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Messages - NERV Agent

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51
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2017-02-13 03:35:37 »
I searched the memberlist, and there is no one here named Paulzz.  ???

52
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2017-02-13 03:31:32 »
The size difference - There's a program out there that can rebuild the psx game and fix all the entries up.

What is the program called? I'll send them a message, but if they don't respond I'm pretty much stuck.  :|

53
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2017-02-13 03:20:38 »
1F 8B 08 does appear after using ff7dec.

In the original version, the entries are:

00 00 1F 8B 08
00 00 1F 8B 08
01 00 1F 8B 08

But after decompressing and recompressing, the entries in the newly generated file are:

00 00 1F 8B 08
01 00 1F 8B 08
02 00 1F 8B 08

The original "WINDOW.BIN" is 13,266 bytes.

I decompressed and recompressed the unmodified contents of "WINDOW.BIN", and the output was 13,108 bytes, less than the original.

How would I go about compensating for the 158 byte difference?

Also, I can also tell just by looking at the first line of of the hex editor that the original compressed data and the recompressed data (which came from an unmodified file) are different.

54
Unfortunately, the program you linked to does not work.

I tested it right now. "WINDOW.BIN" is 13,266 bytes.

I decompressed and recompressed the unmodified contents of "WINDOW.BIN", and the output was 13,108 bytes, less than the original.

55
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2017-02-13 01:46:51 »
I've made some "progress", but I still require some help as this is turning out to be more convoluted then I thought.

"WINDOW.BIN" is where the cursor graphics is stored, and is the first file in the archive.

I made some changes to the ".TIM" file and am trying to reinsert it into the ISO.

I used this, then I tried to reinsert the new "WINDOW.BIN" that has my changes back into the ISO.

CDMage gives me a warning that the file is smaller, and it will be padded out with zeroes to match the current size.

And as expected, the game freezes after the "Sony Computer Entertainment America Presents" screen.

I thought what I'd do was compress only the file I changed, and paste it back into "WINDOW.BIN" via hex editor. When I did this, got a 10 kb file for the first file, and tried to see if data in this file matches anything inside the original "WINDOW.BIN". My reasoning is I would copy and paste the new file into the old one via hex editor, and only change the ~10kb of data.

I noticed some similarities between the file I generated and "WINDOW.BIN". What I did was, I copied all the bytes of the file I made, and replaced the beginning block of data of matching size in "WINDOW.BIN" with a hex editor.

The game loads, but the cursor graphics seem shifted to the right, the text and everything looks garbled.

Can I send my ".TIM" file to someone to figure out?

I never imagined changing something so small can be so convoluted.

UPDATE:

Ah, the program I am using still is screwed up.

You see, I decompressed and recompressed the extracted files. The output should still be the same, but that's not what happens. The output is smaller than the original.

56
Sorry to necrobump, but I am trying to edit "WINDOW.BIN" specifically, and this tool is exactly what I need.

McAfee says the download link contains PUPS. I downloaded it anyway, but I get errors from Windows OS and 7-Zip that the ".zip" file is invalid.

I'll send the OP a PM, but if anyone has this program (or a better program that can do the same thing) and can post a working download link, that would really help.

57
I am trying to see if it is possible to change the hand cursor graphics, contained in "/INIT/WINDOW.BIN".

I decompressed it with FF7Tools unbingz, extracted the appropriate ".TIM" file, altered it, then renamed it according to the FF7dec syntax to join all 3 files together into a new "WINDOW.BIN".

I tried to reinsert the newly generated "WINDOW.BIN" into the game with CDmage.

CDmage gave me the warning that the file I was inserting was smaller than the file currently in the ISO, and that it was going to pad it out with zeroes.

I inserted the file, and the game freezes when I am supposed to get to the start menu.

How do I fix this?

58
Support / Re: Opening logo layout analysis?
« on: 2016-12-27 02:05:04 »
Disregard what I posted before. My analysis was off.

This is how it is arranged. Here is the input:



The pink lines are not rendered for some reason. I guess something else overlaps it, like redundant parts of the image?

When “1B” is rendered in game, the vertical length shrinks by one pixel. It seems that the entire 7th row of pixels (from the top) is omitted. Conveniently, though, this area is the row on top of the north border of “1A”.

Here is the output:



And here is a transparent template of the output I made, to help anyone properly chop up any custom images they would want to replace that logo with:


59
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2016-11-27 09:42:57 »
Oookay, someone please tell me I'm getting close (or farther).

