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Messages - Karlislie

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1
I thought the && files were different since they are used in battles and use animations, how much different are they from the ! models?
By the way, if you were to experiment and try to get the animations, wouldn't it be easier to use a very small ! or &&  file? and compare 1 or 2 other smaller files from there?

And have you noticed that in the ATEL files there is a GT image at the top? Perhaps that is the map file for that specific place where the event is happening? (You have to chunk it, then restart RINOA to see it, it looks garbled abit)
And if you were to take a look at an event, (have you noticed that the actual event data is ALWAYS the last MBD, not the first 1st or 2nd?)

Anyway, not to get sidetracked, lets take 01473 as an example,

<TEXT>
Enemy attack! It's SOLDIER!
Don't let him get through!
<END>


What happened to the part that goes here? What calls the battles? What calls the camera position?
What is defining that? Is there some part of the MBD that isn't being properly displayed, or is missing?

<TEXT>
Were you able to get inside the fortress?
<END>
<TEXT>
Piece of cake! I could have done it blindfolded!
<END>
<TEXT>
Obtained <VAR> gil!
<END>


But yes there are lots of unanswered questions, I have a number on my list.
Perhaps FEP could be the camera data?

Or MDL is for MODEL?
And ANM is ANIMATION?

Ah maybe MDL + ANM are used at the same time???

Could there be something, to match and compare patters in these files, like agaist all other files? Not something like TRID.

By the way, I was toying with Xpert 2 under the relinker option, has anyone noticed the columns?
DecStartLba, DecFileSize, LBAPos, FileID HexStartLBA, HexFileSize, HashString,

Maybe there is a way to search and find a file from one of the above options and see how it is being used a good place to start would be in a Memory Dump of CC running.
I just made a memory dump, here: http://www.mediafire.com/download.php?ny1kmmzywnd

Its Zack in the church, right after meeting Aerith.


2
hey koral,

A good && to try is 1482 chunk# 10 (remember 0 is counted)
What 1482 is, a treasure chest.

Since its only 37KB it might be easy, plus it has to have an animation since Zack opens them.

Edit: if you dont want to try that one use 1995, its a Cactar, the cactus. :-P

3
Thanks koral! :-D

By the way I think the && files are models+animations, they can be viewed in RINOA.

4
Well I meant the code about ATEl, because RINOA must have some sort of code that allows it to understand and see what the ATEL contains, I was hoping that you could post that snippet...

5
hello koral  :lol:

Thanks for the link and for answering, never hurts to ask   :-)

With that post almost of the files are documented except for [ATEL] itself....

Could you post how to open [ATEL]? or how those bytes, dwords on [ATEL]  :?
Since some of the games interesting content seems to inside them :-P

6
As mentioned in my post earlier toy can see in 00004 there is a pattern

And in this screenshot you can see another alphanumeric pattern

By the way koral, would you mind sharing Rinoa's sourcecode? I know I sure would love to develop it further.

7
In 00004 there is a pattern,

t the beginning at column 9 there is an increase when scrolling down
at 00006320g to 00006350g there is a sequence from efgh to u

I use Ultraedit...

By the way, in the wiki there is no information on the ATEL and MBD docs, could anyone post them?

Edit:

Also in the 8703 there is this pattern;

      0 @      4@      @@
    1@       5@      A@
  2@       6@      B@
3@      7@      C@

8
You used Xpert 2, that should only be used for repacking the files.
In my option it doesn't extract all of the files properly, not to mention all of the extra Zero byte files.

Also not to mention it names all of the files differently, the easy thing for everyone to be on the same page is to extract the files by using G's extractor.

All of the files that we are referencing to were extracted with G's extractor get it here: http://superg.org.ua/ff7cc_extractor.tar.bz2

I haven't opened the SSCF files yet, I'm looking for a way to open them, not convert them.
Anyone have some ideas on that?

Karlislie


Edit:

Has anyone noticed that the monster data hasent been seen yet?

