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Messages - _Ombra_

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26
FF7 Tools / Re: Highwind 1.13 - .net FF7 LGP-Editor
« on: 2007-01-30 21:29:58 »
Here you go,

Icons 32x32/24x24/16x16

I even did 24x24, only 4 of them are straight conversions from the 32x32 ones

27
FF7 Tools / Re: Highwind 1.13 - .net FF7 LGP-Editor
« on: 2007-01-30 05:29:02 »
That's ok, anyway if you need them 16x16 let me know and i can redo them.

28
FF7 Tools / Re: Highwind 1.13 - .net FF7 LGP-Editor
« on: 2007-01-29 18:28:18 »
This silence is killing me xD

This probably means 2 things... or a well deserved pause or a new version coming up with great features :D

We'll see ;)

29
FF7 Tools / Re: Aeris - Intended FFVII Editor
« on: 2007-01-25 06:57:10 »
Nice! I think the ability to move the layer is really useful.

Btw, i was checking all the levels again and:
colne_1 - missing tiles
colne_5 - missing tiles
hyou2 - still looks weird. The trees have like a blue stroke around them
junonl2 - the upper plain is transparent. I don't know if it's correct
junele2 - cover totally black?
junonr2 - same as junonl2
las4_2 - like hyou2
losin1 - missing tiles
mkt_s3 - missing tiles
nivinn_1 - missing tiles
nivinn_3 - missing tiles

Everything else looks perfect.

I can't wait to see what this program is going to be capable off. Oh one question... i don't know how hard it would be to export the BG layers and re import them. You think it's doable in an easy way? If not, forget my stupid question :P

30
FF7 Tools / Re: Highwind 1.13 - .net FF7 LGP-Editor
« on: 2007-01-25 03:17:44 »
Quote
Everything else looks fine. If you want i'll give it a shot at redesigning the icons for the buttons Wink -> Ok show me your versions.

Ok, i'll give it a shot.

Quote
-Text in the Fileinfos area is unalligned -> what you mean?



That's what i mean

EDIT: Here are some icons... it's not really my work but i modified a couple of them to match the buttons on the program. They are a little bigger but you can resize the buttons and maybe make the words shorter, like: Open, Add File, Add Folder, Delete, New, Save, Replace, Extract Selected, Extract All

Hope you like them
Icons 32x32

31
I'll give it a shot then but i remembre that it was something like:
gzip -n -9 filename

This with version 1.2.4 but now it doesn't work... i'll have to look at it

32
FF7 Tools / Re: Highwind 1.13 - .net FF7 LGP-Editor
« on: 2007-01-24 17:37:43 »
Hey Christian,

it is looking great! I see you left the export to JPEG feature. I just wanna remember that even at maximum size it is not a lossless compression. It could cause troubles to somebody that don't know that. Now:

-The file size is cut off by the scrollbar
-The change and apply button uses smaller text then other buttons (btw... i still don't know what change is for :P)
-Now the program is fast so i think you can show at least 1000 files (i tried with char.lgp... it takes a while :P)
-Offset all in uppercase looks better xD
-When you double click unknown file formats the preview pane still opens up
-Text in the Fileinfos area is unalligned

Everything else looks fine. If you want i'll give it a shot at redesigning the icons for the buttons ;)

33
I haven't been messing around with KERNEL.BIN and SCENE.BIN for a while and i decided to help Salk mod something in the SCENE.BIN. For some reasons, i used the same Gzip version i used when me and my team translated FF7 and the game kept crashing. The version is the 1.2.4 (pretty old one). Since it didn't work i compared the files with an hex editor and the compression is not as efficient as it should be... but i really don't know why, cause back then it used to work flawlessly.

So guys... which fre****n version of the Gzip do i have to use? Newer ones are out of question.

34
FF7 Tools / Re: Highwind 1.10 - .net FF7 LGP-Editor
« on: 2007-01-22 13:30:44 »
Cool!

Just what LGP Tools was messing up all the time. I remember it had problems with TEX transparency and this one doesn't. This program is getting better every day.

