

Title: Information on FF7.exe
Post by: ficedula on 2001-01-22 16:55:00
The text probably uses the same table as the text in other files. The complete 'translation table' is in Qhimm's Gast source. Maybe I'll upload the Cosmo source too.

Note: If you want to change files when it's a file located in a known LGP, editing the LGP might be a bit easier than editing the EXE! Though there's probably no choice for things like limit breaks which don't appear to have a known file in the LGP....

I'll post more later too (got a lecture now)

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-22 17:02:00
thats looks interesting, yes there is alot of readable info in the exe. but there is a ansi to ff7 text conversion chart in gast's source code. maybe we can edit the exe? would that work? what tools would we need?
Title: Information on FF7.exe
Post by: ficedula on 2001-01-22 18:40:00
Sure, editing stuff in the exe should work fine if it's done properly. The trick is, of course, doing it properly  :)

Tools? Well, all you NEED is a hex editor, and the text translation table. Once somebody's figured out some useful changes you could write a nice frontend that did the edits for you ... hex editor's always the place to start tho. At least, that's how I start off.

Oh: Theory about the .DAT files: Maybe FF7 compiles the various RSD,P,HRC,TEX,etc, files into one data structure internally, and that's what it's referring to with CLOUD.DAT etc.

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-22 20:00:00
but maybe that is refernce to the old PSX style format, maybe theres a section in the exe that translates such commands to the new PC data format?
Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-22 20:01:00
You're probably right about .DAT files cause I can't really find out where they are anywhere. Actually, I also found out that some of the HRC files that we are unsure about are specified properly in the .EXE file. I might bring my EXE file to my hometown to have a look at. It all really depends.
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-22 20:11:00
The SaiNt: How did you translate all of this? With the table in Gast?
For the AVI references: Doesn't this mean that you could make your own AVIs and use them instead if desired?
Good luck with further "decoding".

Ficedula: Please! Upload the source at some point.  :D Interesting theory, btw.

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-22 20:31:00
which source? if its gast you know where to get it from, and the saint is referring to the hex view of the ff7.exe
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-22 21:04:00
The Cosmo source. And of course I know he's referring to the hex view.
Title: Information on FF7.exe
Post by: dagsverre on 2001-01-22 22:23:00
You people do know about NEVER EVER CHANGE THE LENGTH OF AN EXE, right? Meaning, if you replace something in the exe, make sure it's got the same length.

It is possible to change the length, but I won't delve into that here. You'd have to know assembly for it to work, and if you know assembly then you probably already know how to do it...

Title: Information on FF7.exe
Post by: ficedula on 2001-01-23 00:02:00
It was already possible to use different AVI's ... if you had the AVi's running off hard disk (like you'd need to use custom ones anyway!) you could always copy one of your own over the original, using the same name.

EXE hacking is useful, but only to do things (like swapping .DAT files) that we haven't got a clue how to do by editing the original data files.

OK, I'll go on a source-uploading mission tomorrow  :)

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-23 01:28:00
Dag Sverre: I'm rather sure I knew about that at some point... Thanks for the info.

Ficedula: Thanks for the info, and glad to hear it.  :)

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-23 02:43:00
well, i dont know delphi so its little help to me, but you never know  :)
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-23 03:02:00
the saint; you say world map definitions are in there? where? (this could be fun) anyone know if the summon supernova has a dat file section in the exe, or what is it called? super.dat nova.dat?
im a bit novice in this area: what exactly happens when you compile a EXE? :O
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-23 03:07:00
hold just found it, supernova is called stage57.dat, i remember that from the psx version, there was a whole folder devoted to the summon supernove...
ficedula: i said this a long time ago, i onced opened up a save game in a hex editor, and filled it with values. now when i play the save cloud (or the lead character) has a realy long name (made up of one letter) and the lead character is non-existant in the battle scenes!, on top of that cloud was equipt with weird materia (which lowered and increased your stats) and was equipped with a poisen ring as armour! and one of cait siths weapons, and a bangle for a accessory!
I was hoping that you could tell what was wrong with it and maybe it could lead to making custom materia (independant - purple) for changing stats, and learn how to remove players from battles. if you want it ill post it to you
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-23 03:19:00
one more thing for today, i cant seem to find cloud's limit breaks in the exe! can anyone help? (this IS my last post for today, dont expect an 8 post monologue!)
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-23 16:35:00
Ahhhh! All these multiple postings. How am I supposed to keep up? Anyway, *if* I get time, I'll look for Cloud's limits. Of course, by then you'll have probably found them. At one point I was considering learning Assembler. Then I found out that it wasn't exactly easy and decided I should go with something a bit more conventional (C).
Title: Information on FF7.exe
Post by: ficedula on 2001-01-23 15:11:00
I don't really know anything about the savegame files - it isn't anything I've ever looked at.

Starting to upload source now anyway. Hopefully the Tripod FTP will work...

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-23 18:46:00
damn, didnt get vincent to do supernova  :D
can try and make him become cloud tho...
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-23 22:16:00
Ficedula: Well, it seems to be up ok. The image for the older versions of programs seems to be missing. Also, the Shared Code download doesn't seem to work.

