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[time saver]
All the findings and knowledge is being wiki-fied here:
http://wiki.qhimm.com/FF7:CCTools to view/extract Crises-Core data and Models:
Everything else in this first post is old and probably will become obsolete.
However I have kept it mostly intact because of nostalgic value, as it was my first post here at Quimms!
HUGE thanks to everyone here on the Quimm forums for your support!
It's all for you guys, enjoy!
[/time saver]
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Not much seems to be discussed about FF7:CC regarding its files and data, so I thought I'd look into things myself and maybe help to get the ball rolling
Thanks to
G for his FF7CC extractor, I quickly browsed through the 8000 odd files it churned out and noticed some really interesting things; I'm not sure how the extractor works, but same file-types (having same or similar header data or possibly function) are grouped together via their filenames.
(EDIT: Get G's-Extractor from here:
http://forums.qhimm.com/index.php?topic=7053.0 also uploaded here if anyone can't get it from there:
http://www.mediafire.com/?nwm24zynjmk )
Taking
G's extractor filenames as reference, here's what I've discovered [these are the files output by his extractor, eg "00001.raw"]:
(NOTE: these are my initial thoughts ONLY, I may be wrong on several accounts, which is why I'm posting here amongst all the elite FF r-engineers,
quimm and
mirex deserve special mention at this point
)
(NOTE2: When I refer to "Header:" I don't mean actual byte values, just some common ASCII text contained within the first 16 or so bytes of the files)
(NOTE3: I didn't look through ALL the files, just randomly poking around and narrowing the boundries; I may have missed some clusters or mistyped some filename values)
00000 - 00005 possibly misc system files, nothing too important
00006 - 00062 Header: "PSMF001" - PSP format Movies / Video files
00063 - 01349 Header: "RIFF" - Audio files
01350 - 01417 Header: "SSCF" - more Audio files
01418 - 01442 Menu and DMW related stuff (I think)
Mix of two types of files:
Header: [seemingly random] - files contain bunch of indexed Long's or something, no idea
Header: "IMG" - guessing they're image / Texture files
01443 - 01445 standard PNG images
01446 Now this is interesting - seems to contain a list of Locations and Mission Titles!
01447 Contains a long list of character names, probably used when talking to NPC's etc
01448 - 01455 No discernable header (pretty much random). Maybe mesh data?
01456 Header: "MBD" - Indices or Counts of something
01457 - 02011 Story progression and Event data
Mix of two types of files:
Header: "GT" - Chapter End Images
Header: "ATEL" - LOTS of these, contain various Textures, dialogue scripts, etc
02012 - 02457 Models: Characters, Monsters, NPCs and possibly also Locations
Mix of three types of files:-
Header: [seemingly random]
Header: "!" - contain single Textures for each Model. Maybe mesh-data too, but haven't found any.
Header: "&&"
02458 - 03352 Tiny files, no common header, no ascii info visible. No idea.
03353 - 08538 unknown, no common header, fairly small files <500 kb. Ditto
08539 - 08622 Monster / Boss Data!
Header: "MOT_" - later also contain "SSCF" data later. Interesting...
maybe "file-names", Event Scripts, Boss Battle scripts, Monster behaviour or something else. Its all there, but no idea what.
08623 - 08627 Header: "zack_" - later also contain "ATEL" data
08628 - 08690 Materia (Magic) effect files!
Header: "MAGIC_W0"
08671 - 08706 unknown, tiny files
08707 - 08725 Header: "PSMF0015" - more Videos
So there you have it, my first two cents for the community here.
I'm mainly interested in the Character Model data myself, having already written my own viewers for FF7 and FF8 field and battle models (now looking to fry bigger fish
) but that doesn't mean I'll ignore everything else possibly important to understand the game better (Maps, Events, etc).
Anyone care to help?
