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Messages - _Ombra_

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101
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-04 19:00:20 »
1. For the levels... you need to retranslate them... there's no way to repair them... just copy the translated text to a new clean file.
Btw... what program are you using to translate the texts ? We are using a custom made program or Thingy.

2. For the patch... that problem is caused by the fact that LGP Tools reinsert the files that are bigger that the original one at the end of the LGP file. If you notice, the original flevel.lgp is about 122 mb... your file maybe is 200 mb :P. With our (command-line) program we are able to reinsert the files in the exact place where the original file is. That way we get a file that is about 2/3 mb bigger than the original, result, a patch of 4 mb (with 300 levels translated)

btw, we started the translation with ficedula's tools and after about 2 years we are using custom made tools after restarting the translation 5 times  :-?
Anyting you need, just ask  :wink:

102
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-04 13:04:31 »
As i wrote in another post, the PC version of FF7 is a conversion of FF7 PSX and the compression routine is EXACTLY the same, so this tool decompress files for the PC version end PSX version. The files to decompress in the PSX version are in the directoty \FIELD\ and have .DAT extension.

In the PSX version there are 3 for each level. A .DAT, a .BSX and a .MIM.
Actualy i don't know how this work but i know for sure that the text is stored in .DAT files.

For the gfx the story change but is not important right now... if you want to know more about it, just ask ;)

@Alhexx: you are translating the game too ?

103
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-03 19:18:36 »
Thanks man for the link :P

By the way... i wasn't talking about the patch system... that's another point... Patch system in LGP tools doesn't work. For now we r using a program called Clickteam Patch Maker. Actualy that type of patcher is not like PPF/IPS (search for differences and replace those bytes) but it's an "intelligent" patcher (like the compare function in Hex Workshop).

My idea was to create a patch system like the one created by ficedula in LGP Tools, but stand-alone. The idea was... extract all the files from the LGP, decompress, patch, compress, create new LGP and that's it.

104
Scripting and Reverse Engineering / .DAT files
« on: 2002-12-03 14:40:46 »
Remeber that the PC version is a port of the PSX version so the references can be pointles... for example, if you notice, in the exe there are references to TIM files that in the PC version are TEX files.

As a matter of fact... .DAT files are the ones that store the text of the game in the PSX version... so .DAT files in the exe maybe are the field files in the PC version (the ones without extension in flevel.lgp)

105
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-03 14:33:44 »
http://www.sadnes.emuita.it/backup/ombra/ff7/tools/FF7LZss%20PSX-PC%20Graph.zip

There you go... it's simple to use. Extract the levels in flevel.lgp with LGP Tools but without decompress them. Then put the lzss.exe in the same folder of the extracted files. The type:
lzss.exe d xxx xxx.dec  //to decompress
lzss.exe e xxx.dec xxx  //to compress
where xxx is the name of the file.

When the level is compressed just insert it with LGP Tools.

Personaly i use another program to manage LGP beacause LGP Tools, when a file is bigger than the original, use to put the new one at the end and change the index to the new position. LGP Tools works perfectly but the file size increase too much when you replace 700 translated files :P

Bye

 - Edit By Alhexx -
Corrected URL syntax :)

106
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-02 18:44:50 »
I don't wanna say that ficedula made a mistake... but... i'm translating the game in italian... First we started the translation with ficedula's tools... but after a while we figured out that the compression routine used by him (LZW i think) wasn't correct enough to proprely recompress the levels (since is a variant of LZss)... anyway ficedula's work is GREAT, i think that without his great help we couldn't even start the traslation. Actualy we are working with a compressor / decompressor made by ourself that recompress the levels perfectly and there are no more problems with messed up music and stuff like that. btw, the decomp. routine is ok.

For the in-battle text... i can't find it either :P

I hope one day ficedula will fix the compression routine because his program is great.

107
yep, i know... but i don't need tech-skilled people to get 3/4 lines of text out of a file... the only thing i need to know is in wich files of the battle.lgp the Hojo's and X-Cannon's models are and if they r compressed... that's the only thing i need...

Thanks
_Ombra_

108
Ok... i searched with WinHex in the ram while i was fighting against an X-Cannon and i found the text... but i had no clues on where the text is stored...

Since Mirex done a program to see monsters models (Leviathan) i was wondering if he can tell me in what files the models for Hojo, X-Cannon and Grosspanzer are stored

Thanks

109
My bad :P

110
Still searching... but nothing... anyone ?

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