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Messages - Shademp

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27
Makou Reactor can view DAT files from the PSX version, You cannot rotate because, well, these are textures, 2D images, not models.
Indeed. I edit the PSX game via Makou Reactor and confirm the change via Mass Field Update in order to achieve results like these.

http://www.youtube.com/playlist?list=PL305DD0D525301357

28
Use Makou Reactor for field models. Use Aali's map2obj to view the world map.
Makou Reactor can only view the PC field models and in a limited mode at that. I can't rotate the models or zoom in on anything.

Thanks for the tip about Aali's map2obj. I'll check it out.

29
Primarily interested in the field models (contained in the .BSX files, interpreted via the .DAT file), but also the models of the minigames and world map/underwater would be of interest.

I am in this primarily for the sake of documenting the unused and unseen aspects of FFVII, not for editing.

Heard that Milkshape was supposed to work, but I found no (working) complementary FFVII file to make it display any field models.

If no software is out there, how feasible is it that someone might someday develop the software for viewing the non-battle 3D models of PSX FFVII?


Tidbit: Via cheat codes, GarlandTheGreat found this unused underwater structure.

31
http://www.youtube.com/watch?v=tEYcrL-xeY8

Just like with the red wheel, there is no indication of it being destroyed. Nobody has found a way to confirm the maximum amount of points but we are talking tens of thousands of points. You can only score it in the PC version and the first Japanese release.

32
While were on the subject, which debug room is BLACKBGA?

Nevermind, re-read your post
This is BLACKBGA.
http://www.youtube.com/watch?v=3krwav_u4lg

The field models have no eye textures. Cloud is invisible and three additional NPCs are also invisible. Aeris, Barret and Tifa are in the field pretty much where they are in the BLACKBG2 version. I have tried modding the field models to become visible, but I haven't succeeded so quite possibly the characters don't actually have any model data to be made visible in the first place.

A bit of trivia, in BLACKBGA we have a dark-skinned woman in a swimsuit but in BLACKBG2 it's a white girl. The girl in BLACKBGA will try to teleport you to SUBIN_4, the unused submarine field file which has no more than 2kB of data in its .BSX, .MIM and .DAT file. Naturally the game freezes here.
Just like with the unused Honey Bee Inn fields ONNA_1, ONNA_3 & ONNA_6, this debug room can only be visited in the first release. If you want to find interesting stuff, that version of the game is the place to look.


And yes, both the original release and FFVII International are crazy cheap and easy to get hold of. I've also noticed that the European copies of FFVII are sold MUCH cheaper than their american counterparts. Amusing.


33
Snailrush, the same guy who made 7mimic, has a program to rip a few tracks but they can't rip the PSF music. It is meant to be able to rip the movie music and the instrumental sounds but I have only achieved with the latter.

http://snailrush.online.fr/

Last time I checked, the only software that can rip the music works only for the PC version. I haven't managed to find anything that will rip the music from any PSX version of FFVII. I could be wrong of course, I can be bad at finding things...strangely enough.
From what I've heard, figuring out how to rip the soundtrack would require immense programming knowledge.

I was once redirected to a program, "Highly Experimental",
http://www.neillcorlett.com/he/
but turns out it can not actually rip the PSF music, it can only play something you've already ripped.

34
Any moment now my video will have 100'000 views. =)

I'd be very interested in having someone rip the music from the first Japanese release. Not only does it have the Comical track, but also a corrupted version of Aeris' tune in the unused debug room BLACKBGA which is a sort of beta version of the 3 o'clock debug room BLACKBG2.

It would be neat to confirm whether or not this gem contains more unused tracks.

GlitterBerri and I are researching these unused fields (she is providing the translations) and we discover both minor and major things as time goes along. If anyone wishes to make a mod that includes the unused Honey Bee Inn fields, I suggest they wait until I publish Part 4 in my unused text series which will focus solely on the Honey Bee Inn. All the secrets will be revealed and analysed there.

36
I personally only own the English PAL, and the two Japanese versions (original release and International).

I don't remember where I got the English NTSC .img file from (I know the Qhimm forum will not approve of this confession, but given the current situation I will order an actual physical copy of my own so please don't make a fuzz about this) and whenever I convert it to an .iso file I can't run it. I tried both simply changing the file type and using a converter but neither gave me a working game file.

However when I rip a game via Alcohol120% myself, it gives the desired .iso type file. This is why I can mod the first Japanese release; because I ripped it into an .iso file which is what Hack7 works with.
I want to be able to work with the English NTSC as well, and I'd rather avoid the PAL version as NTSC is my primary one.

