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Q-Gears / Re: What's left to be done?
« on: 2010-04-08 07:43:02 »
Now set iso to extract in cmd from as "extract.exe isofile.iso"
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Well call me dumb. But as previously mentioned it just opens and closes...Nothing to type or specify. Also is that the tool you uploaded?
Xenogears Main Disk Dumper v0.9.67
Created by Graph and _Ombra_
USAGE:'extract.exe isofile' extract files from xeno cd image.
QuoteWhat CD extraction tool did you get? My version of tool write messages to console about what went wrong.
This http://q-gears.svn.sourceforge.net/viewvc/q-gears/trunk/utilites/xeno/cd_extract/extract.exe?view=log
Don't know how to use it though use seems to shut right down...Also were on SVN did you upload it to link please. OH and thank you so much for your help very kind of you.
Hey Akari just wonderin if you have a Xenogears sprite/background dumper available. Also wondering about any dumper really for Xenogears.
I only have script dumper. I have not start write model dumper yet. Though I has a lot of pieces of code that can display this models.
Thanks you two hey guys you think you could let me use such a tool in the near future?. Also chaosdeathfish could I please use your proggy to when its complete?. Thanks again for such a quick reply.
EDIT: Got the CD extraction tool. But it just seems to open and close right away can anybody give me directions on how to use this tool.
Hey Akari just wonderin if you have a Xenogears sprite/background dumper available. Also wondering about any dumper really for Xenogears.
Going back to this, could it be accurate to call this section "Battle Victory" and sections 8-15 be "Custom Event"? I can't get any scripts 8-14 to fire (The Midgar Zolom is acting really weird. Executing script that I erased and confirmed isn't in the scene anymore. Spooky...), but that's likely what they would do.
I'd pretty much agree with that naming scheme, yes. If any further information about how they can be used turns up, it can always be changed again.
3x: Physical, 100% Hit
4x: Magical, 100% Hit
5x: Magical, 100% Hit
QuoteBeats me. Akari's farther along on animation scripts. He might have found this info by now.
Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)
If you PM me the info you have I can see what I can cook up.
I have info about PSX file. Do you need it? Though opcodes itself are crossplatform.
Can't hurt. It'd give me something to go on and how to make an editor cross-platform too.
QuoteBeats me. Akari's farther along on animation scripts. He might have found this info by now.
Yeah, I know how to do this. But to edit this script you need someone like NFITC1 to write editor. =)
It's not that hard, really =)
If you PM me the info you have I can see what I can cook up.
Beats me. Akari's farther along on animation scripts. He might have found this info by now.
// BSX model header
+
+ 4 [][][][] number of models.
+ 8 [][][][] offset to texture.
+ c [][][][] offset to something. We copy enviroment settings for models here.
// BSX model enviroment settings
+ 0
+ 2 [][] scale (12 bix fixed point).
+ 4 [][][][] offset to something.
+ 8 [] R
+ 9 [] G
+ a [] B
+12 [] start index of additional bone.
+17 [] additional number of bones.
+1e [] start index of additional parts.
+23 [] additional number of parts.
+2a [] start index of additional animations.
+2f [] additional number of animations.
+30
// model parts header
+00 [] 0 - not calculate stage lighting and color. 1 - calculate.
+01 [] bone to which this part attached to.
+02 [] number of vertex.
+03 []
+04 [] number of textured quads (Gourad Shading) (3C 3E).
+05 [] number of textured triangles (Gourad Shading) (34 36).
+06 [] number of textured quads (Flat Shading) (2C 2E).
+07 [] number of textured triangles (Flat Shading) (24 26).
+08 [] number of monochrome triangles (20).
+09 [] number of monochrome quads (28).
+0a [] number of gradated triangles (30).
+0b [] number of gradated quads (38).
+0c [] number of data in block 4.
+0d []
+0e [][] offset to polygon block.
+10 [][] offset to texture coordinates block (0x02 each).
+12 [][] offset to 4th block.
+14 [][] offset to 5th block.
+16 [][] size of buffer for packet drafts.
+18 [][][][] offset to data block (vertex block first).
+1c [][][][] offset to precompiled packet draft (bone matrixes already skipped).
// start of data
+0 [][][][] some flag indicates that we applied scale. if 1 then we will not scale this parts.