[This message has been edited by Srethron Askvelhtnod (edited January 23, 2001).]

Title: Information on FF7.exe
Post by: ficedula on 2001-01-24 01:36:00
Yes, I know about those. Shared Code I'm hoping to upload now , also I'll fix the FFLZS download. There isn't an image for archived programs yet ... I'll add that in when I get around to doing a full redesign.
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-24 01:55:00
Heh. That's that, then. How's the work on Cosmo coming?  :D
Title: Information on FF7.exe
Post by: ficedula on 2001-01-24 02:03:00
Iffy. I'm working on improving the compression ... might be about to make progress (or my new method might be complete cr@p). Other than that ... no immediate plans 'till I've done my coursework.
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-24 02:20:00
Sounds good. Are we talking about an improved compression ratio (!), a speed increase, or both?
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-24 02:42:00
i dont think youll get both, better comp' will take more time, while more speed while take less comp'
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-24 02:54:00
Probably true, but I try not to underestimate Ficedula.
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-24 05:00:00
well, trying to make vincent turn into cloud.dat for a limit break didnt work either  :(
any general rule as to what you can n cant edit?
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-24 07:32:00
You haven't been changing the length of ff7.exe have you? Maybe the problem is that you're trying to replace a certain type of file with a different type? I'm really not sure.
Title: Information on FF7.exe
Post by: ficedula on 2001-01-24 14:45:00
Never underestimate the Ficedula! I'm uploading Cosmo 0.45 now - compresses to slightly smaller files and only takes a few seconds (<5 secs).
Title: Information on FF7.exe
Post by: Qhimm on 2001-01-24 15:41:00
Wha...? As in smaller than the original?
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-24 16:26:00
wha! Fice's da man! joking  :D
Seriuosley I shouldnt doubt him either  :roll: he seems to produce quicker then i can ask  :D
but he seems to have FF7 on the run  :wink:
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-24 16:30:00
Nooo! tripod's down again  :(
Ficedula: where was your mirrored site again?
Title: Information on FF7.exe
Post by: ficedula on 2001-01-24 16:38:00
Qhimm: No! tho that would be cool. Smaller as in smaller than the files Cosmo *used* to produce. We're talking < 1/2 KB bigger than the originals. I think Square used the format to it's maximum and there *is* no more compression to be had.

Skillster: I've just been to Tripod and downloaded the file just to check it - worked fine and wasn't even slow. Sure it wasn't your connection? Or maybe it was just down for a few minutes.

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-24 17:00:00
it must be win2000 then  :D
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-24 20:38:00
Ficedula: Aha! I knew it! Great news. Downloading right now.

The Skillster: Let's hope we do get FF7 on the run.

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-25 02:13:00
I think as a general rule of thumb:
the cloud.dat reference (thats what ill call em from now) refers to a data selction (collection of files) that are specific to their functions. Ie if the exe asks for choas.dat its expecting a set collection of motions, tex files and details, where as the cloud.dat has the collections of motions/images for attacks,magic,summon motions.
so changing a limit reference to a player reference causes the game to crash because the info or collection of files differs to the limit collection
anyone get that? anyone know some more...
look for neo, see the all the special effects function calls?
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-25 06:03:00
Thanks for the info. Therefore, wouldn't we have to swap the cloud.dat with the vinsent.dat to do what you want?
Title: Information on FF7.exe
Post by: ficedula on 2001-01-25 15:42:00
Skillster: I believe you're right. Haven't got any proof for it tho.

As for Cosmo: Sorry all! Internal editor had a major bug in it that caused it to ignore all your changes ... fixed now.

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-25 15:46:00
ah, the update of the day...
any ways as i said b4; the vincent.dat and the cloud.dat collections have similar files in their collections thus swapping them would be possible, what i was trying was the suggestion in the original post to turn vincent into cloud for a limit break  :D
but swapping cloud.dat and vinsent.dat in the limit break section might or might not have some surprises...
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-25 19:41:00
Ficedula: Thanks for the info. Maybe I'll be able to actually use the editor again.  :)

The Skillster: I guess we'll have to find out then.  :D

Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-26 10:16:00
I'm back!!!
Wow, I've only been away for a few days and you guys have made the thread so long that i'll have to take some time to read everything through.
Another assumption that I'll think I'll make.
The .DAT files should be within the EXE file.
In fact I think there are many files in the EXE file and I think they are combined in the same format as the .P files.

Ficedula: About FF7.EXE making a it's own library of files, I have to agree with you cause if you look in the .EXE file you will notice them refering to files in the LGP with directory structures like flevellibblabala.cpp or such, I think. (This is coming out of my head so don't blaim me if something is wrong)

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-26 11:43:00
I have to agree with you
There is more evidence to support internal files/libararies;
there is reference to s3d.cpp and s2d.cpp files which are similar in name to the temp files in the ff7 root directory; 2 of them are s2d.p and s3d.p !
Title: Information on FF7.exe
Post by: ficedula on 2001-01-26 13:48:00
Erm ... yes. I wouldn't take .CPP files as proving this theory (though I think it's right!) since they're the names of the source code files that the EXE was compiled from. They're probably in there so if something f***s up, an error message pops up telling the programmers which source code file the error occurred in.