I did some comparing and I noticed that Magnitude 8 appeared in seven files.
In file

1474
1708
1775
1776
1777
1805
1909

So I will be using 1474;

I was using koral's viewer and splitting it apart, in to a total of 52 some chunks, so I did another look for Magnitude 8 and It is in 1474 Chunk #12 (Remember zero is counted)
Its at offset: 166784
So what does chunk twelve contain....?

Apparently it can be viewed in mesh2rdm.exe but its only a black screen, but thats not all something else cought my eye.
When its viewed in koral's
Theres four files

? 1
? 2
image (type -T-) for some reason it cant be viewed
? 3

But that's not all.
Open it in a Hex editor ( I use UltraEdit v14 )
At the top you can see its a && File

Go to 000005b0h and theres an ATEL header. (41 74 65 6C)
Apparently there are Atel files within Atel files.
And apparently this file contains monster information on Vajradhara Rakshasa (go to 00006be0h the last line)

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sorayahya, Don't rush koral, its worth the wait.
I know when she releases the new version all of us will love it.

aljnx, thanks for the tip, I'v been wondering how to open them.
I wonder if there is a codec for it...

Here is a listing of all SSCF files.
Download it here: http://www.mediafire.com/download.php?jime4mmzydn

The syntax follows:

0   SSCF     Ã–  É                       @   @   D¬d    ÿ_Ê              @   @   D¬d    ÿ_Ê              €+      Å“n(    ÿ_Ê               0  p   Ã°U-    ÿ_Ê              C  0)  À]d    ÿ_Ê              Àl   :   NP (  ÿ_Ê              `§  à   "Vd    ÿ_Ê   
 01351.raw  -  72.176 bytes  -  Mon, 06.04.09 at 17:15  -  C:\Documents and Settings\*\**

The first 0 is the line number SSCF appeared on (this matters because if its on a line number like 1.160.784 it probably isn't one)
01351.raw is obviously the file name


10
Hi there,

Thanks for replying koral and MrAdults.

I wasn't referencing to the .ffa/.ffb itself, I meant the method on which he was able to animate them.
But yeah the fact that the models are viewable is a major accomplishment, the animations are not really important at the moment.

Adding extended parts to the game is my intention.

The reason I brought up the hi quality data is because koral saaid here:

About those "split-textures", NeoCloudstrife is right they are just higher-quality textures (and models) of the head and torso split like this to make it more efficient. No point loading a super high-quality model if only the head will be shown, right?

I didn't know that they were actually viewable.

I'll post some stuff able the elf executables later.

And you can actually repack the files, its a tool called Xpert2,
Here is the plugin for Crisis Core.

Also in the file is the LBA.

Download here: http://www.mediafire.com/download.php?j5tnduxoemd

G's extractor seems to be a better quality from what I saw, I'll send him a PM.

Edit: Sorry if I jump from item to item, I'm just trying to get what I need to say out.

11
Id like to post some ideas and information.

Has anyone noticed that in some files that the phrase "leaf" is always mentioned?
You can see it in my search.
Download here: http://www.mediafire.com/download.php?j4wdmmqnzox

Also I assume it isnt possible to play animations from the files?
From what I recall from yaz0r he said that he compared the files that have animation from the ones that didn't or something and was able to animate them, how ever I'm not 100% sure.
Maybe the same could be done for CC?

On another note;
How exactly are the MBD files scripted? Whats the proper syntax to script new events for a possible extended play?
Maybe a save/edit function could be added.

And how can the files be pac ked back to pkg?
Or maybe they can be read from a data folder?
That way new changes dont require repacking.

Will the feature for auto assigning the textures upon export be added?

And will it be possible to view the high quality heads and other parts?
You've come  so far why not go the extra mile?

In the ATEL files there is an order to making events?
Like Play BGM first, move char, dialogue???

And lastly has anyone looked into the elf binary? (boot.bin)
At 001a2bc0h you can see 41 65 72 69 74 68 Which translates to Aerith

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