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Topics - _Ombra_

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1
Hi guys,

i've been trying to understand how the chocobo mini game graphics are compressed in the PSX version of the game. For what i can tell, CHOCOBO.DAT contains the graphics but i can't seem to understand the file format. It looks different from all of the other formats in the game. One thing i can tell is that the file is not compressed, or at least that's what it looks like.

I hope somebody can help me shed some light on this mystery

2
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.

3
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:

4
I didn't where to post this... i hope it's the right section :P

A while back, when me and my teammates worked on the FF7 Italian translation i was in charge of the graphics. Since we translated the PC version i created a Photoshop file for each image i had to modifiy and it's all quite organized so i was wondering if somebody is interested in it. I can publish a "standard" version of the PSDs that could be used for other tranlations.

Here is a little example of the results:
I didn't where to post this... i hope it's the right section :P

A while back, when me and my teammates worked on the FF7 Italian translation i was in charge of the graphics. Since we translated the PC version i created a Photoshop file for each image i had to modifiy and it's all quite organized so i was wondering if somebody is interested in it. I can publish a "standard" version of the PSDs that could be used for other tranlations.

Here is a little example of the results:

Click Here for a larger image



I think this is a way i can contribute to the community.

Take care

5
Q-Gears / field specs...
« on: 2006-12-29 06:37:32 »
Hi Guys,

i really love what you're doing with the engine. Since me and my group translated the game to Italian we are really into it and so i was wondering, by the posts i've seen looks like you guys have some problems fully understanding the field files. Probably you already know but Snailrush, creator of 7mimic (sadly the page disappeared) decoded pretty much all the sections of the field, especially the BG with lights ans so on.

Please kill me if you already knew or even better if you already know everything that there is to know about the bgs.

Else... PM me and I'll give you the email address so you can contact with him but let me tell you that the guy isn't easy. I mailed him once about the same thing and got an unpleasant answer.

6
Me and our grounp translated FF7 PC in italian. The project is done but there are a couple of details that we can't figure out. I'm talking about the text that appears after the submarine battle in the Gold Saucer and the Chocobo's gender that appears in the farm (Male, Female). The only things i know about it are:
1) The submarine text is in the EXE;
2) The submarine text uses a different font from the script and is located in the file 'sub.lgp'. The files are 'text.tex' for the lowres, 'texta.tex' and 'textb.tex' for the hires;
3) The chocobo gender is in the EXE.

Thanks

7
Archive / Final Fantasy 7 [SINGLE CD EDITION]
« on: 2003-12-04 14:31:20 »
I was thinking about making a 1 cd version of the game. With modern technics and the knowledge we have about the game must be easy.

The game can easyly run any DirectShow filter like DivX or XviD so the movies can be all resized. A couple of files can be deleted like the disc_us.lgp (that's the one that the game uses to switch CD) and the field files can be resized by deleting not used text (a lot of it it's duplicated).

What you guys think?

8
A guy over the Repository's forum posted an incomplete spec of the first section of a field file... if someone is willing to complete it by adding infos just post here.

you can find the original post here
http://www.romhacking.com/battleground/viewtopic.php?t=263

