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Messages - Anakin

Pages: [1] 2
1
:oops: I'm sorry, I was asking for PSX (as you guessed correctly!)

do you by any chance know the offset also? say in any of the NIVGATE BSX files (I don't know many things but I have the "Gears" and I hope I will manage to decypher something... :D )

Thank you!

2
Awesome!

Does anyone know where the data for Sephiroth's field model character lie?
You'll be a life saver :love:

Thanks

3
probably they didn't do it this way...
but reflecting some more on it I am more convinced that 360-X,Y,Z gives you the mirror of the mirror image = the correct image

4
Quote from: L. Spiro
I did that; I switched the Y and Z so the models would flip over.
But that isn’t the PROPER way to do it.
My models are exact mirrors of the real game.

I’ve tried mangling with the rotations in every way but none lead to Rome.

L. Spiro


I am totaly ignorant of programming, especially of graphics programming but could you try to use 360-X for X 360-Y for Y and 360-Z for Z and see what happens?
(or maybe 180-X,Y,Z respectively ...you can understand my thinking)
just a silly idea...
(maybe the PSX has a 'perverse' way of producing 3D graphics...)

5
Scripting and Reverse Engineering / FF7PSX\\FIELD
« on: 2004-07-25 19:22:29 »
Question:
Isn't it a bit of waste of time/typing, etc to have the NPCs coded de novo in the respective BSX file every time they need to be present in a scene?
Why would you think is that?
Does anybody have any idea?
Or in other words Are you sure the NPCs are coded in BSX again and again? I remember that when I tried to compare BSXs with Hexedit I found very small identical pieces in scenes that actually contained the same NPCs (for example the scenes of Nivelheim entrance)

6
thanks, I'll try it

7
still too big to fit in memory  :(

8
Quote from: halkun
The test monter in the original Japanese version was different.


That's true!

=ENEMY000.LZS original jap version

as for the stageview, compiling with -lgl -lglu -lglut makes the cpp search for gl glu and glut... but without success

9
383 KB

it doesn't make sense

10
Quote from: Micky
It is a C++ program, rename it to "stageview.cpp". That should make it recognise the "string" include header as well.


compiled it successfully with both Cygwin and MinGW but upon running I get: program too big to fit in memory

(the memory of my system is 512MB)

11
I used the new source changing only the name of the folder OpenGL to glut
and in Cygwin I get>     stageview.c:7: string No such file or directory
(the same in MinGW)
and if I remove the
Code: [Select]
#include <string>
I get a series of errors starting with: stageview.c:27: parse error before 'namespace'

12
still no,
and it doesn't run even in Cygwin
Also I tried to compile (making the changes you suggested) with MinGW and with Cygwin without success
But I didn't find the fixed version

As for the pyramid monster, I believe it was not supposed to be animated, since it most probably derives from a boss -RENO- attack which is called 'Pyramid' and it causes the member of the player team to freeze, and the only way to break it is to attack your affected team member with another

13
Quote from: Micky
Anakin: You can put glut.dll into the same directory as sceneview.exe. When windows looks for DLLs it looks into the current directory first.
[/code]


still no
it crashes after a while though, as if it "tries" but cannot initialize a graphics window or something

14
stageview.exe has encontered a problem and needs to close

Code: [Select]
<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="SYSTEM INFO" FILTER="GRABMI_FILTER_SYSTEM">
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</EXE>
</DATABASE>

15
Actually in the begining I put the dll in System folder but the program crashed so I changed the location to System32 without any results
anyway I'll try to recompile
Thx

16
I put all the files of GLUT bin for Win32 in WINDOWS/System32 folder(XPpro)
and the stageview crashes
have I done something wrong?
Thanks

17
Got It! thx
Now I'm digging into PSX's GPU and GTE
that should help clarify things a bit...

18
Thanks for the Heads Up Snailrush
You do a great job, actually now that you mention it I can see some structures like eyes in the text viewer of my Hexeditor browsing the un-lzs-ed FIELD.TDB

...you said you were able to see them in PSicture?

