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Messages - _Ombra_

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76
Well, let me try to explain. Who knows something about the field files knows what i'm talking about. Each field file is divided in 9 parts normaly. The first one is the one that contains text, but not only text. After studing a little bit the field files i've figured out that the first sector can be always divided in 5 parts. The header, the script, the pointers of the text, the text and AKAO (audio stuff i think). In dettails, if you look at md1stin you got:

Code: [Select]

                                |  POINTER  |  SIZE   |
md1stin                         |           | 426902  |
  |                             |           |         |
  --HEADER                      | 0000 0000 | 42      |
  |                             |           |         |
  --md1stinSECTOR1              | 2A00 0000 | 18973   |
  |  |                          |           |         |
  |  --md1stinSECTOR1.1header   |           | 140     |
  |  --md1stinSECTOR1.2script   |           | 2056    |
  |  --md1stinSECTOR1.3pointers |           | 230     |
  |  --md1stinSECTOR1.4text     |           | 4591    |
  |  --md1stinSECTOR1.5akao     |           | 11956   |
  |                             |           |         |
  --md1stinSECTOR2              | 474A 0000 | 42      |
  --md1stinSECTOR3              | 714A 0000 | 1318    |
  --md1stinSECTOR4              | 974F 0000 | 6672    |
  --md1stinSECTOR5              | A769 0000 | 1178    |
  --md1stinSECTOR6              | 416E 0000 | 12008   |
  --md1stinSECTOR7              | 299D 0000 | 52      |
  --md1stinSECTOR8              | 5D9D 0000 | 744     |
  --md1stinSECTOR9              | 45A0 0000 | 385859  |
  |                             |           |         |
  --CLOSING (FINAL FANTASY7)    | 0006 8388 | 14      |


The part we are talking about is the SECTOR1.2script. I hope that's more clear than just the codes and descriptions at the start :P

by using the word "script" i mean the actions, the texts, the battles that there are in the game. For example, in md1stin, everyone get down from the train, kicks the guard's asses and Barret talks to you.

77
Well, as far as i know, the window thing is correct. I translated the game in italian and i had to discover how the game handle the windows sizes and positions, and i'm talking about the PC version

78
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:

79
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-10-06 20:31:12 »
@Fremen^SF: You got mail ;)

80
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-10-04 20:39:54 »
Of course Mirex, i talked to you a while ago about that, remember ??  :wink:

81
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-10-02 22:11:11 »
@Fremen^SF: It's no problem for me ;) just put Maver's name too, he deserve it.

82
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-10-02 14:05:54 »
@Fremen^SF: don't worry, you don't need to put our names... btw you discovered everything by yourself :P. I read your document and you already figured out everything that Maver had, plus a lot of other things :P

83
Scripting and Reverse Engineering / FF7's .BIN Format Spec
« on: 2003-09-30 16:46:28 »
@Fremen^SF:
You did a real nice job. I first discovered the scene.bin format (how the files where stored) and Maver discovered some of the specs. You put a lot of effort, i saw the PDF and you did a great job. Thanks

84
General Discussion / This thing is almost dead
« on: 2003-08-11 01:06:29 »
@Rubicant:
You missed the whole point. Read again the post. I'm not searching programs or docs for our translation. We already finished it and we worked hard. Ficedula's program still have problems so we studied by ourselves the game and how it works to write a program to do the job. We know pretty much about it, that's why i would like yo put the work of all the members of this forum like Qhimm, Mirex, Alhex, Ficedula, our and others, togheter.

@Mirex:
I'll apreciate that. All that you know about this game can be useful... any file format or other things.

@Darkness:
Great. I was thinking about something like the Final Fantasy Tactics -- Investigative Project.
With all the infos and stuff...

