Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lord_Skylark

Pages: [1]
1
Archive / Xenogears Retranslation Project
« on: 2006-03-29 05:01:04 »
If you don't know...Xenogears was translated very very terrible. They did no research at all when translating it (including reading the japanese book that listed many correct translations for things). I am planning on a project to retranslate the game...

Anyhow...
I was curious during this project, if a coupel things could be done...

#1 - I would like to add in a couple of the dummied enemies into random encounters. Does someone have a list of the battle formations, the list of which formations are on which maps (and the enemy hex #s)? I know where the enemy data is stored already.

#2 - Do you think it would be possible to add in the deleted 'Sophia painting' scene into the actual game at some point?

#3 - Has anyone made a text table/extraction from the japanese version?

#4 - Once I extract the text, how can I reinstert it? (and how would I reinstert it if I add in more text than originally, since the translation will take up more space that was allocated in the english version - will it have any effect on the placement of text from other areas if I expand one area?)

#5 - After extracting the movies (japanese) and subtitling them, how can I replace them back into the ISO?

Thanks,
~Sky

2
This is the file from the dvd that contains what appears to be all of the enemy data. The text itself doesn't appear to be compressed, but the data appears to be. IF someone has time, would they be able to uncompress this file for me or a file that is capable of viewing it?

[link removed]

Thanks,
~SKy

3
Scripting and Reverse Engineering / FF8 Battle Formations
« on: 2005-07-16 08:56:25 »
Does anyone know which files have the battle formations for FF8? Just thought I'd ask to save myself time searching for them.

Thanks,
~Sky

4
For the monster elements, I was just curious on a couple things...

#1 - for the Punch/Pierce weakness --- [note: it should be pierce, but the translation sucked and the Pierce got changed to Punch...the element does apply to Cid's Lance] --  It is the only element that has an '01' for it's either Resist/Immune/etc....what is it doing with that element for the 3 monsters that have it --- Ceasar/Sahagin/Desert Sahagin

#2 - there are some actual 'elements' that I don't know what they are.

22  --- Palmer has this for a weakness
26  --- Sword Dance/Corvette/SOLDIER:3rd have these for weakness
20  --- Ghost Ship/Dragon Zombie/Zenene/Ghost all absorb this.

I didn't have the byte value, but Cactuer is immune to to some byte that in my notes I just wrote down as 'Special'

Thanks for any help.

~Sky

5
Two things...I have read the Enemy mechanics FAQ, and there's one location missing and another I had questions on.

#1 - The final route to Sephiroth with Iron Giant/Ahriman/Dragon Zombie  This is a random encounter location, but it's not listed. Can someone provide that data for me.

#2 - Also, for the encounters on the Shin-Ra raid elevator in the Shin-Ra Building. It seems that every floor there has a set encounter when it chooses random floors. Because I have got to the same floors and they have the same encounter at that floor each time. Has someone been able to discover the list for what battle is at each floor?

And a couple misc things...
Does anyone have the full enemy stats for the enemies that appear in the Fort Condor and the Bike Highway mini-games? (and yes, I know these aren't the in the same format by any means as normal battle enemies)

Thanks,
~Sky

6
There are 3 or 4 attack sections in the FF10 data all using the same type of compression, which I don't know what it is. If someone could help me that would be great.

One of the attack raw data I uploaded to "www.ffcompendium.com/~Skylark/ff10attack1.bin"

Here's part of the table file for the text (that works with other areas in the game as well - but most text in the game isn't compressed like this is)
30=0
31=1
32=2
33=3
34=4
35=5
36=6
37=7
38=8
39=9
3A=
3B=!
3C="
41='
46=,
47=-
48=.
49=/
4F=?
50=A
51=B
52=C
53=D
54=E
55=F
56=G
57=H
58=I
59=J
5A=K
5B=L
5C=M
5D=N
5E=O
5F=P
60=Q
61=R
62=S
63=T
64=U
65=V
66=W
67=X
68=Y
69=Z
70=a
71=b
72=c
73=d
74=e
75=f
76=g
77=h
78=i
79=j
7A=k
7B=l
7C=m
7D=n
7E=o
7F=p
80=q
81=r
82=s
83=t
84=u
85=v
86=w
87=x
88=y
89=z


The compressed text ends up something like this
<FE><77><7E>
<1B><00><12>Attack
<00><47><00>Command 2
<C0><0B><01>3
<80><0B><0B>Seed Cannon
<A8><0D><05>Burst
<88><0C><06>wallow
<80><09><0B>Regurgitate
<90><0D><0B>adying Quak
<88><10><06>Earthq
<A0><0C><0C>Self-Destruc
<88><45><03>Gaz
<88><16><0B>Ultrasonics
<88><24><88>
<08><05><3A>Boom
<80><0C><03>Poi

In the game, the text will read as:
Attack
Command 2
Command 3
Seed Cannon
Seed Burst
Swallow
Regurgitate
Readying Quake
Earthquake
Self-Destruct
Gaze

etc...

Thanks for any help you can provide.

~Sky

7
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-07 05:59:21 »
Where are the enemy attack names (and magic and enemy attack data as well) stored at in FF8? We can do the disc 1 for specific locations.