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-01-26 22:39:00
I wish I had something to add. Unfortunately, at the moment I don't really have anything. Just thought I should welcome The SaiNt back and encourage you three to keep up the good work. I am going to study over this theory, btw.

[This message has been edited by Srethron Askvelhtnod (edited January 26, 2001).]

Title: Information on FF7.exe
Post by: The Skillster on 2001-01-27 01:48:00
congrats on the freak status srethron  :D
ficedula: if they (the temp files) arent libaries/code then what in your opinion are they? if you dont know what they are ive posted the link to then on the first page of the cosmo topic
Title: Information on FF7.exe
Post by: ficedula on 2001-01-27 17:35:00
Skillster: I've no idea. All I'm saying is, just because you find filenames like FLEVELFIELDWHATEVER.CPP it doesn't prove FF7 makes it's own "virtual files" to hold data in - CPP files are the source files it was compiled from. I think it probably DOES do that, but nobody's proved it yet.
Title: Information on FF7.exe
Post by: The Skillster on 2001-01-27 18:13:00
my question still stands;
what are/do the temp files?
Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-29 19:01:00
Since this topic is so hot now, I might as well post my question here.
About the .P files do you guys think they are compressed? Although the file size is small it is not unlikely that they have compressed it. Some savegames are still compressed though they are small in size.
Title: Information on FF7.exe
Post by: ficedula on 2001-01-29 20:16:00
Unlikely. They tend to compress files either to:

a) Save disk space. Hence the levels are compressed since they're quite large (>100MB for thewhole game)

b) Prevent hacking - hence the savegames!

Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-30 09:15:00
While I was analysing the hex data of aaac.p today(I printed it out cause it was too tedious to read it on the screen), I noticed something that might interest some of the people here. Maybe some of you might already have noticed it but I wouldn't know so I'll just tell you guys just in case.

Here's a snippet of aaac.p from address
00000270 - 000002E0
**********************************
0200 0000 0000 0300 0300 0100 0000 0400
0400 0300 0000 0500 0500 0600 0600 0000
0200 0500 0100 0700 0700 0800 0800 0100
0700 0900 0900 0800 0300 0700 0800 0200
0400 0700 0400 0900 0500 0A00 0A00 0600
0A00 0B00 0B00 0600 0A00 0C00 0C00 0B00
0D00 0C00 0C00 0500 0500 0D00 0C00 0900

**********************************

Here you can obviously see that a hex value of '00' appears after every one value.

Refering to the example of a .PLY file,
the #poligon section contains no. that are alternated by spaces. This is what I think the hex represents. Any other opinions?

If the .P files are in fact "not compressed",
then the .PlY, .GRP and .MAT files should only be combined into one file and their text would be written in a different ASCII order(assumption again).

If this proves to be the case, then all I have to do is do a statistical appearance of all characters in the .P file. Then, I can check for characters that occur less than 3 times, since the '@' can only appear a maximum of 3 times as a header to describe the version of the .PLY, .MAT or .GRP file.

Anyone have any other opinions on how the files would be combined?


Title: Information on FF7.exe
Post by: ficedula on 2001-01-30 15:08:00
Unfortunately, the .P files aren't simple combinations of the PLY/MAT/GRP files. PLY/MAT/GRP are text file formats. .P files, while we all agree they hold the same data, are most definitely binary files. So don't assume they'll contain the same sort of headers, or even have the data in the same order.

That said, give it a go!

Title: Information on FF7.exe
Post by: The SaiNt on 2001-01-30 19:11:00
Okay, after looking at the AAAC.P file for a while, i have come to a conclusion that they are definitely not compressed.
This is cause there are many repeated strings of information that can easily be compressed.
Something i would like to add,
I have colour coded the AAAC.P file for easier viewing, and I suggest some of you take a look so you know what I'm talking about.
It's at  http://pwp.maxis.net.my/zhenjock/images/scan1.jpg  http://pwp.maxis.net.my/zhenjock/images/scan2.jpg
So far, I assume that the '00's are spaces
and '0000' means next line?
I also noticed that the data in the file can be divided into 3 main parts, divided by three repetitive patterns
7749 61FF and 7CDA 7701
You might also notice that the top most portion consist of many different hex values which i think most likely are text.
The centre portion is made up of very small hex values; usually with at 0 in front like 01 02 03 etc....
The last section is erratic again like the first section so it could be text?
I need to go to sleep now, so if anyone would like to help me out here, feel free to do so. I'll probably check the board again tomorrow morning.
Title: Information on FF7.exe
Post by: ficedula on 2001-01-30 19:31:00
Yep, the files aren't compressed.

Maybe I'll take a look when *I* get back to my home PC...

