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Topics - Timeslave

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1
Scripting and Reverse Engineering / FF:Origins Doc
« on: 2003-08-10 12:23:11 »
Hey Guys,
well I figured I may as well post what findings I have so far
with ff:origins. If anyone sees anything that they think may
be glaring errors, or know why something would be stored in
a certain way, then please feel free to tell me.

Code: [Select]
FF: ORIGINS Monster Stats Document
By: TimeSlave

File: DATA.BIN
Monster Stats Chunks
Address Range: 0x3472800 - 0x36f2800
Number of Chunks: 128
size: 20480 (0x5000) bytes
sections:
header - 12 bytes
Monster IDs - 4*4= 16 bytes
Monster Image headers - 4*16= 64 bytes
Monster Stats - 4*26= 104 bytes
Mystery Section - 32 bytes
Image Palletes - 4*512= 2048 bytes
Image Data Section - 18204 bytes

Info: Each monster chunk can contain up to four monsters
Numerous entries can be found for the same monster
I believe this is due to the fact that you can play the
game through twice. However that would still not account
for the amount of entries. After I dump all of the monsters
contained in these chunks. I'll be able to see what the
hell is going on.

*************Header****************
12 bytes

byte 01 - M
byte 02 - S
bytes 03 - 12:
uh... no fucking clue


**********Monster IDs**************
4 bytes
4 monsters

byte 01 - Monster ID
byte 02 - Unknown
byte 03 - Unknown
byte 04 - Unknown

*******Monster Image Headers*******
16 bytes
4 monsters

byte 01 - Unknown
byte 02 - Unknown
byte 03 - Unknown
byte 04 - Unknown
byte 05 - scanline size in 16 bit words (low byte)
byte 06 - scanline size in 16 bit words (high byte)
byte 07 - number of scanlines (low byte)
byte 08 - number of scanlines (high byte)
byte 09 - blit x coor
byte 10 - blit y coor
byte 11 - blit width
byte 12 - blit height
byte 13 - Unknown
byte 14 - Unknown
byte 15 - Unknown
byte 16 - Unknown


*********Monster Stats*************
26 bytes:

byte 01 - Unknown
byte 02 - Unknown
byte 03 - Unknown
byte 04 - Unknown
byte 05 - HP Low
byte 06 - HP High
byte 07 - MP Low
byte 08 - MP High
byte 09 - Number of Hits
byte 10 - % Chance to Hit
byte 11 - HitPower
byte 12 - Level
byte 13 - Number of Blocks (Def Count)
byte 14 - Evade %
byte 15 - DefensePower
byte 16 - MDefPwr
byte 17 - MEvade %
byte 18 - Unknown (possibly Elemental Strength)
byte 19 - Unknown (99% sure it is weakness)
byte 20 - Unknown
byte 21 - Cowardice
byte 22 - Unknown
byte 23 - Unknown
byte 24 - Unknown
byte 25 - Unknown
byte 26 - Unknown


**********Mystery Section**********

32 bytes, no clue yet as to what they are


**********Image Palettes***********
4*512 bytes

colors stored in 16 bit format:
TRRR RRGG GGGB BBBB
T = Translucency
R = Red Saturation
G = Green Saturation
B = Blue Saturation

Room for a 256 color palette
However for the majority of entries
the image contained is a 4-bit paletted image
therefore only 16 colors are used in
each of the palette spaces.


********Image Data Section*********

18204 bytes

4 bit images - 256 x 140 image
      with 28 bytes left
      over

whether or not an 8-bit or 16-bit
image can be stored here is still
unknown

***********************************

2
Scripting and Reverse Engineering / Reverse Engineering
« on: 2003-08-02 04:56:32 »
I was wondering if anyone had any tips on reverse engineering. I'm working on (as I'm sure a few of you have realized by now) reverse engineering data formats used in ff:origins and I seem to be running into problems left right and center.

Does anyone have any tools that they couldn't live without or just general tips for tackling a large file?

Any tips or suggestions would be appreciated

thanks

3
Scripting and Reverse Engineering / psx file format docs
« on: 2003-07-30 22:54:56 »
I'm having a very hard time tracking down file format docs for the psx.

I've got TIMs down but there are a lot of psx formats that I can't find any information on.
if anyone knows where I can find technical documents on .SEQ .TMD and other PSX files, I'd really appreciate it.

also if anyone happens to have a few .SEQ files lying around. They'd work as well.

thanks

4
Scripting and Reverse Engineering / Final Fantasy: Origins
« on: 2003-05-17 22:20:39 »
I was wondering if anyone had any information on the file formats used in final fantasy: origins.

The Files are divided into 4 folders:
FF1
FF2
M1
M2

the M1 & M2 folders contain the intro movies.
The FF1 directory contains a bunch of .PAK .GRP and .DAT files
The FF2 directory just has one .BIN file

What I'm confused about is that I figured out the text format from the game saves, i.e: what hex digits correspond to what text characters, and made a .tbl file. However when I view the text in some of the files it comes out a little garbled.

for example I found this in one of the FF1 '.PAK' files:
Agile r{FF}ogue witeh{FE}nimb{40}{02}feingers

the {} braketed text are hex values that dont correspond to text characters. I'm wondering why I'm finding these wierd garbled sections of text.

Are these garbled phrases evidence that the file is compressed? Or do psx games just store text in a wierd way?

Any advice would be appreciated, and if anyone knows where I could go to find more information on this subject, I'd be really grateful

5
Troubleshooting / Background viewer
« on: 2002-10-02 17:25:30 »
I was wondering if there was going to be an update anytime soon to the background viewers for ff7 pc (i.e: Gast, or lgptools). Just wondering because I have a need to extract the backgrounds.

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