I thought it might be in "/INIT/KERNEL.BIN" because of this:

http://wiki.qhimm.com/view/FF7/Command_data

Then I take this into account:

http://finalfantasy.wikia.com/wiki/File:FF7Cursor.png

The cursor is 48 x 24.

To accommodate for a 256 color palette, with each color consisting of 3 components (RGB) means the palette size is 256*3 =768 bytes.

Now, I guess the size is (48*24)+768 = 1920 bytes

Then I use FF7Tools and get this:

>python unbingz -l KERNEL.BIN
0/0: 256 bytes
1/0: 3584 bytes
2/0: 3988 bytes
3/0: 2876 bytes
4/0: 3584 bytes
5/0: 5632 bytes
6/0: 1152 bytes
7/0: 512 bytes
8/0: 1920 bytes
9/0: 684 bytes
9/1: 4580 bytes
9/2: 2404 bytes
9/3: 706 bytes
9/4: 274 bytes
9/5: 784 bytes
9/6: 1742 bytes
9/7: 1412 bytes
9/8: 236 bytes
9/9: 2566 bytes
9/10: 1392 bytes
9/11: 1794 bytes
9/12: 488 bytes
9/13: 420 bytes
9/14: 940 bytes
9/15: 744 bytes
9/16: 1620 bytes
9/17: 244 bytes

I notice the line "8/0: 1920 bytes". Could this be it? If it is, what hex address is this, and how do I view it?

EDIT: Ugh, so I decompressed it with unbingz and got "KERNEL_8_0.data". I scanned it with PSicture and got nothing. If this is it, how do I view it? If this isn't it, where else could it be?

60
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2016-11-27 08:58:41 »
Awe man.

On the PSX, the closest to that is:

\BATTLE

And the following files in that directory:

BATINI.X
BATRES.X
BATTLE.X
BROM.X
CO.BIN
SCENE.BIN
TITLE.BIN

PSicture cannot find any graphic images in all of these files.

Does anyone else have any more information on this?

UPDATE: I just used PSicture to scan every directory, and I still can't find it. My guess is that it is compressed in an archive somewhere. Where could it be?

61
WIP / Re: [FF7 PSX] Changing the hand cursor?
« on: 2016-11-27 05:20:53 »
Can you give me the directory path of these files? I think that may help in narrowing it down.

62
WIP / [FF7 PSX] Changing the hand cursor?
« on: 2016-11-27 03:42:38 »
Like the topic says, how do I change the hand cursor that appears in menus? I want to see if I can change it into a sword, or a candy cane, or an entry plug, or something.

Is it as simple as changing a ".TIM" file somewhere on the CD? Or is it more complex than that?

63
Support / Re: Opening logo layout analysis?
« on: 2016-10-31 02:23:22 »
Finally figured this out if anyone cares. The reason this took so long is because I've been dealing with IRL.

This is how it is arranged. Here is the input:



The pink lines are not rendered for some reason. I guess something else overlaps it, like redundant parts of the image?

Here is the output:



And here is a transparent template of the output I made, to help anyone properly chop up any custom images they would want to replace that logo with:


64
This is related to this thread.



I ripped this opening logo with Tim2View from the PSX version from the file "OPENING_21.data" contained within "MOVIE/OPENING.BIN".

This file is 62,533 bytes.

I modified the palette with JASC Paint Shop Pro 9 and saved it as this new file.



All I did was change four colors, and the file is now 13,529 bytes.

What is going on? I guess some data is somehow lost? How would I retain that data?

It doesn't end there, as things will make even less sense as I go on.

When the original "OPENING_21.data" is lzss compressed, it is 19,050 bytes.

After converting the modified ".PNG" file back into a ".data" file with img2tim and lzss compressing it, it comes out to 19,059 bytes.

So somehow, compressing a smaller file made it larger than the original compressed file!

This doesn't make sense. What is going on and how do I solve this?

65
Support / Re: Opening logo layout analysis?
« on: 2016-08-22 03:42:40 »
So I run into a problem, this time with compression.

I came up with the idea of putting lines at 8 pixel intervals and putting this back into the game. Based on how many lines I see in game, I will know where the border ends.



But I need to compress the image using FF7Tools lzss before inserting it into the game

But there is a problem.

With the original "OPENING_21.data" compressed, it is 19,050 bytes.

After converting this modified ".PNG" file back into a ".data" file with img2tim and compressing it, it comes out to 19,071 bytes.

I used GIMP to compress that ".PNG" to 90%. Here it is:



Using GIMP for compression shows a decrease in size.

Using LZSS on the 90% compressed ".PNG" shows the same 19,071 bytes. This is a problem.

