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Messages - Akari

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Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-11 16:17:05 »
Quote from: halkun
After looking at this, I think a C++ framework will be much better. I'm no good at setting up frameworks, simply because I don't know how to do it yet.

Could you please register account on We'll need CVS to work together.

And we need some auto documentation system (Doxygen is good It will be easier to use and expand framework if we have complete documentation on it.

Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-10 20:33:15 »
Quote from: Micky
I'm not sure if I can convert it to plain C tonight, though...

I still don't get.... we are using C or C++ after all? ^^''

If I have time I can post my kernel/window loader and font renderer.

Post it =)
It really will be helpful.

Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-10 07:41:57 »
Does anyone already writing something?

Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-05 18:05:27 »
Quote from: Cyberman
We do need debugger output on STDERR as well. (IE what line was executed and what were the results).

We could use this class ( It cross platform (It uses only standart library). It log info together with time (Maybe we need to do it optional?).
Of cource only if we deside to use C++  8)

Scripting and Reverse Engineering / Re: Engine fantasy.
« on: 2006-04-01 02:41:25 »
2) Language - C - (GCC)
Rational: It's mature, portable, cross-platfrom and the language I know. It will lend itself to more help if I need help as C++ people can do C, but not the other way around.

I think we shoud use C++ instead of C.
Rational: It's not much harder than C. It can do everything that C can do.
It has a lot of standart containers and algorithm in STL. The C++ code easily reusable in other projects (Xenogears engine for example or something else we may want to write) unlike the C implementation. And we can find more pluses of uses C++ instead of C.

Archive / Xenogears Retranslation Project
« on: 2006-03-31 18:36:40 »
Quote from: Cyberman
Quote from: Akari
For inclusion we need to understand scripting system first =)
After that it will be easy.

For translation as well.   I don't think there would be a space issue as long as you rebuilt the structure table. It allows 4681 files and there are 4151 files on the first disk.  So there is room.

I really dont think game use that file system. The data somewhere else, because in russian translation file table was left unchanged, but file sizes are changed and my extractor crush with assert =)
Probably I just misunderstood something... need to be futher explored.

Have you examined disk 2 Akari? if so are they more 0:0 files on it? I know Disk 1 has a bunch disk 2 is probably pretty empty.

Not really empty. Second disk contain 420mb of video (first disk only 241). Second disk missed most of field files (1 - 215mb/2 - 63mb)... but the number of files are much lesser.

Archive / Xenogears Retranslation Project
« on: 2006-03-30 18:29:44 »
Quote from: Lord_Skylark
Is the deleted Sophia scene in the JP version? I thought it was deleted from both versions and only accessable from the debug room in either verison.

I meant, actually reprogramming the game at some point to play it.


Maybe it is, may be not... it's the first time I actually hear about that =)
Could anyone give me link to description of that scene?

For inclusion we need to understand scripting system first =)
After that it will be easy.

Archive / Xenogears Retranslation Project
« on: 2006-03-29 15:55:01 »
Some of this is not so hard. I think you need to use japanese version as start and edit text in there. This way you will have all scenes that has been deleted, almost every language (there are most of world languages are stored in font file and you could use them).

#1 - I would like to add in a couple of the dummied enemies into random encounters. Does someone have a list of the battle formations, the list of which formations are on which maps (and the enemy hex #s)? I know where the enemy data is stored already.

Probably the hardest part, because we don't know how enemy's encounters stored.

#2 - Do you think it would be possible to add in the deleted 'Sophia painting' scene into the actual game at some point?

If you use japanese version as start point thia problem automaticly solved.

#3 - Has anyone made a text table/extraction from the japanese version?

Nope, only english. But it not so hard to expand it to japanese version.

#4 - Once I extract the text, how can I reinstert it? (and how would I reinstert it if I add in more text than originally, since the translation will take up more space that was allocated in the english version - will it have any effect on the placement of text from other areas if I expand one area?)

English editor automaticly recreate file after save. Though you has restriction on file size. (size of file must not exceed the original sector's size)

#5 - After extracting the movies (japanese) and subtitling them, how can I replace them back into the ISO?

Some people already create util for subtitling xenogears movie. ( They translate xenogears from english to italian.

Scripting and Reverse Engineering / [XENO] Walkmesh
« on: 2006-03-27 18:27:16 »
I finally found walkmesh in xenogears. It's located in second file of field pack (previously I thought it was hrc).