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-01 00:19:00
The Skillster: Thanks. Now I'm a freak here, just like I am in real life.  :)

I believe the temp files in FF7 are simply direct copies of .P files, perhaps directly extracted from the .LGPs by the game. Just a guess but maybe when a scene is loaded, the game pre-caches all the character models it needs.

Ficedula:
Re: creating virtual files: Is there anyway I or someone else could prove or disprove whether the game does or doesn't create them?

The SaiNt: Thanks for all the info.

Title: Information on FF7.exe
Post by: ficedula on 2001-02-01 16:00:00
Proving the Virtual File theory? Well, if you could show that a file referenced in the EXE like VINCENT.DAT was definitely the limit break - and textures/models used in the limit break came from other files, which you could show to us -that'd be pretty conclusive proof.
However, I'm willing to believe it now - it seems probable enough. Just saying, we don't *know* yet, so don't assume anything. Maybe they are actual files that have been compiled into the EXE.
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-01 18:47:00
Here's what I can finalize from my 2nd time going through the .P files
This time my example will be aaae.p
You can get it at http://pwp.maxis.net.my/zhenjock/images/scan3.jpg  http://pwp.maxis.net.my/zhenjock/images/scan4.jpg  http://pwp.maxis.net.my/zhenjock/images/scan5.jpg  http://pwp.maxis.net.my/zhenjock/images/scan6.jpg  http://pwp.maxis.net.my/zhenjock/images/scan7.jpg

Here's what I have noticed:-

1. The top part of the file (00000000 - 00000030) has the same format as the end (00000EF0 - 00000FE0).
2. The hex value C0 seems to appear in a someone arranged order in scan3.jpg
3. The values '5FEF 1040 65FC B33F C959 90BF' appear twice in the same order in scan3.jpg
4. From (000004D0 - 000006B0), a certain order appears. Some of the characters here seem to appear in the aaac.P (refer to last post for details)
5. Data from 000006C0 - 00000E30 seems to have a proper arrangement. It's as if the '00' areas are shelves to keep arrays of data.
6. In between this array of data, '50DA 7701' appears in a regular order (Is this an indicator to divide the data?)
7. This has led me to believe that the whole file can divided into several sections:-
a) The Header (00000000 - 00000030)
b) The Alphanumeric section (00000040 - 000004D0)
c) The file divider? (000004E0 - 000006B0)
d) Numerical section (000006C0 - 00000E30)
e) ?????? Section (00000E40 - 00000ED0)
f) 2nd Alphanumeric section (00000EE0 - 00000EF0)
g) The Footer (00000F00 - 00000FE0)

That's all for now. And yes I know that you can view all of this through the "open as" command in Adobe Photoshop in RAW format. I just prefer the manual colouring way cause I can cut out things which I think are irrelevant cause the PC is somewhat stupid in the sense it can't see certain patterns, it just colours everything.
I really someone like ficedula, Qhimm or Halkun decides to shed some light here. I think I really need some help.

ficedula : My current belief is that the .DAT files are in fact compiled within the EXE itself

Title: Information on FF7.exe
Post by: Qhimm on 2001-02-01 20:10:00
All right, I can't stand just sitting here while you people whine trying to figure out the .p format...  :wink:

Here's the source code for a 3DSMAX(R3) plugin designed to import the FF7 models straight from the data files. It can't handle textures or bone rotation data, but the vertices, polygons and colors are all correctly read, so just examine the source and you should pick up a few helpful pointers.

http://qhimm.3dstream.net/ff7_3d.zip

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-01 21:29:00
The SaiNt: Thanks for the continued info. I wish I could do more than comment...

Qhimm: This is cool. Hmmm, maybe when I learn a bit more, I can use this code to make a similar plugin for Milkshape...

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-02 02:20:00
well loads of info here, but werent we discussing the ff7.exe? and what other skeletons (code) is hiding in qhimms cudboard?
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-02 02:25:00
You mean closet, don't you?   :wink: And yeah, I thought it was the .exe as well, but I'm not complaining about this new breakthrough.   :D Actually, it is sort of related to the .exe because of the .DAT files, right? Well, mostly it's probably your questions about the game creating virtual files. I'm inclined to agree that they must be in the .exe as it's the only current option I see that makes much sense.

[This message has been edited by Srethron Askvelhtnod (edited February 01, 2001).]