Thanks,
~Sky

8
Scripting and Reverse Engineering / FF8 Enemy Model Viewer
« on: 2004-11-09 09:19:19 »
Did the new version of the FF8 Model viewer that was based on a previous model viewer ever get finished since there were several errors? Was it Qhimm himself that said he was working on it?

Thanks,
~SKy

9
Scripting and Reverse Engineering / Steal-Drop Items
« on: 2004-10-02 03:42:08 »
In the monster data, I discovered what the steal items mean. There's some data before the actual items that determine what they do.

02=Drop (3.125%)
08=Drop (12.5%)
20=Drop (50%)
3F=Drop (100%)
88=Steal (12.5%)
A0=Steal (50%)
BF=Steal (100%)
I'm assuming 82 would be Steal (3.125%)

So for example for the Basilisk data

08 A0 A0 88 0900 0900 0900 2B00

So...that data would be:
Drop (12.5%) Potion
Steal (50%) Gold Needle
Steal (50%) Gold Needle
Steal (12.5%) Basilisk Claw

*note - I tend to use the japanese names, so I can't remember if Soft is used in this game instead of Gold Needle. I think Basilisk is spelled Bagrisk or something stupid like that since the translators are stupid.

I made a txt file of all the enemy raw data if anyone wanted to check it out.

www.ffcompendium.com/~Skylark/ff7mondata.txt

There are 3 odd weaknesses that no one on this site listed, as well as another attribute (such as weak/resist/immune/etc) that always goes with the "Punch" weakness when it is listed on enemies.

I couldn't figure out exactly what the data following the first two attack columns mean. I'm positive that they are attack data and pair up with the other two columns. I'm taking a stab that it may possibly be an additional attack effect like poison, confusion, etc. But I honestly have no idea. The final thing I couldn't figure out is the column towards the end that most enemies have as 10FF. No clue on that.

~Sky

10
www.ffcompendium.com/~Skylark/ff7monster.bmp

This information was discovered on the special disc that came with the FF7 International version in japan. It included a beastiary that included the stats for most of the enemies. Oddly, even though the data for this enemy doesn't exist in the actual game data (US and JP versions) it was shown here. The model however does still exist in the game files. This is that little orb like monster that is stored in the data between Maximum Chimera and Hojo. And on the special disc they show that picture of the orb along with the data (but I didn't include the pic with the bmp that I uploaded - I can if anyone wants me to). Judging by the name, it must have been able to absorb magic spells like the "Bit" does that comes with "Air Force" in FF6.

~Sky

11
For each of the 4 battle formations in each of the 256 sections of Scene.bin, which byte in each formation determines which background is called up during the battle and does anyone have a list of which bytes are which backgrounds?

Thanks,
~Sky

12
You said you were making a translation of the ff7 scene.bin program? What's the original program called and where did you find it at?

THanks,
~Sky

13
These are screenshots of deleted stuff from games - mostly ff7 and fftactics....

http://www.ffcompendium.com/~Skylark/deleted/

These ff7 ones I can verify are real - I've had them saved on my computer (well not this specific one) before the japanese game was ever released - in fact, I still need to encode the movie sequence that was offically released by Square that shows a frozen rotating 3d battlefield that's not in the final game where bahamut is encountering some blue grunts - the background is like in the middle of some city street.

I just wanted to show that stuff was deleted from FF7 before the final release....so, who knows what the programmers has originally intended with the game... (especially FFTactics - damn!)

~Sky

14
Scripting and Reverse Engineering / Compression
« on: 2004-03-16 14:13:56 »
Okay...here's one of the many files in FF11 PS2 Japanese Beta... I'm wondering if anyone is able to know what type of compression the file uses. And I"m guessing all of the files will use it as well. It appears that this is actually more than one file compressed into a single file as well.

www.ffcompendium.com/~Skylark/ff11/12.DAT

Thanks,
~Sky

15
This was some extracted texdt or whatever from a file from the FFXI japanese beta DvD. Anyone know how it's compressed or what program to use to compress it. I know you can read a majority of the text...but I'd like to read it all in a nice uncompressed format.

Right now, this is the best I could get from it, as the guy that has my copy of the game (I bought it from him and he's sending it to me this weekend) doesn't know what the hell he's doing and it's frustrating to tell him what to do or whatever, so this is the best he can get me for this time.

I was hoping maybe you could tell the type of compression it uses. This text may actually be made up of multiple files, as all the files are jammed together when you try to make a dvd image from a PS2 game. And if they're like the PC version, each location is a seperate file.

If you need to actually view the raw data instead of the text like this, I'll have my copy of the game  in about a week or so.

www.ffcompendium.com/~Skylark/beta.txt

Thanks,
~Sky

16
http://kvaks.narod.ru/FF8Info.html

Can't try this out though...cause I don't have any copy of FF8 with me. And I'm not even sure if this is for the PC or PSX version either. I can pick up both whem I go back to my parents' house.

~Sky

17
Scripting and Reverse Engineering / Hey
« on: 2004-02-07 22:19:13 »
Just thinking...anyone interested in ever making an FF11 model viewer? I'd actually donate some money to the cause and time it would take.

