Qhimm.com Forums
Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: halkun on 2004-06-20 09:25:14
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I feel so terrible, I'm tryin to get myself up to speed with hacking FF7 and I feel so behind the power curve. Sorry for so many different topics. I'm gonna take a stab at the scripting engine, but need to know which field files the debug rooms are in.
Thanks.
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I dont think they are in a specific file as there is no background gparhic...just black....and it has nearly every character model in the game in the debug room ,so my best bet would be either Flevel.LGP or the world_US.LGP file...
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Oh, I know it's in flevel.lgp. Which out of the 500 some odd files has the debug room in it. I think its' the platform one... I can't seem to recall..
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In flevel.lgp, the debug rooms are blackbg1 to blackbgb. blackbgc and on do have black backgrounds but are actual parts of the game.
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I have to concure. Theres limitations on where you can go, so ther HAS to be some 3-d data stopping cloud from just walking on for infinity.
Then again, the exit points all had to be reprogramed, anyway, so it -could- be a completly different map.
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Every field file is made up of 9 sections, this includes the background, sprites, scripts, camera angles and the walkmesh. We can only bearly read the text scripts and and render the backgrounds. (I think also play the music assoscated with that background)
It would be nice to decrypt the scripting language. Accrding to the names on the files in the source code listing, it's probably tolkenized. The debug rooms should be pretty easy to poke at, as as you can screw with them and it doen't mess up the game. I'm going to be writing an extended debug room doc as soon as I'm done with the known file formats in Gears. That can be used as a base for hacking them to figure out the scripting language involved.
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Every field file is made up of 9 sections, this includes the background, sprites, scripts, camera angles and the walkmesh. We can only bearly read the text scripts and and render the backgrounds. (I think also play the music assoscated with that background)
It would be nice to decrypt the scripting language. Accrding to the names on the files in the source code listing, it's probably tolkenized. The debug rooms should be pretty easy to poke at, as as you can screw with them and it doen't mess up the game. I'm going to be writing an extended debug room doc as soon as I'm done with the known file formats in Gears. That can be used as a base for hacking them to figure out the scripting language involved.
Hmmm Ok.. go to here (http://www.romhacking.com/battleground/viewforum.php?f=12) then for some information they've been beating on FF7 quite successfully.
Particularly this thread (http://www.romhacking.com/battleground/viewtopic.php?t=263)
Laysan had some of his code on the net available but I think he took it down for some reason (sigh).
Cyb
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On the PSX I know that the "main" debug room is "STARTMAP". And then BLACKBG1 through BLACKBGK are the rest. Love Snailrush's 7Mimic. ^_^
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Laysan had some of his code on the net available but I think he took it down for some reason (sigh).
Cyb
Hi there, first it is lasyan3. Second, I have to say I'm very glad to find a forum with not only fan of FF7 but also guys who want to hack it. But it seems that you only speak about the PC version of FF7...sigh, am I the only one who try to hack the PSX version? Anyway, there is NO WAY I give up my project of hacking ff7!!!
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The PC and PSX are very similar. I will be posting how to get the script from the pc version soon. I have to work out the field headher..
Hey Lasyan, can you post your PSX script dumper, or alter it so that it can read the PC data too?
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Well, I changed the size of the header (0x1C --> 0x2E ) as you asked for, here the prog (http://lasyan3.free.fr/mytools/script_dump.zip).
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It crashed ;_; It appears that there are more that is different....
I'll send you an email...