Title: Information on FF7.exe
Post by: Qhimm on 2001-02-02 11:46:00
My thoughts on the temp .p files: They're debug memory dumps the programmers forgot to take out. The dumps would be of unstable areas where they experienced problems, and wouldn't necessarily contain any useful info.
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-02 11:59:00
the reason i called them temp files qhimm maybe because ff8 has them too, if you alt-tab out of ff8 and then check its directory u WILL see the same name files (not the same size i might add), but they get deleted by the program when you quit ff8, not so for ff7.
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-02 16:50:00
Sigh.........................
I can't really read your source files, Qhimm.
You see, I'm taking a matriculation in IT currently and one of my core subjects is C programming. I've only started for about 3 weeks or so. That itself, with my interest in programming, I am currently reading ahead of my college lectures. I'm currently at page 110+ of my book which happens to be like 900+ pages long. It's "Deitel & Deitel's C : How to program" if you want to know. Looks like I'll have to spend this weekend catching up on more C before I can really understand your source. I'm progressing quite quickly cause I have done some Java (not Javascript!) and some BASIC in a "see and learn" by looking at sources.
Looks like I have to get back to my books.
Title: Information on FF7.exe
Post by: ficedula on 2001-02-03 17:05:00
Yeah ... C isn't the easiest to learn (though yes, I will admit it's good when you do). BTW I've written my own FF73d viewer based on Qhimm's source but the colours are messed up ... anybody have hints?
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-03 20:36:00
I'm afraid I don't understand most of the source, either.
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-04 03:00:00
fice: prehapes something wrong with the guroud shading / lighting instructions?
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-04 03:19:00
hmm, heres something else for the saint to look for...
where are the monster stats stored?
unlike ff8 where monsters level up as u do, ff7 monsters (maybe not bosses) donot level up, so where is their initial (and final) stats info stored?
ill look into the exe myself tonight, but if anyone has a good guess then let me know.
PS; looking at the exe, does anyone know where the random fight monster formation/ party picking thingy is? (i mean the bit of code/file that sets up the next random fight before it happens, ie; the next random fight after 2 steps is against a gaurd and a ghost, monster ids; 001 and 029 etc)
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-04 03:51:00
some info, after searchin the exe for 'weapon' (as in diamond weapon) i came to a list that matches up the HRC files to their enemy/object equivelents, here it is:
well i was going to, but neither ultra edit nor wordpad like to copy paste big amounts of data  :(
well i did it the long way and after 5 mins here it is;
/aja.hrc    tybrco  /dva.hrc    buggy   /aba.hrc    barrier /aaa.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    warship /eke.hrc    canon   /aia.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    ultima  /dyb.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    ultima  /dyb.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    ruby    /cqc.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    ruby    /cqc.hrc    rock    /cnb.hrc    sbmrn   /ddd.hrc    gernika /cec.hrc    underseemk  /eje.hrc    coralkey    /ble.hrc    seeobject   /dic.hrc    sbmrn2  /dga.hrc    emerald /bud.hrc    snowpole    /djc.hrc    snowpole    /djc.hrc    snowpole    /djc.hrc    cloud   /bbe.hrc    tifa    /dlb.hrc    cid /ata.hrc    choko

excuse the formatting  :D

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-04 03:55:00
well above, where it shows stuff like 'canon' 'rocket' it means the 3d mini towns that appear when youre out on the world map.
[edit] damn! just released that these are for ONLY the 3d objects on the world map  :(

[This message has been edited by The Skillster (edited February 03, 2001).]

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-05 00:22:00
Whoa! Even if this info isn't what you wanted, it's still useful. This could mean that the World Map models are stored in the .EXE.

And do you *know* that the game selects which enemy group will be encountered next, or are you speculating?

Title: Information on FF7.exe
Post by: dagsverre on 2001-02-05 02:42:00
OK, OK, I can't resist. You want to get hold of the world data?

Write a DirectX inbetween layer (surprise!) and plot down the vertices as they are added. Soon you'll have extracted all the models in the game.

Anyway, I guess perhaps writing the data is your intention here...and also I would say your way is less work. It was just an idea that popped into my mind as I read this...

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-05 03:29:00
SORRY, TO DISAPPOINT u, but i was looking for monster stat info/battle info, not tyring to find 3d data.
the 3d data shown above is refrences, to show the games which damn rsd file from the char/world.lgp file goes with which object class (most likley) the 3d data is NOT stored in the exe, and i think converting the 3d models in the way that qhimm has is simplar than writing a dX layer Dags/Jari...
So any idea of where the fight info is stored (srehtron Qhimm mailed me about the random monster formation picking thingy, a LOONG time ago, when i was searching memory addresses to see if i could pin point it - no such luck, unless i know which 'area; inside the momery allocated to ff7 the values are in)?
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-05 11:59:00
Ficedula, since I can't really read Qhimm's source code, I can't help you figure out whats your problem. If you wouldnt mind mailing me your rough description on the .P files structure according to Qhimm's source, I "could " help you fill in the gaps.
Title: Information on FF7.exe
Post by: ficedula on 2001-02-05 16:16:00
I've fixed that problem, now I have a different one. I can display each .P file correctly. However, there are multiple .P files for each model (remember the HRC skeleton; one for head, upper-left-arm, lower-left-arm, etc....). I can't get the parts "lined up" properly. Then again, I haven't been working on it that long, so...
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-05 17:47:00
Ficedula, anyway, I really really wanna know what Qhimm's source code says so could you please explain it to me???
Title: Information on FF7.exe
Post by: ficedula on 2001-02-05 18:06:00
Fair enough. Though it isn't too hard to understand if you know basic C++ and 3d terms ... though I suppose not everybody does!

If Qhimm has no objections, I'll write a short document explaining the basic .P format.