This is weird and makes my head hurt.

Any help?

66
Support / Re: Opening logo layout analysis?
« on: 2016-08-14 03:34:58 »
After using the files DLPB showed me, I got a few ideas on how this is separated, but I am unsure of a few things.

Here are the results of my work today:



If I put the top "comet tail" and "VII chunk" in its proper space, I get this:



I am pretty confident about the areas with the orange and magenta. However, I don't know where the "neon green" box containing the bottom of sphere of the "comet" ends.

And right now I just realized that the true size of the “yellow” box might be bigger than this, since this 256 x 240 “.TIM” file is smaller than the actual screen size of 320 x 240.

That, and I gotta account for all the blank space. Should I just assume the game just fills that space automagically without referring to any portion of this ".TIM" file?

Any input on piecing together this puzzle would be appreciated.

67
Support / Re: Opening logo layout analysis?
« on: 2016-08-13 03:45:28 »
Hello DLBP.

I just downloaded it right now and I'm wondering, is the contents of /cr the opening logo or the ending logo that appears at the end of the game (in the Red XII running with cubs scene)?

This just occurred to me because it does not seem arranged in the same way as "OPENING_21.data". An example is the top "comet" portion is right close to the ending "VII" portion in "OPENING_21.data", but in "ff7logo_c_00.png", there is a blank space to the right of the ending "VII" portion.

Also, the "Five hundred years later..." image also leads me to believe that this might actually be the ending logo.

68
Support / Re: Opening logo layout analysis?
« on: 2016-08-07 01:41:19 »
Okay, so after a couple hours of comparing the ripped image from "OPENING_21.data" and a screenshot from the PSX game, and keeping in mind that computers like multiples of 8, these are the borders that I think separate the different chunks.



As you can see, I'm not done. I'm still not sure where one section ends and another begins.

Any help would be appreciated.

69
Support / Re: Opening logo layout analysis?
« on: 2016-08-07 00:05:07 »
I don't own the PC version of FF7 so I can't install it.

How can I go about extracting the files?

70
Support / Re: Opening logo layout analysis?
« on: 2016-08-06 23:11:38 »
Sorry to double post, but looked for Reunion R03 and found this post:

http://forums.qhimm.com/index.php?topic=14914.msg224682#msg224682

But the download link is dead.

Where else can I find it?

71
Support / Re: Opening logo layout analysis?
« on: 2016-07-31 08:36:46 »
Thanks for the info. I'll look into it when I have the time.

However, what's up with "© 1997 SQUARE" being duplicated in the ".PNG" I ripped from "OPENING_21.data"?

And is the middle "SQUARESOFT" the same logo that appears after "Sony Computer Entertainment America Presents"?

72
Support / Re: Opening logo layout analysis?
« on: 2016-07-31 00:32:29 »
Hello DLPB.

Do you think you can post your rough photoshop diagram if you did one?

I intend on making a sort of "input"/"output" template to see where exactly everything matches up (right down to pixel accuracy) so anyone wishing to change the logo with something else will know how to chop up and rearrange their custom image.

73
I've been AFK due to computer problems, but I'm back and tried this right now.

It works like a charm! Also, your new procedure is simpler than the previous one! 8-)

Hopefully all this will help other newbie FF7 hackers who find these threads and your movies.

74
Thank you for the response Kranmer.

I plan to set some time aside tomorrow after my day job to work on this.

However, I have some questions.

By "CULT" am I to assume you mean "CLUT"? If so, did you alter it per Maki's steps? I know Tim2View can edit the CLUT, but it seems that it requires changing each and every one of the 256 entries one by one (and possible arthritis). I need a faster way of changing the CLUT for 256 color images that I might implant in the future.

As for VRAM, it doesn't seem that Tim2View can edit that. Also, there are 2 field values for "VRAM (X/Y)". Am I to assume that I am supposed to follow Maki's steps, but when I convert my custom ".BMP" back to ".TIM", I need to enter specific values in the following TIM Viewer window?



Because I didn't enter anything and just used to default values it has. What values should I change to what?

Thank you for the help.

75
Hello Kranmer.

Sorry for the late reply. I've been busy with IRL matters, and in a few minutes I will have to step away from the computer again. :(

Here is a sample image of what I am trying to replace the title screen with:



Eventually, I'll write up in detail how I inserted this into the game, and post a Fraps ePSXe recording of the failure. I just have a bad headache right now.

Thank you for offering your help! I wish to learn more about FF7 hacking, even if it is difficult.

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