The format is not completly understanded, but I already render some images =)

Some dangeon in Shevat

Start room

Blackmoon forest (first map)

But there are from 2 to 4 different walkmeshes. The first one are always the lowest,others are seems set the topest part (you cant jump hire than that). But there are walkmeshes that doesnt have sense to me... for example start room:

or desert

Need to explore more.. there are final part of file that I dont look into.

Mmm yes, it looks like it  :D  thanks!

I found that in psx version walkmesh are in DAT files. They are right after the 1section in PC version. BUT... although I found them manually I still doesnt get how to it automaticly. There is no pointer to this part directly, and I dont get how to calculate size ot text part (There are pointer to text and it seems that walkmesh are right after it).

Scripting and Reverse Engineering / Xeno-gears
« on: 2006-03-18 01:15:14 »
All my stuff are posted here
engine.rar are number of classes which I used to view all stuff, but you must type everything manually, because i never write complete viewer, i just describe the format of data =)

By the way engine use bin/cue game image, you could write way to it in config

Scripting and Reverse Engineering / Xeno-gears
« on: 2006-03-16 17:14:00 »
Quote from: Lord_Skylark
What program is used to view the 3d files and stuff?


Every programm written by the people themselves. Most of them are specialized to view only one thing. Tell what do you want to see?

I think problem is Targa format. All textures are converted to it, but as far as I know some time ago the alpha was removed from targa, so all new version of software dosent support it. Maybe... maybe not =)

Mirex, there is such programm, although it doesnt convert model completely (it doesnt convert animation and alpha on textures -_- and many many other things)

Here is the link

Quote from: dziugo
What about enjoying the game first? :P


I already finished it twice, it's not that long =)

I supose he means Dirge of Cerberus, so LGP tools and company won't be of any use here.

Of course DoC  :P Why else would I ask =)

I found pss extractor from, but nothing more =(

I'll be very grateful for the links. And I think people here will be too =)

Does anyone knows anything about files, file formats, file systems in this game? I've just got my copy of it and start to look at the game, I'm interested if anyone already done anything.

There are few interesting models in the game as well as fields =)

Scripting and Reverse Engineering / Disassembler for R3000
« on: 2006-02-02 18:12:46 »
I finally got IDA pro, but it seems that someone delete all files that supports MIPS processors =(

Scripting and Reverse Engineering / Disassembler for R3000
« on: 2006-01-29 17:14:43 »
Does anyone knows any good disassembler for R3000?

I want disasm few parts of Xenogears engine for better understanding of formats. I knew IDA has support for this CPU, but I couldn get this programm yet, so I search for something else  :-?

Scripting and Reverse Engineering / Xeno-gears
« on: 2006-01-29 16:49:20 »
On an aside, I would speculate that Xenogears looks and acts like it was originally developed for the SNES and re-optimized for the PSX. Alot of the look and game mechanics of this game resemble those used in FF6 (FF3 US).

I believe that Xenogears engine is reworked Final Fantasy Tactics engine. The music formats are absolutely the same. The sprite and sprite animation format are very similar. Even 3d models format are very similar (but the differences are much greater than in sprites).

The next games of that engine was Vagrant Story and Chrono Cross. May be not whole engine, but some parts of it (3d in Vagrant Story are very like one in Xenogears)

All the world charachters have 5 2D sprite animations (plus 3 "mirrored" for a total of 8 ) with no depth.

Do you know format of animation files? I understand frames but couldn't get them togather. If you know anything please tell me, it would be very helpfull.

Scripting and Reverse Engineering / Xeno-gears
« on: 2006-01-14 17:57:36 »
I'va update XENO-GEARS with info about field files.

Scripting and Reverse Engineering / Xenogears fields.
« on: 2006-01-10 19:58:36 »
At last I have them work.

More of them in my livejournal -

The format of texture in fields a bit different than any others. It devide into chunks and each one align to sector. The header always in separate sector.All others data are the same format.

I'll add info about fields in XENO-GEARS soon.

Scripting and Reverse Engineering / Re: Xenogears fields.
« on: 2006-01-07 14:28:28 »
Quote from: Sephiroth 1311
All of the last 10 files are debug rooms. ;)

I see. I didnt see them in real, so I dont recognise them =)

Quote from: Micky
Of course, I mean the field models, what you already described in dir 11.

Yeah, Im working on them. As soon as I understand texture format - I add info about them to XENO-GEARS.

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