Title: Information on FF7.exe
Post by: Qhimm on 2001-02-05 19:05:00
Why would I have any objections? If I wanted to prevent this kind of hacking this site wouldn't exist, you know...  :)
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-06 01:56:00
Dag Sverre: Heh. Well, I'll consider it.

The Skillster: I know, but as I said, the information is still potentially useful.

Thanks for the info about the random battles. I would guess on a couple places where the fight data could be. Either the battle files, world_us.lgp, or somewhere else in the .exe.

Ficedula: Awesome! If you don't mind telling us, what was the original problem? Man, I can hardly wait to eat up the new document.  :)

[This message has been edited by Srethron Askvelhtnod (edited February 05, 2001).]

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-06 16:23:00
ok i found where the limit breaks are in the exe. further down after the vincent.dat section at about line: 003c07a0h in ultra edit or whatever your using.
youll see lmcl2.dat then lmcl3.dat and so on till u get hvshot.dat (i think that is big shot) then limbr5.dat and even theres limea5.dat (aeris remember = earith), and so on, they arent labelled 1-5, usually the 1st limit.dat has a personal name and the other ones follow a convention of lim then 3 letters to destinguish the character then the limit number and then .dat, From what i gather this is almost straight from the psx exe almost, so i gather that there maybe some Disabled limit breaks...
just have to replace a number and find out  :D
see ya
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-06 10:59:00
I forgot to answer The Skillsters questions about where the battle or monster info is.
If you ask me, there should be 2 very possible places, battle.lgp or in flevel.lgp. This completely depends on how the FF7 developers made it. Since most enemies are only found in certain field areas, it would be reasonable to put the encounter rate and the monster specific info in the flevel.lgp field files. I think the battle.lgp should would only contain the battle graphics. Possibly the files like vincent.dat or such are in the battle.lgp too.
Putting the monster information into the EXE file is possible but it will only bloat the size of the EXE.

Let me put it this way.
Do you think the process of porting FF7PC was done by 1 sole person?
Obviously not, right?
So my guess here is that all the seperate files(LGP) would be done by a different person in order to get optimum results.
What I'm trying to say is this, the EXE should only contain the references and some other stuff. It should not have any internal files to avoid bloating the EXE and confusing an issue when there is a problem reported. Lets say that I was in charge of the monster info and a bug was reported. With the above mentioned system all I would have to do is open the respective file and figure it out, rather than opening an EXE file that was not done by me and potentially cause some other problem by messing up the code?

[This message has been edited by The SaiNt (edited February 06, 2001).]

Title: Information on FF7.exe
Post by: ficedula on 2001-02-06 15:22:00
OK; the document is up on my website.

The original problem I had was I didn't realise the same index was used for vertices and colours. It'll explain that in the document...once I realised it, no problem.

BTW, Qhimm, spellchecker.net was down when I was posting this. Had to disable Javascript before UBB would let me post anything...

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-06 22:08:00
ficedula: could u do us a favour? Could you write a small command line/GUI program where you pass a file to it and it converts to ff7 compatible ascii (i mean converts any readable/non readable text into FF7 compatible language) I hope that explains it ok? Its just that im going to use some 'Bruteforce' (TM) on some of the file formats, but some of the text is mangled so i need to 'translate it' into something i can read, then change it back after editing...
Title: Information on FF7.exe
Post by: ficedula on 2001-02-07 02:00:00
What, you mean so it translates a text file into FF7-format data, or vice versa? Sure, that'd be quite easy...
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-07 03:18:00
Yeah that would be great! But it has to take ANY file as input, like so if i throw a tut file or a bin file or a feild file then there might be some readable text inside the translated output file.
Thanks again/
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-07 07:03:00
Whoa! That would be kinda cool, but with what The Skillster's asking... easy? Maybe I misunderstand. Being able to convert *each* of the file formats back and forth into text and vice versa gives me the heeby jeebies thinking about the amount of work involved. FF7 has *how* many different file formats?
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-07 12:17:00
hmm i think you got it the wrong way srethron...
I/we mean passing raw file data thru a ascii converter (remember FF7 dialog/txt is NOT in ascii but in a slightly different version) and once its passed thru, any DIALOG/TEXT INTENDED for use IN THE GAME will become readable (ie, tut, bin, dialog, texts etc).
thats all, man i could probably do it in VB but i aint good at handeling files yet  :D
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-07 12:18:00
hmm i think you got it the wrong way srethron...
I/we mean passing raw file data thru a ascii converter (remember FF7 dialog/txt is NOT in ascii but in a slightly different version) and once its passed thru, any DIALOG/TEXT INTENDED for use IN THE GAME will become readable (ie, tut, bin, dialog, texts etc).
thats all, man i could probably do it in VB but i aint good at handling files yet  :D
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-07 12:20:00
DAMN STUPID WINDOWS!!!!!  :x !!!!
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-07 17:35:00
Skillster, do a search in the EXE file for the words 'limit' and 'special'.
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-07 18:48:00
what for?
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-07 19:20:00
The .rsd file links for each of the limits are there. Try and see if you replace them maybe you can get customized limit breaks.
Specials refer to the enemys special attacks i think. You might find something of interest there
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-07 21:51:00
The Skillster: Ah, that makes more sense.