To pick an example of a successful mod change, I viewed MTCRL_9 via Makou Reactor and activated a disabled border (border2) so that a hidden scene could be triggered. I believe this counts as "actual field changes".

The reason I want to be able to mod the game freely is because I am writing a series of articles about the unused text of FFVII.
http://thelifestream.net/final-fantasy-vii/8344/ffvii-the-unused-text-part-1/
However for the commentary to this article series to be complete I need to unlock and understand parts of the game that require more than just flag and plot progression value manipulation. This is partially why Part 2 is not online yet; I am experiencing technical difficulties with some unused scenes.

Though it seems Hack7 doesn't always want to accept a mod. Sometimes it does, sometimes it doesn't. I don't believe it was meant for modding the field data aside from the text, but nevertheless I did manage to unlock the MTCRL_9 scene.


Hmm, I am usually very careful not to double post. It won't happen again.

EDIT: As I experiment more with this, it looks like using Hack7 to mod FFVII is more limited than I initially thought. After making some changes in MRKT3, trying to trigger Aeris' Script#9, Hack7 doesn't want to detect MRKT3 and not even display its text. It won't save the change into the .iso.
Which means that I'm stuck again.

SECOND EDIT: At least it allowed me to unlock the unused version of the "Cloud and Aeris goes to her house" scene. There is an unused version of that scene unfolding from the overhead perspective, in EALIN_1 rather than in EALIN_12.
But I noticed that whenever I use this MakouReactor->Hack7 method, all the text boxes of that field become messed up. They become way too thin. At first I thought that it was because, well, some of the text windows in the unused script ARE messed up in size. But this happens for every field in which I make an edit. There is some conflict going on between Hack7 and Makou Reactor.



I also noticed that when the size is limited this way, you can't move the pointer when there are dialogue options. You have no choice but to pick the default option.

37
If I had the programming skills to combine the functions of Makou Reactor and Hack7 that would be awesome, but unfortunately this is not the case. I've searched the net for FF7 PSX Mod tools but I can find none. Playing a modded PSX version is much more convenient due to quick save states and the ability to fast-forward gameplay.

38
After much work I finally managed to mod the PSX version. I first make a change in the field in Makou Reactor, then open the field directory in Hack7, save it to the iso (game) file and then play it.

Problem is though that only my version of the first Japanese release is a true .iso file. The others are.img and the files become unplayable if I convert them to .iso.

Thanks for the tip.

39
So far I've tried editing the field files of the PSX game by using Makou Reactor, but I am unable to compress the folders back into a working .img file. Tried Magic ISO Maker, but I can't get any of the .iso compressions working either when I try to run the game file.

Any tips on how to easily mod the PSX versions?

This would be easy if I could just replace old field files with edited ones in the .img file, but the computer won't let me perform this action and it's apparently impossible.

41
General Discussion / Landing on ONNA_1, 3 & 6 walkmesh
« on: 2011-03-30 16:49:04 »
Currently I am trying to jump to the proper coordinates in the unused Honey Bee Inn maps of FFVII-J, so I might be able to roam the map freely at any point in the game.
http://www.youtube.com/watch?v=_aG_6b2B8QY
http://www.youtube.com/watch?v=1DA5RrgIFPw

My efforts are fruitless as I am shooting in the dark. Any coordinates given to me via Makou Reactor only directs me close to origo.

I can land on the ONNA_3 walkmesh by having this map load when otherwise I would have entered YOUGAN, the field where Yuffie steals your Materia, and I can land on the walkable area in ONNA_1 and ONNA_6 by loading a "Cloud's past" save file.
This however limits me to what point in the game I can roam the map.

Does anyone know an easy way for me to figure out the exact coordinates to jump to? Do you perhaps already know the coordinates?
I am using these codes, provided to me by BrutalAl.

X axis:
80073E68 xxxx
80073E6A xxxx

Y axis:
80073E6C xxxx
80073E6E xxxx

Z axis:
80073E70 xxxx
80073E72 xxxx

Jump to ONNA_1:
800987F400D7

Jump to ONNA_3:
800987F400D9

Jump to ONNA_6:
800987F400DD

42
General Discussion / Re: Sequel to Dirge of Cerberus?
« on: 2011-03-27 16:32:24 »
X-SOLDIER on TLS wrote an analysis on the themes of the Compilation and how he thinks it might ought to end.

http://thelifestream.net/final-fantasy-vii/6418/planet_jenova_genesis_fananalysis/

But I too have doubts that there will ever be a final chronological entry to the Compilation. In all honesty though I don't really care.