Now, the usual bugs report:
-When you open a big TEX the Save File button moves to the right
-When opening aad.tex from world_us.lgp it crashes
-When you close the image editor without replacing the LGP reloads

Suggestions:
-The Open button in the image editor should be replaced with Import
-The Save File button in the image editor should be replaced with Export
-Have a border around the images and a little bigger window with maybe information on the file (X by Y, file size and stuff)
-I think that you should get rid of the JPG compression for exporting TEX because it is a loss compression, that means you are going to lose data during the compression. BMP is just fine.
-I think is time to get rid of the "Show files from/to" (with the new loading routine is pretty fast even with fleve.lgp)
-Change Pos. to Offset and show it in hex (example 0x12AB)
-Cahnge Len. to File Size
-Change No. to #
-Get rid of the right preview pane and use and extra window like the Image-Editor for the plain text files

35
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2007-01-21 18:14:08 »
Hi Kruci,

I think the best way to translate the game right now is use Highwind as LGP Editor and Loveless for the text. About the repeated text you need to check the windows. If a window is assigned to a certain text in the level that means that is used so you must translate it or since some text is repeated throughout different levels you can translate it all and reinsert it in all of them. Btw, the compression used in Loveless is not perfect but it works so you shouldn't have problems while translating.

Oh, Btw, Squall78,

you should implement a text extraction/reinsertion feature as well as a option to use uncompressed levels from a folder and no the LGP itself (this way if somebody want to use other LGP editors they could) and last but not least, change a bit the preview area for the text. What i mean is use a black BG were the text has no window and use real text instead of the tags when is necessary (for example make a slider at the bottom when there is a new page tag so the preview as the size of the real window).

36
Ombra: Of course that is an option too, but perhaps if you wanted to add new enemies or add more enemies per scene file - but that would get messy as that would involve transferring attack data, AI scripts etc for the enemies you wanted to add. Possible but not something you need in a basic editor - yet.

I agree with that but in any case, in theory, you can do it since the table in KERNEL.BIN is 64 bytes and only half of it it's used, that means we can have up to 63 banks of 0x8000 bytes. That is supposed to be the limit. Btw, i don't know somebody crazy enough to modify the files that much :P

37
FF7 Tools / Re: Highwind 1.05 - .net FF7 LGP-Editor
« on: 2007-01-21 01:32:39 »
Hey Christian,

i'm glad to help. The program is coming along nicely. I hope i'll have time to check it deeply in the near future.

Btw, a little graphical glitch. If you resize the window, the Add Foder button and the Extract Selected Files button resizes themselves too. Maybe you should fix a minimun size for the window and when you maximize it the buttons remain in place but the part with the file names, lenght, etc. adapts to the new size. (But is not really important since the program works great)

38
FF7 Tools / Re: Highwind 1.04 - .net FF7 LGP-Editor
« on: 2007-01-19 03:39:23 »
Hey Christian,

i noticed something, now the program is way faster than the older version but it doesn't say the length of each file. Maybe you should jump to each offset and read only the length so you can have it on the list as well. It's gonna slow the program down a little bit but the difference should be minimal.

39
You can't get more space then date, so in practise you cannot adjust the size of the file as you cannot break the boundaries already described in the header for the Scene file.

Hey Skillster, re-read my post. You can break the boundaries but you have to modify the third file of the KERNEL.BIN

40
FF7 Tools / Re: Highwind 1.02 - .net FF7 LGP-Editor
« on: 2007-01-17 00:47:24 »
Really nice program Christian,

i think the solution you used to cut down loading times is not the best one. Instead you should read only the index and verify the end of the file and size without reading the whole thing and use a buffer on file operations

41
Just want to remember that if the new files you are going to insert in the scene.bin are bigger the original ones and they exceed the size of the banks the file is divided into, you need to recalculate the table present in the third file of KERNEL.BIN (at offset 0x0F1C of the decompressed file i think) or else the battles are going to be messed up

42
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2007-01-13 17:51:45 »
Quote
I will try to modify it in order to read LGP files modified by LGP tools.

Instead i would stick with the correct file format and write another program to handle LGP files. Even the game sometimes goes crazy on the format created by LGP Tools. I think you can implement a check like if header=SQUARESOFT then open else if header=FICEDULA-LGP then "LGP Tools created/modified files are not supported" else "This is not an LGP file"

43
FF7 Tools / Re: Question about LGP-Archives
« on: 2007-01-13 17:46:58 »
And btw, you don't even need it, just stick with the data contained in the original files and you'll be good to go

44
FF7 Tools / Re: Aeris - Intended FFVII Editor
« on: 2007-01-13 17:45:17 »
Uhhhh... extra features....  :-D

If i can be curious, what kind of features?