The SaiNt: Thanks for the info.

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-08 02:35:00
this sounds stupid, but anyone know anything that can DEcompile an exe?
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-08 02:43:00
hmm i see the sections in the exe with the limit breaks...
Dont think changing them will help, there also tim refs and .spt refs too.
but somenames i cant make out, if someone could confirm all the limit break sections and the real game names, then maybe we can single out any disabled limits...
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-08 03:07:00
another thing, the summons(.dat) seem to be listed under limits/*.dat !  :D a dumb thing to do!
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-08 08:23:00
There are programmes that allow you to decompile and exe. Unfortunately, you wont understand most of it unless you know asm.

[This message has been edited by The SaiNt (edited February 08, 2001).]

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-08 18:07:00
i  remember reading of a program that beaks a exe down into some of its original components, like icans images exes libararies etc...
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-08 18:31:00
Well, if you really wanna try, go to  http://www.exetools.com
I'm currently using The Interactive Dissasembler Pro (ISD Pro) to disassemble FF7.exe.
I'll get back to you guys when I do figure something out.
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-08 18:59:00
hmm, which 1 is it? i see a IDA pro, but thats 12 parts to d/l!!
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-09 05:50:00
Oops, I meant IDA Pro
It isnt too big a d/l cause each file is 1.44mb
1.44x12 is only 17.28mb
Besides its nothing compared to the decompiled ff7.exe;65+mb!!!
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-09 10:38:00
65+mb!!! damn thats big  :D
Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-10 20:22:00
Here's what I've found out so far about the FF7.exe
using IDA PRO. It's a disassembler.

It looks like Vincent.dat, Cloud.dat, Sefiros.dat are not internal files in the EXE. Looking at the asm view of FF7.exe, the information seems to be stored in camdat*.bin. In fact, the types of monster magic seems to be stored there too.

You know what's surprising? The name of every single country and language is listed in the EXE file.

All summons seem to be grouped as limits.
Special magic done by monsters seem to be grouped as Specials
Most of the specials are named in Japanese so I don't know what is what.
All Enemy Skills are grouped under blue

There is a several test runs when accessing Flevel.lgp files as stated in the EXE
Here's the list:-
sprites.tst  - Testing of BG sprites
The following defines the sprites:-
# %d: x %d, y%d, u%d, v%d, clut%d Depth %d',0Ah,0
(If it means what I think it means, then the sprites are defined in x-coordinates(decimal), Y-coordinates(decimal),Depth /z-coordinate(decimal))

cover.tst - Testing of cover data

bk.tst - Testing of background data
The following defines the sprites:-
# %d: page %d ,u %5f, v%5f, pal%d, x%d, y%d Depth%d tex
(If it means what I think it means, then the sprites are defined in x-coordinates(decimal), Y-coordinates(decimal),Depth /z-coordinate(decimal), pallete(decimal) v??(float with up to 5 decimal places))

lower.tst - Lower Plain Data
upper.tst - Upper Plain Data

I believe all the algorithms for viewing the data here is defined in the EXE. I'm not too good at reading ASM so heck
One more thing, they also defined these file extentions(i think) for flevel.lgp
.mim
.map (map files??)
.ate (active time event??? - too much FF9 maybe)
.bsx
.sta
.inf
.enc (encounter rate???)
.fcr
.fda
.fpl
.fcc
.mcc

The .P temp files, the ones that appear in the main directory although you delete them are defined in dx_sfx.cpp. and it has something to do with the graphics library.

I wonder why this line exists?
C:libsrcpolygonplytopd.cpp
It must be for converting .PLY files into .PD files. But what are .PD files.

This is some stuff from the plytopd.cpp section

":HEADER_BLOCK"
offset aScript       ; ":SCRIPT"
offset aSkeleton     ; ":SKELETON"
offset aFrames       ; ":FRAMES"
offset aChannels     ; ":CHANNELS"
offset aRotation_order ; ":ROTATION_ORDER"
offset aRotate_resolut ; ":ROTATE_RESOLUTION"
offset aBones        ; ":BONES"
offset aRoot_coordinat ; "root_coordinate"


Skillster :This address seems to refer to supernova - WeaponS_nova

There's so much more to look at but i need sleep now. Just a side note: The EXE divides it's functions in a quite orderly manner with the names of the .cpp files.
Lastly, I haven't been posting much lately cause my coursework is piling up. Besides, I've gotta prepare for my exam 1 1/2 weeks from now.

[This message has been edited by The SaiNt (edited February 10, 2001).]