85
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:

86
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:

87
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_

88
WTF!!! DAMN!!! The backgrounds are perfect!!! INCREDIBLE!!!  :o

After a little look around seems that there'r second backgrounds inside the backgrounds... like in ghotel... there's the hotel with the graves... and a second background with just the sky, that's maybe one of the reason of the missvisualization of Cosmo/LGP Tools... Ficedula, whe need you :)

89
Archive / Incredible FF7 WinXP AA4X Patch!
« on: 2003-01-14 14:27:45 »
oh, sorry :P well, i've an Adaptoid (USB) and it works perfectly with the nvidia patch (tryed with a TNT2, GeForce 2 and GeForce 4)

90
Archive / Incredible FF7 WinXP AA4X Patch!
« on: 2003-01-14 14:21:59 »
you'r not so funny now... -_-

91
Archive / Incredible FF7 WinXP AA4X Patch!
« on: 2003-01-14 14:15:07 »
Sorry, i was too excited when i saw it :P

my bad...  :roll:

92
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 ?

93
Sorry man... sadly i don't know where to get those infos...  :(  the only way i know is the same you know. Hack into the file format  :P
Btw, i don't think is too much work since almost all the file is decoded.

95
mirex, 3dsmax can open .3ds files and import .obj... i think both formats supports vertex colors and you can find a lot of docs about these 2 formats.

96
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-09 12:12:31 »
mirex, i don't think is graphics beacause the font is the same as the in-game text...

97
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-07 12:12:35 »
M4v3R: The link is not working...

By the way... i was thinking... it's possible that the game use a color for the background ? maybe those black pixels are filled with a background color... i'm just wondering :P (maybe is just a stupid theory :P)

98
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-06 00:39:15 »
Well... "zip" theory or not, the compression is like the original and fast, so, stop talking about it  :P
I think you'r right Qhimm, you got the point, but r u sure is always compatible? Well, it doesn't matter... it works :D

btw i think you'r right... i was checking again the Wutai thing and others... probably is a problem of the editor but anyway i'm using a custom editor that we made especialy for editing the text (doesn't look cool like Cosmo and is in LibertyBasic... there's no backgroud preview or realy cool things like that, but works at the moment :P)

ficedula, why did you called it Haruhiko ?? if i'm not too curious :P

99
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-05 00:19:43 »
That's right ficedula... but i'm in romhacking since 1998 and i know for sure that a game compression / decompression routine NEED to be exactly like the original because the game "suppose" that the compression used is at level 9... not 8 or 7 (i'm using your winzip example)

You want the test ? Ok, there you go:

There is a shop in Wutai with a box. That's the level you need to test. When you open the box you got a materia but all of a sudden Yuffie came out and stole you the materia. The level name is uta_im

http://www.sadnes.emuita.it/backup/ombra/ff7/wutai.ff7
That's the save exactly out of the shop.

TEST1: Use Cosmo with your old compression method and modify A LETTER of the text and save it. Now try to open the box in the shop...

TEST2: extract a file, decompress it with my tool, open it with an hex editor and modify text randomly. Compress it with my tool and insert it with LGP Tools and now try to open the box again...

*since you added LZSS to Cosmo you can try test2 with cosmo and the "new" compression.

btw the compression method you'r using is not from Haruhiko Okumura. We used a standard compression / decompression method written by that guy and changed it to work with FF7... so just call it "FF7 Original Routine" in Cosmo :P

100
Scripting and Reverse Engineering / FF7 Translation
« on: 2002-12-04 23:31:57 »
Ok, ok, there i go again... we have to clear a bit our ideas... seems that there's a little missunderstand with everyone :P.

1. I told ficedula that his compression routine was not perfect because when you extract and recompress a file WITHOUT touching it in any way the file size increase. With the compression routine i use in the command-line program in the second post the compressed file is exactly the same as the original.

2. When i modify a files is normal that it change, but the routine is still the same as the original. In the way the text is changed is better for the compression, we'll have a smaller file else, the file will be bigger. But the IMPORTANT THING is that the compression is the same as the one used by the game.

3. We coded a little program that manage lgp. It inserts files in the same place as the original ones, changing the whole index if is necesary. That way the flevel.lgp file size doesn't increase too much.

4. If the files are same size or smaller LGP tools reinsert them correctly... the problem is that most of the times they are bigger :P

btw, ficedula, as you know i've done a lot of work with ff7 and i know (almost) exactly where the problems in your programs are. You know that if you need help to fix them (not programming :P) you know where to find me ;)

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