45
Ooookkkk...

from Terence notes:
Quote
0xF1C: Scene.bin File Lookup Table - 64 bytes
            Each byte contains the ID of the first file in the specific 8192 byte block in Scene.bin
            For example, the first four bytes in this table are 00 0C 12 19
            This means that the first 8192 bytes in Scene.bin holds the compressed data for files 00 to 0B, while the next
            8192 holds the data for files 0C to 11 and so on
            Support is here for 64 blocks of 8192, and only 33 blocks are used, so there is a lot of empty space available

Looks like i discovered the hot water :-D

Btw, you guys should find somebody to update the wiki with all the new information that comes up. Even write it down as a note, it's important to keep it updated.

46
I was checking out something on the WIKI tonight about the KERNEL.BIN file format and you say that the section 3 (or the third gziped file) contains all the savemap but...

When we translated the game and had to expand the SCENE.BIN file we discovered that the file is divided in banks of 8192 bytes (0x2000). This means that if you have 5 files in the first bank, when you translate and repack them and they occupy more then 8192 bytes you have to move the last file to the beginning of the next bank and move all the files after it. To get each bank to the required bank size you just pad it with 00.

But here is the real problem. When you try to play with the modified SCENE.BIN all the battles are messed up. You are supposed to fight Ultima and the game jumps to another battle (for example).

The point is: we discovered that there is a little table in the third (3) file of KERNEL.BIN that tells us how many files there are in each bank of the SCENE.BIN file. To be exact, at offset 0x0F1C you have a 64 bytes table that goes like that:

Code: [Select]
00 0C 12 19 21 27 2D 35 3D 49 51 5A 62 69 72 7A
83 8B 94 9D A5 AB B2 B9 C1 C9 D2 D9 DE E3 E8 ED
F5 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

This means:
Bank 1: 0x0C = 12 files
Bank 2: 0x12 - 0x0C = 6 files
Bank 3: 0x19 - 0x12 = 7 files
Bank 4: 0x21 - 0x19 = 8 files
and so on

So, by looking at the WIKI i see that:
0x0F15 to 0x0F2D = Name of location
0x0F2E to 0x0F63 = Unknown

While:
0x0F1C to 0x0F5C is that table i just described.

And btw, the file is not even as big as the WIKI say it is. Am i missing something? Am i looking at the wrong page? or did i just pointed out an error?

Hope to help.  :wink:

47
FF7 Tools / Re: Aeris - Intended FFVII Editor
« on: 2007-01-13 02:35:45 »
Nice one The SaiNt!

Here is a quick list of problems

bugin1a - crash
hyou2 - display problem
junpb.tut - crash
junair - wierd overlay
las4_3 - crash
las4_3 - crash
maplist - crash
mds7pb.tut - crash
nivl_b12 - shows the last chunk on the left side
nivgate3 - weird display
nivgate2 - weird display
nivl_b1 - shows the last chunk on the left side
nivl_e2 - weird display
ship_1 - shows the first chunk at the end and there is a green spot even with the cover
trnad_3 - crash
trnad_1 - weird display

I think you should add a sort of check for non field files and that should solve the crash in *.tut and maplist. All the other problems look common. The crash on certain files and the video weirdness. I think that when you solve those two problems all the others will go right in their place.

48
FF7 Tools / Re: Question about LGP-Archives
« on: 2007-01-13 02:08:12 »
Hey Christian,

nice to see all these programs popping up :D

You should compare with an hex editor the file created by your program and the original one to see if there are differences. Just by looking at the error log is hard to define the exact problem but looks like it's coming from the offset table at the start of the file.

49
FF7 Tools / Re: Teioh - a FF7 kernel2 editor
« on: 2007-01-12 20:00:28 »
Hey Squall,

just wanted to let you know that when we where translating the game we encountered a size problem. Looks like there is a limit in the file size of kernel2.bin. If i recall correctly it is 27.656 (i don't remember if it's bytes o kbytes :P)

50
FF7 Tools / Loveless - a FF7 text editor [v.1 - 2.5]
« on: 2007-01-12 19:48:31 »
Hey Squall,

if your program reads the first 12 bytes of an LGP file than you should fix that 'cause LGP Tools changes that string (wich is always SQUARESOFT). The other problem may be caused by the fact that LGP tools inserts the files at the end of the archive and replaces the offset in the index only when the file you insert is bigger that the original. That means that the file grows each time you insert a bigger files and thus the old file remains there without any reference. Probably the program is crashing because of the way it detects the end of each file.
What you should do (maybe the program does it already) is jump to the offset and check the size of the file there since after the file name you have the size of it. That should not cause any crash even with files modified by LGP Tools.

Btw, what about an LGP file extractor/inserter with the possibility of inserting the files right where they go and recalculate the offset table (thus making it "gap free")?

Just a suggestion  :-D

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