// textured quads (Gourad Shading) data
+00 [] vertex 1 index
+01 [] vertex 2 index
+02 [] vertex 3 index
+03 [] vertex 4 index
+04 [][][] BGR 1
+07 [] normal index 1
+08 [][][] BGR 2
+0b [] normal index 2
+0c [][][] BGR 3
+0f [] normal index 3
+10 [][][] BGR 4
+13 [] normal index 4
+14 [] tex coord index for vertex 1
+15 [] tex coord index for vertex 2
+16 [] tex coord index for vertex 3
+17 [] tex coord index for vertex 4
// textured triangles (Gourad Shading) data
+00 [] vertex 1 index
+01 [] vertex 2 index
+02 [] vertex 3 index
+03 []
+04 [][][] BGR 1
+07 [] normal index 1
+08 [][][] BGR 2
+0b [] normal index 2
+0c [][][] BGR 3
+0f [] normal index 3
+10 [] tex coord index for vertex 1
+11 [] tex coord index for vertex 2
+12 [] tex coord index for vertex 3
+13 []
// 4th block data
+0 [][][][] texture settings. Indexed by 5th block data.
0x0000003f - 0 - if set we use global texture.
1 - if set we use global texture.
2 - if 2 then we use clut X and Y as defined. Add model_id to Y otherwise.
0x000000c0 - clut type (4bpp, 8bpp, 15bpp)
0x00000f00 - texture page X.
0x00001000 - texture page Y.
0x003f0000 - CLUT X.
0x7fc00000 - CLUT Y.
// 5th block data
+0 [] one byte stream for every packet with texture.
0x0f - index for 4th block data.
0x10 - transparency on/off
0x60 - blending type
// animation header
+00 [][] number of frames.
+02 [] number of bones.
+03 [] number of frames translation sequenses (bones).
+04 [] number of static translation (bones).
+05 [] number of frames rotation sequenses (bones).
+06 [][] local offset to frames translation.
+08 [][] local offset to static translation.
+0a [][] local offset to frames rotation.
+0c [][][][] offset to data block (static frames block first).
// animation data
+ 0 [][][][] some flag indicates that we applied scale. if 1 then we will not scale this animations.
// idle bone data
// for each bone
+ 0 [] mask byte that tells which rotation or translation is changed every frame (0 TZ TY TX 0 RZ RY RX)
+ 1 [] x rotation
+ 2 [] y rotation
+ 3 [] z rotation
+ 4 [] x translation start id
+ 5 [] y translation start id
+ 6 [] z translation start id
+ 7 [] unused
// 7 block in dat
+00 [][] size
+02 [][] number of models
// model data
+00 [] palette in global texture
+01 [] number of bones
+02 [] number of model parts
+03 [] number of animation
+04 [] we set model number (from now on used as model id) here or 0xff if model not enabled.
+05 [] enabled model or not.
+06 [] global model loaded
+07 [] global model
Just to be clear, this is the stuff stored in the ??ab files for the PC version, right?
Tried to figure that out myself, haven't made much progress.
Seems you can't set it from the script, in fact the only thing you can do from there is set a magic (player magic) animation to be loaded.
The script I'm talking about is of course the stuff in the ??ab files on the PC version, the script engine for these seems to be the only thing that is accessing the animation loader.
Maybe it's some kind of static data loaded from those files, maybe it's stored somewhere else or maybe it's just hardcoded to different situations.
Really? Hmmm it was a lot harder for me to find the models et al than 7 and 9 .. at least 9 had a nifty index system that was .. obvious
Oh well such is life.
Cyb
FF8 is a bit trickier than the others. There isn't as much information also. I remember poking around with it some. I suppose I should get back to playing with some of this. It will be after I have ported PCSX 1.9df to the beagle board however. That should take a week or two as I am a bit backed up. I've started actually taking vacation .. so maybe I'll get around too it sooner? I still haven't started any of my AT91SAM7S projects (I have all the dev stuff too) heh. Lots of projects just not enough time I guess.I will not work on FFVIII, only FFVII, Xenogears and FFIX. If anyone have courage to face up FFVIII - welcome.
Please excuse my ignorance, but what exactly is the difference between them?
Bottom line though FF8 data requires a bit more work (on the PSX variant) Qhimm has done a lot of deciphering along with numerous others (back in the days). Not as much people play with Ff8 I guess. I have some save data yet to finish with (the bit data for each thing you do in the game is but one of many).
Cyb
So any idea when this q project will be up and running for ff7? i suppose reading the comments above it'll be usable with ff8 aswell?
oh and my 1st post! yay! great site guys keep it up!
QuoteYou need to change animation script to see damage =)
It's still calculated though.
I'm not quite sure what you mean...
Could it be that one can change the animation script in order to see the damage from each hit in multiple hit attacks that used to be single hit, but that even if one doesn't, the game still calculates the damage from each hit (and therefore takes off the right amount of HP) even though the damage is not shown?
edited for crappy typing
It's now supposed to be a general 2.5d RPG engine, which I think can't actually directly use the original game data.