~SKy

18
Scripting and Reverse Engineering / File splitting
« on: 2004-02-07 19:17:17 »
Like wiht FF8, FF9, Xenogears, etc for PS...and then if you make an image of a DVD PS2 game....the files aren't compressed, they are just all connected into one big file. Is there some sort of program that can go through a big file like that an split it up into all of the smaller files? I imagine it wouldn't be too hard to do, would it? Just search for each file's header and size and seperate it from the main file?

Just curious is anyone's done this or not.

Thanks,
~Sky

19
First, the battle calls up 3 of the same exact monster (which was always weird cause there are 3 different targets in battle with different stats)

Well, I think the following lines change the stats of the arms:

6F03600171A903126020117842806010901260201380418061102790126020136041806110279012602013E0428060009012602013C0428060009072E50372

AE03600271E503126020117842806014901260201380418061401F901260201360418061401F9012602013E0428060009012602013C0428060009072E5039173


In the first one there's 1027 (10000) which is one of the arm's HP. And in the second one there 401F (8000) which is the second arm's HP. So I'm guessing those two segments are altering the original stats of the monster when it loads the same one in 3 times.

This would work the same way as with Bizarro Sephiroth too.

So, if there is an equation that changes Bizarro's and Safer's HP based on using KNights of the Round and being level 99 and all that stuff (like that rumor) then I believe it's modified like this is a segment.

~Sky

20
topic


email: [email protected]
AIM: lordskylark


Thanks,
~Sky

21
Scripting and Reverse Engineering / Sephiroth HP
« on: 2004-01-31 12:19:29 »
How reliable is this?

http://www.geocities.com/ff7_gal/SepirothsHP.html

I've had it bookmarked for a long time. Is this actually tested? I mean, where did this info originate from? Why would someone actually think that using Knights of the Round on Jenova would have any effect on Sephiroth's HP in the first place?

WOuld like some info, or if someone found in scene.bin how this works.

~Sky

22
Scripting and Reverse Engineering / scene.bin compression
« on: 2004-01-26 06:25:40 »
ficedula's lzs program doesn't work on mine or two other people's computers... Can someone provide me with the unccompressed verison of scene.bin? Email/AIM/website upload, whatever. I'd relaly appreciate someone doing this.

email: [email protected]
AIM: lordskylark

Thanks,
~Sky

23
Scripting and Reverse Engineering / Leviathan
« on: 2004-01-26 05:23:29 »
Just wondering not to pester...but is there still going to be progress on leviathan? I'm really looking forward to viewing the models with textures and transparencies.

~Sky

24
Where'd you get this data for Killbin? Is there some way you could provide me with all of the information and I'll credit you completely? It would be a great thing for my monster list website that's going to make the most detailed monster lists on the internet. And these are incredibly detailed, like my FFX one is that's in the works. I also got the basic data that I've hacked from all the other FF games and stuff... So, if you wanted to work on something together, it would be great!

Or does anyone else have this detailed info?

Please get back with me: [email protected]

Thanks,
~sky


Name: Killbin
Lvl: 30 EXP: 700 Win: [ 8] Ether
HP: 3200 AP: 150 Steal: [32] Turbo Ether
MP: 380 Gil: 1000 Morph: Mind Source
---
No Elemental Properties
---
Att: 90 Def: 64 Df%: 12
MAt: 85 MDf: 126
---
Immune: Manipulate
---
Attacks:
<x>
Physical Attack
Str: 1x Base (342)
Tar: 1 Op
Elm: Non-Element
Attr: Berserk Attack
Notes: Used when Killbin has 'Orange Swords' shown
<Cure2>
Magical Piercing HP Restore
Str: Base + 770 (1460)
Cost: 24 MP
Tar: All Al/1 Al
Elm: Restorative
Attr: Reflectable
Notes: Used when Killbin has 'Pink Heart' shown
Only used when Killbin's HP <= ???
<Fire2>
Magical Attack
Str: 1 1/4x Base (862.5)
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Fire
Attr: Reflectable
Notes: Used when Killbin has 'Red Fire' shown
<Ice2>
Magical Attack
Str: 1 1/4x Base (862.5)
Cost: 22 MP
Tar: 1 Op/All Op
Elm: Ice
Attr: Reflectable
Notes: Used when Killbin has 'Blue Ice' shown
<Aspil>
Magical MP Absorb
Str: 1/8x Base (86.25)
Cost: 1 MP
Tar: 1 Op
Elm: Non-Element
Notes: Used when Killbin has 'Blue Electronics' shown
Only used when Killbin's MP <= ???
<Slow>
Change Status
Cost: 20 MP
Tar: 1 Op/All Op
Elm: Non-Element
Attr: [25] Inflict 'Slow'
Reflectable
Notes: Used when Killbin has 'Yellow Clock' shown

25
Scripting and Reverse Engineering / FF7 Monster Stats
« on: 2002-08-11 22:31:34 »
Does anyone know where the mosnter stats-HP, EXP, etc are stored. Also, where the monster names are stored.

Thanks,
~Sky

Pages: [1]