Section 1 Spec:
Code: [Select]
00 __ __ __ __ __ __ __ __ __ | End
10 ?? __ __ __ __ __ __ __ __ | (Unused)
11 ?? ?? __ __ __ __ __ __ __ | ??:...Goto ??
12 ?? __ __ __ __ __ __ __ __ | (Unused)
13 ?? ?? __ __ __ __ __ __ __ | ??:...Goto ??
14 50 mv cv 00 jv __ __ __ __ | (Unused)
15 50 mv cv 00 jv jv __ __ __ | If Menu(??)=??...Endif
40 tb tm __ __ __ __ __ __ __ | Message(??, ??)
48 mp tb tm fv lv mv __ __ __ | Menu(??, ??, ??, ??, ??)
49 00 06 ?? __ __ __ __ __ __ | Rename(??)
49 00 08 ?? __ __ __ __ __ __ | Shop(??)
50 tb xx xx yy yy ww ww hh hh | Window(??, ??, ??, ??, ??)
60 ?? ?? ?? ?? ?? ?? ?? ?? ?? | Map(??)
70 00 ?? ?? __ __ __ __ __ __ | Battle(??)
C8 ?? __ __ __ __ __ __ __ __ | PartyAdd(??)
C9 ?? __ __ __ __ __ __ __ __ | PartyRemove(??)
CA c1 c2 c3 __ __ __ __ __ __ | PartySet(??, ??, ??)
F1 00 ?? ?? __ __ __ __ __ __ | Sound(??)
F8 ?? F9 __ __ __ __ __ __ __ | FMV(??)
------------------------------+-----------------------
0F F9 __ __ __ __ __ __ __ __ | Add 1 of Materia 00-4F
0F FA __ __ __ __ __ __ __ __ | Add 99 of All Items
0F FB ?? __ __ __ __ __ __ __ | Battle Lock (01=On)
0F FC ?? __ __ __ __ __ __ __ | Movie Lock (01=On)
0F FD ch tm __ __ __ __ __ __ | ch's Name = tm
0F FE __ __ __ __ __ __ __ __ | Global Reset
30 cs cs jv __ __ __ __ __ __ | If buttons pressed != cs, Jump Forward jv Bytes (+3)
39 00 ?? ?? ?? ?? __ __ __ __ | Gil
49 00 01 ?? ?? __ __ __ __ __ | Warp
49 00 02 ?? __ __ __ __ __ __ | Battle
49 00 03 ?? __ __ __ __ __ __ | FMV (Audio)
49 00 04 00 __ __ __ __ __ __ | FMV (Add Video)
49 00 07 ?? __ __ __ __ __ __ | Reform
49 00 09 00 __ __ __ __ __ __ | Main Menu
58 00 it it qu __ __ __ __ __ | Add qu of Item it
59 00 it it qu __ __ __ __ __ | Remove qu of Item it
5B 00 ma ap ap ap __ __ __ __ | Add Materia ma with ap AP
80 50 mv nv __ __ __ __ __ __ | Set mv = nv
81 20 1E ?? ?? __ __ __ __ __ | Main Menu Modifier (0000=On)
95 05 mv __ __ __ __ __ __ __ | Increment mv
97 05 mv __ __ __ __ __ __ __ | Decrement mv
F0 ?? __ __ __ __ __ __ __ __ | Music


EDIT: I forgot to mention that they are talking about the PSX version... but since is almost the same as the PC version...  :wink:

9
General discussion / This thing is almost dead
« on: 2003-08-09 01:37:55 »
i've always been around FF7 sites, especialy this. After long time i've figured out that this thing got to change... i don't know how many of you is thinking the same way but i've worked for 2 years and a half for the italian FF translation.

I was thinking... lot of people worked on this game... and lot of skilled programmers worked on giving life to all of the programs we can find on the new around FF7. Maybe it's time to put all that work together and change things a little bit.

I was thinking that maybe this site (or a new one) can be changed (created) containing all sort of documents about the FF7 files formats and open source programs to change/add/modify things in the game.

Who is with me ?

Maybe i'm just crazy... but could work...  :wink:

10
By any chance somebody can tell me where these texts are located ?? I know they are somewhere in ff7.exe but i don't know where... the font used is the one from btl_win_d_h.tex in menu_us.lgp.

The table that field files use it's useless and a relative search on it is useless too  :weep:

11
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-05-09 00:11:16 »
Hi guys, maybe you already know that but if you need infos about the specs of FF7's .BIN files i can help. Actually i found 2 types of .BIN.
One is used by most of them. Files like WINDOW.BIN, KERNEL.BIN or CO.BIN (those files are in both pc and psx version). The other format in used especialy by SCENE.BIN in the BATTLE forder (in both pc and psx version :P). Seems that this last file contain most if not all of the in-battle text.

_Ombra_

12
Archive / Incredible FF7 WinXP AA4X Patch!
« on: 2003-01-14 13:52:30 »
While surfing i found this interesting patch for FF7  :o :
http://www.mad-sky.com/animevamp/ff7.htm

I've tryed it and the game improves drastically... will be cool adding the 32bit support to that patch to see how the quality improve.

What you think ?

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