43
General Discussion / Reverse-engineering LZSS encoding?
« on: 2011-03-13 19:23:36 »
Some of the unused DAT files of FFVII are not LZSS encoded in any version of the game, but a couple of them are encoded in the first Japanese release but not encoded in all subsequent releases.

Examples:
FALLP.DAT
Contains a lot of script in FFVII-J, but not encoded in FFVII-I.

PASS.DAT
Has no dialogue in FFVII-J, but is encoded in contrast to its FFVII-I counterpart.

Speaking as an amateur without any programming skills, and without actually knowing what an "LZSS encoding" is,
I wonder if it might actually be possible to reverse-engineer this encoding process and thus unlock the unused files which are not properly encoded in any version of the game.

Could it be done?

44
Interesting :o

Quote
Sephiroth:
“Our company”…

Sephiroth:
 …Haven’t you ever thought about
wanting to quit SOLDIER…
no, quit Shin-Ra?

Reminds me of Crisis Core...

GlitterBerri hasn't played Crisis Core yet though and since she doesn't want spoilers we better not say what we're all thinking. =P

45
Thanks Myst6re for linking me to the MIM file structure.
http://wiki.qhimm.com/FF7/Field/MIMfile

However this is, yet again, something I cannot use. Anyone up to trying this structure out and see if they can retrieve an image from any of the files I listed above?

46
General Discussion / Re: Toriyama's cut scene in video !
« on: 2011-01-26 21:38:27 »
Holy...

Everything in that video was familiar one way or another EXCEPT for the "Huge Sephiroth" scene.
Is this a scene that belongs to BLACKBGG or BLACKBGF?

47
General Discussion / The Unused FFVII Field Files - help
« on: 2011-01-26 20:46:18 »
I have been searching through the FFVII files (specifically, I have been comparing FFVII-j and FFVII-i) and found these files which I can't read via programs like Loveless, Makou Reactor or any other field file viewer. I am more than interested in uncovering what secrets these files hold but I have no programming skills to dig into it. Anyone up to the task?

Here is a list of what I found (ignoring unused fields which can already be read via Loveless). All have BSX, DAT and MIM files.

BLACKBGF
BLACKBGG
BLIN69_2
CONVIL_3
DUMMY  (DAT file is 5094 bytes smaller in FFVII-i than in FFVII-j)
FSHIP_26
HYOU14
JUNMON
M_ENDO
ONNA_1
ONNA_3
ONNA_6
PASS
Q_5
SUBIN_4
TRAP
WHITEBG1  (DAT file 9669 bytes smaller in FFVII-i than in FFVII-j)
WHITEBG2  (DAT file 6847 bytes smaller --||-- )
XMVTES   (DAT file 3040 bytes smaller --||-- )


What I already know:

I know that TRAP, XMVTES (and the change in FALLP from FFVII-j to FFVII-i) was mentioned in this topic:
http://forums.qhimm.com/index.php?topic=9690.msg140216

I know that Onna_1, 3 and 6 can be entered in FFVII-j using cheats.
http://www.youtube.com/watch?v=_aG_6b2B8QY
http://www.youtube.com/watch?v=1DA5RrgIFPw

I also know that either BLACKBGF or BLACKBGG (not sure which) can be visited in FFVII-j.
http://www.youtube.com/watch?v=3krwav_u4lg&feature=related

Either whitebg1 or whitebg2 stands for this screen, also possible to find in FFVII-j.
http://www.youtube.com/watch?v=TROoK5t2GHI
http://www.youtube.com/watch?v=B6GBSFacqjg

But what about ripping the script from the DAT files? Or viewing the MIM files? Even if the files are incomplete, like the TRAP .MIM file, I want to view them. Surely I can't be alone to want to figure out what the fifth Gelnika room, Q5, holds.

48
General Discussion / Re: FF7 Map Analysis & Prerenders
« on: 2011-01-22 19:39:14 »
SpooX, that book with the Ghost Hotel sketch... What book is it? I'd be more than interested in ordering that thing if it is available over the net.

49
I would have told you sooner (when you sent me those two requests for help), but your PM box seems to repel all my messages.
I see now, one of my account settings were wrong. From now on all PM messages should be received properly.

50
Thank you Gemini, that's awesome! The work can proceed then.

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