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Messages - Lord_Skylark

Pages: [1] 2 3 4 5
1
Archive / Xenogears Retranslation Project
« on: 2006-03-31 21:31:36 »
I don't have access to the japanese Xenogears, but if someone does, it would like to talk to them over email ([email protected]). If the japanese text can get extracted, then I can start on translation with an online person fluent in japanese.

The very short deleted sophia scene is NOT in either the JP or US version. It can only be accessed via the debug room.

That's why it would need encoding at some point in the game to play this scene. I imagine it could be called up with the same call-function that is used in the debug room, but place it at some point during the course of disk2.

Thanks,
~Sky

2
Archive / Xenogears Retranslation Project
« on: 2006-03-30 16:59:42 »
Is the deleted Sophia scene in the JP version? I thought it was deleted from both versions and only accessable from the debug room in either verison.

I meant, actually reprogramming the game at some point to play it.

Thanks
~Sky

3
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

4
Scripting and Reverse Engineering / Xeno-gears
« on: 2006-03-23 03:47:07 »
I want to use the program to view the models and rotate them and zoom on them and do everything like every other model program that's out there. I just don't know the name of the program you guys are using so I can download it and view them.

Thanks,
~Sky

5
Scripting and Reverse Engineering / Xeno-gears
« on: 2006-03-11 03:24:12 »
What program is used to view the 3d files and stuff?

Thanks,?
~SKy

6
I know I still have the model extractor on my laptop that that guy released before he removed it or something. I can try to find it.

~Sky

7
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

8
Scripting and Reverse Engineering / FFIX Debug Mode
« on: 2005-08-20 01:05:44 »
Does the JP version of FF9 have the debug room working? Because I have a copy of both the US and JP versions. I could check on the JP version if someone can get me a code for it.

~Sky

9
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

10
What 'element' is 0x26 ?


Thanks,
~Sky

11
Those other bytes: 20, 22, 26 aren't telling the game what to do with the element, they are the actual element.

But looking at the enemies with 20 at seem to be undead...could that possibly mean that they absorb Life spells, etc so that they would take damage from them?

~Sky

12
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

13
Hey mirex, did you ever get the transparent textures/objects done with your Leviathan model viewer?

Thanks,
~Sky

14
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

15
Troubleshooting / Script dumper for FFIX
« on: 2005-05-16 04:35:15 »
Unfortunately no...cause they are simply missing from the data. When they compiled the game, they removed all the dummied battles and monsters and stuff. You can only tell there were more because there's breaks in the HEX ID for enemies and battle formations.

One of the breaks is with the IDs which would follow Earth Guardian, providing a obvious speculation that you were also originally suppose to battle the other 3 guardians in real battles instead of just non-interactive cut scenes.

~Sky

16
Troubleshooting / Script dumper for FFIX
« on: 2005-05-15 18:45:26 »
I know from FF9 a LOT Of stuff is missing:

If you take the hex ID of the existing monsters...there are missing enemies.

And if you take the Hex ID of the battle formations, at least 50% of the battle formations do not exist.

If you take the names of the FMV, you'll find that lots of FMV were removed from the 3rd disc mainly.

I imagine if the game had been compiled onto one disc (since the existing data is different on every disc -- the same battles are not present on each disc) then the dummied stuff would probably have been compiled along with it... but this wasn't the case...

~Sky

17
Thanks for that information. I know some basic c++ coding, but I've never worked with reading raw hex data from a file. How easy would it be to create a program to instantly do that?

Thanks,
~Sky

18
It doesn't work with the LZS uncompressor.

~Sky

19
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

20
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-16 12:07:00 »
I don't think the equation for Spd OR Eva is the same as VIT, cause they don't come out the same as in the guidebook for either of them -- they are slightly off.


For the special attacks...

Any special attack that is nameless, doesn't have even a blank space on that list. An example not pertaining to the game would be...

Listed in the kernel.bin

Bubble
Breath
Missile
Flame



in hex with the nameless attacks, it could be anything like

05=Bubble
06=<no name>
07=<no name>
08=Breath
09=<no name>
0A=Missile
0B=Flame
0C=<no name>

I didn't realize that the noname ones didn't even have a data name like they did in FF7. But, that's why it's hard for me to build a hex chart for special attacks. Do you know where the actual data is stored for special attacks?

Thanks,
~Andy

21
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-13 20:00:14 »
What program did you use exactly to decompress and read the enemy atacks? I tried the lzs program, but I don't think it decompressed in the right way...it didn't seperate the files at all.

Thanks,
~Sky

22
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-13 04:41:19 »
The last two status are "Blow Away" which I imagine was translated to "Blowout" then....and "Ratio Damage" which refers to attacks like Gravity (demi).

Tri-Edge is just the correct translation of Tri-Point.

For Blobra:

141E 0200 04043A 010101 0804

14=20 which is the first level that a level 2 monster starts at...
1E=30 which is the first level that a level 3 monster starts at...
So level ranges would be from 1-19/20-29/30-100

And 04043A are bytes for card mod and drops. First one is the Card drop and the 2nd is the Common Card Mod and the third is the Rare Card Mod.

Not sure what the other bytes do there...haven't checked...


Stuff I haven't found yet:
Auto-Status
Race: Flying, Undead, more?
Some byte relating to the Devour

Haven't thought of anything else right off hand...

Where in the data did you find the list of special attacks? Is the data for them nearby?

Thanks,
~Sky

23
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-09 17:09:03 »
I also know how the HP equations are created. I actually am surprised I figured this out...but I can't figure out the other ones, but I know which bytes are used for them.

For GIM52A

HP    1E280001
Str   35053282
Def   02280201
Mag  28021264
Spr   01087801
Spd   00040508
Evd   000A0014

HP
1E-28-00-01   =   B1=B2=B3=B4

A = B1/20
B = B1+(B3*100)
C = (B2*10)+(B4*1000)
x = monster level

HP = A*A*x  +  B*x  +   C



Hopefully, using the guidelines in the strategy guide and the values extracted here, someone is able to create equations for the rest of the stats. I did this equation about a year after FF8 was released on PSX.

(keep in mind that some of the enemies that appear in Esthar later - Elnoyle, Behemoth, Iron Giant, etc do not have the correct stats in the guide book --- they were toned done before even the original JP version was released and are the same in both JP and US versions -- Yes, I checked)

Thanks,
~Sky

24
Scripting and Reverse Engineering / FF8 Enemy Attack Names
« on: 2004-12-09 16:53:26 »
Actually, I had all that and more figured out...I just didn't know where the list of enemy attacks are stored...

Cause:

08 0D 02 00

Byte 1:
08 means that it goes to the enemy attack chart
04 means that it is an item being used by the enemy - item chart
02 means that it is magic being used by the enemy - magic chart

Byte 2:
I think this means which animation is used

Byte 3/4:
This is the specific attack called up from the table in byte 1.


The elemental properties don't work exactly like you'd think either...

They refer to damage multipliers... (these are the demical values here)
100 = x -1 (absorb 100%)
95= x -0.5 (absorb 50%)
90= x 0 (immune)
85= x 0.5 (resistance)
82= x 0.8 (resistance)
80= x1 (normal damage)
77= x1.3 (weak)
75= x1.5 (weak)
70= x2 (weak)
65= x2.5 (weak)
61= x2.9 (weak)
60= x3 (very weak)
And I believe Tri-Edge/Tri-Point has a x4 to his attacks...but it's not in my notes offhand

What it's actually doing is...
(90-elemental byte)/10 = damage multiplier

I know there's something with the status resistances too...but I don't have the notes for that at all it seems.

~Sky

25
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

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