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-11 01:26:00
enc files? LET ME AT EM!! gotta be something to do with the party no too! Damn loads of info, too much to take in  :D
I off course support the theories above, but logic proves that we arnt gonna edit the exe without problems, unless you r skilled in assembly and reverse engineering, so good luck TheSaint  :D
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-11 01:59:00
well i see .mim? those are from FF8 too right? they may have the same function too (what is the function of .mim files in FF8 anyway?) looking at those file types I guess that maybe the feild files can be mini archives, holding those file types in them?
Title: Information on FF7.exe
Post by: ficedula on 2001-02-11 16:27:00
The field files (files from FLEVEL.LGP) are sort of mini-archives. They contain a kinda of table-of-contents at the beginning, like an LGP, that lists the location of blocks of data within the field file. However, no filenames are listed. For example, the first block contains (among other things) the dialogue. Another block (third? fourth?) contain the palette for the level. Another contains the background.

It'd be hard to associate a filename with any part, because the field files don't give names to each block within them.

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-12 16:41:00
ficedula:if scroll thru a feild file, youll see a section headed palette and this is where the palette is defined.
Then theres a section headed Texture this is where the background tiles are, (this is a fact, if cut this section out and inported it RAW into PSP and i can see the tiles bt they are in a mixed order without any colour). So there u go, all thats needed is to find the 'headings' for the other 'blocks' of the feild files, then we can look at decoding them  :D
good luck all  :wink:
Title: Information on FF7.exe
Post by: ficedula on 2001-02-12 16:12:00
Block 0 (if we're starting at 0) contains the text at the end of the block, dunno about the start.

Block 3 is palette.

Block 8 is background ... not sure if anything else, I've only just starting looking at the Gast source.

Title: Information on FF7.exe
Post by: The Skillster on 2001-02-12 16:31:00
Nice to hear it Fice'! Good luck
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-12 16:39:00
HMM, New cosmo 0.6 is online (hey, i thought id save u the bother!).
It includes background veiwer (!) and NPC name editing too! can you change sephiroth's name too?
Title: Information on FF7.exe
Post by: The Skillster on 2001-02-12 16:45:00
urr, ficedula? wheres the NPC name editing in the internal editor? (or is it disbled 4 this release?)thankx
Title: Information on FF7.exe
Post by: ficedula on 2001-02-12 18:07:00
What it means is, when somebody with a name who isn't a character speaks, you can change the name that comes up in the dialogue.

For example, if you have a piece of dialogue that Sephiroth says, double-click on the entry in the list and you could change it to something else...and his name would be different when that dialogue came on the screen...

but it would ONLY change for that piece of dialogue. You'd need to change it individually for each single text item. I could add an automatic search/replace if people wanted it ... it's a new feature I've only just added.

Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-12 21:02:00
The SaiNt: Perhaps if we can identify which extensions go with which part of the field files...

If the .MIM is the same as it is in FF8 then that's one format out of the way. .MAP could be the pallette. .INF might be the text.

This is all interesting info. There's camdat0.BIN, camdat1.bin, and camdat2.BIN in BATTLE.LGP. Which one of them is it?

When you get time, I'd love to hear more.

Ficedula: Thanks for the info. Maybe I'll do a search with my hex editor in a couple field files for all of those extensions The SaiNt listed. An automatic name change feature would be fun. Question: is there any text that Cosmo *can't* edit now? I must say I love all the new features. Eventually do you think you'll expand on the background viewing (i.e. pick it up where it's been left off)? I really like the resize feature, I could never get around size problems with Gast.

Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-13 14:23:00
One more thing.
There's an odd file called flevel.siz in the flevel.lgp.
The file is also referenced in the EXE file from the ASM I read.
Anyone want to try out what the file is supposed to contain?
Title: Information on FF7.exe
Post by: ficedula on 2001-02-13 15:15:00
FLEVEL.SIZ contains one integer entry for each line in MAPNAMES. MAPNAMES unsurprisingly contains the names of the level files ... but I don't know what FLEVEL.SIZ is used for. You don't need to know the size of the level in advance to decompress it.
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-15 20:41:00
Gak! Well, I'm sure that's the first of many file extensions I've missed. I guess we need to update the "Things we know about FF7" thread.
Title: Information on FF7.exe
Post by: ficedula on 2001-02-15 21:07:00
Yeah ... I've been thinking about that. I might put some sort of doc on my website containing that sort of information. After all, threads disappear from the message board eventually. Once we've agreed on the board about something we could update the doc.
What does everyone think about that?
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-16 00:38:00
Actually, I'm one step ahead of you there.
My doc is mostly finished, and it pretty much covers all of that. I've just got to tie up some loose ends and add a few things here and there. Once it's finished you're more than welcome to take it and use its information to create your own doc and/or fill in the blanks.

[This message has been edited by Srethron Askvelhtnod (edited February 15, 2001).]

Title: Information on FF7.exe
Post by: The SaiNt on 2001-02-16 07:13:00
Strethon, I will definately read and use your  docs when they're out but like I said earlier, after my exams.
Title: Information on FF7.exe
Post by: ficedula on 2001-02-16 13:58:00
Fair enough; good one. Tell us when you're finished.
Title: Information on FF7.exe
Post by: Srethron Askvelhtnod on 2001-02-20 21:56:00
Will do. I should have some time to finish them up soon.