EDIT:Here'll I'll try keep all discovered File-Formats listed in an organised way, with a description of what they are and how to extract their contents:
==========================================
FF7 CC File Format Information Library==========================================
LAST UPDATED: 15 MAR 2009
See:
http://wiki.qhimm.com/FF7:CCStuff below has yet to be archived (much of it incomplete):
---------------------------
ATEL = Event data, story and game progression
---------------------------
- RAW Files:
- Not much else known about , except that they contain various different File-Type chunks:
MBD - Script (dialogue) Font table
FEP - ?
ANM - ?
TEX - Textures (fully decoded)
MDL - ?
VTL - ?
[ASCII]- ?
&& - ?
SSCF - Audio (dialogues and/or music)
ignitzThe scripts is in this files ATEL headers and some other I don't remember
Inside these files have headers MBD in after these have the scripts then in Japanese and American have a table of 4 bytes
Here this table in format Thingy
80000000=A
80000100=B
80000200=C
80000300=D
80000400=E
80000500=F
80000600=G
80000700=H
80000800=I
80000900=J
80000A00=K
80000B00=L
80000C00=M
80000D00=N
80000E00=O
80000F00=P
80001000=Q
80001100=R
80001200=S
80001300=T
80001400=U
80001500=V
80001600=W
80001700=X
80001800=Y
80001900=Z
80001A00=a
80001B00=b
80001C00=c
80001D00=d
80001E00=e
80001F00=f
80002000=g
80002100=h
80002200=i
80002300=j
80002400=k
80002500=l
80002600=m
80002700=n
80002800=o
80002900=p
80002A00=q
80002B00=r
80002C00=s
80002D00=t
80002E00=u
80002F00=v
80003000=w
80003100=x
80003200=y
80003300=z
80003400=0
80003500=1
80003600=2
80003700=3
80003800=4
80003900=5
80003A00=6
80003B00=7
80003C00=8
80003D00=9
80003E00=!
80003F00=?
80004000=
80004100="
80004200='
80004300=,
80004400=.
80004500=:
80004600=;
80004700=--
80004800=/
80004900=(
80004A00=)
80004B00=$
80004C00=<
80004D00=>
80004E00=%
80004F00=[
80005000=]
80005100=YEN
80005200=@Cruz
80005300=#
80005400=_
80005500=|
80005600=^
80005700=º
80005800=-
80005900=+
80005A00==
---------------------------
! = Model Data (only textures found so far)
---------------------------
- RAW Files: 02012 - 02457, maybe other places too
- So far only Textures have been decoded, mesh-data remains elusive
Header: 127 bytes
0x00 6 bytes: magic hex values ( 00 00 00 00 21 27 )
0x10 DWORD: offset to [unknown chunk 1]
0x14 DWORD: offset to [unknown chunk 2]
0x1C DWORD: offset to [TEXTURE Chunk]
0x34 DWORD: offset to [unknown chunk 3]
0x3C DWORD: offset to [unknown chunk 4]
0x40 DWORD: offset to [unknown chunk 5]
0x48 DWORD: offset to [unknown chunk 6]
[Unknown Chunk 1]
(seems to always start at 0x80)
for each data-chunk (32 byte-block):
- 1 short always: 00
- 1 short bone id?
- 2 bytes always: FF FF
- 1 byte sometimes: 00, sometimes: 01 -- maybe polygon type (quad / tri)
- 1 byte always: 00
- 1 long always: 00
- 4 bytes ???
- 4 floats polygon normal?
[Unknown Chunk 2]
Possibly Vertex data
Header: 32-bytes
- 1 long (0x00) = number of polygons (data-blocks) in [Unknown Chunk 1]
- 1 long (0x04) = offset to data start
Data: ?
[TEXTURE Chunk]
header: 16-bytes
0x00 = SHORT: image width
0x02 = SHORT: image height
0x08 = DWORD: offset to PALLETE-data start offset
0x0c = DWORD: offset to PIXEL-data start offset
PALLETE data:
255 4-byte [RGBA] chunks - Texture Colour Pallete [255 entries]
PIXEL data:
bytes referencing to Pallete-Entry
[Unknown chunk 3]
?
[Unknown chunk 4]
?
[Unknown chunk 5]
?
[Unknown chunk 6]
?
==========================================
[eof]
==========================================
to be continued...