19
They're compressed alright and I hve uncompressed them and compared the BCXs with one another.
The two that have two similar code instances are TIFA.BCX and YUFI.BCX
and if I remember well BALLET.BCX and RED.BCX

By comparing (always uncompressed) BCX files with BSX (of scenes that the respective character was in) I found no match.
And no match also was produced by the comparisson of the BCX with MIM
or BSX with MIM

I don't know what to look inside for, in say CLOUD.BCX
there is no recurrent pattern in each BCX file that can lead me to a structure formation
Could it be possible that the BCX files work as RAW DATA that are called for? seems appealing...

20
It's very probable, but I can't find a point to start looking and I cannot use the method of random error and check because I have no program to see what the file does.
Also as I stated in another post As you can see there are .BCXs only for the Player Controlled Characters.
I would like to find where the Non Player Controlled Caracter models lurk

21
Thanks Cyberman.
...I'm still trying to figure out whether the field model data are included in the .BSX or the .MIM files and to elucidate their structure

22
Thx for the link but I already tried that and it's a no go
there is something strange about these TIMs, the second quadruplette of bytes that designate the type of TIM are all null instead of being
Code: [Select]
0800 0000
And when I tried to change the value and open the TIM, I got an error message
Any ideas?

23
Would this be of any service?
Code: [Select]
File Name: SEFIROS.LZS
File Size: 98044

TOD found at offset 1820
FileSize:336348 Version:0 Resolution:16 NumFrames:248

TOD found at offset 11072
FileSize:400840 Version:0 Resolution:176 NumFrames:88

TOD found at offset 18820
FileSize:412008 Version:0 Resolution:40 NumFrames:200

TOD found at offset 19304
FileSize:336728 Version:0 Resolution:96 NumFrames:104

TOD found at offset 22780
FileSize:343140 Version:0 Resolution:72 NumFrames:144

TOD found at offset 22820
FileSize:237148 Version:0 Resolution:136 NumFrames:128

TOD found at offset 23356
FileSize:347568 Version:0 Resolution:72 NumFrames:96

TOD found at offset 23396
FileSize:387184 Version:0 Resolution:136 NumFrames:40

TOD found at offset 23416
FileSize:281768 Version:0 Resolution:96 NumFrames:128

TOD found at offset 24388
FileSize:405620 Version:0 Resolution:8 NumFrames:16

TOD found at offset 24408
FileSize:374792 Version:0 Resolution:96 NumFrames:88

TOD found at offset 24428
FileSize:172992 Version:0 Resolution:72 NumFrames:96

TOD found at offset 24448
FileSize:331048 Version:0 Resolution:88 NumFrames:32

TOD found at offset 25216
FileSize:30360 Version:0 Resolution:64 NumFrames:48

TOD found at offset 25456
FileSize:131720 Version:0 Resolution:24 NumFrames:8

TOD found at offset 25516
FileSize:254684 Version:0 Resolution:32 NumFrames:88

TOD found at offset 25556
FileSize:414472 Version:0 Resolution:88 NumFrames:24

TOD found at offset 28268
FileSize:414520 Version:0 Resolution:88 NumFrames:56

TOD found at offset 28348
FileSize:226020 Version:0 Resolution:16 NumFrames:72

TOD found at offset 28508
FileSize:290816 Version:0 Resolution:56 NumFrames:24

TOD found at offset 28708
FileSize:329908 Version:0 Resolution:152 NumFrames:144

TOD found at offset 30356
FileSize:25728 Version:0 Resolution:136 NumFrames:112

TOD found at offset 30616
FileSize:25728 Version:0 Resolution:32 NumFrames:24

TOD found at offset 31632
FileSize:364988 Version:0 Resolution:112 NumFrames:144

TOD found at offset 31932
FileSize:24276 Version:0 Resolution:120 NumFrames:56

TOD found at offset 32132
FileSize:135912 Version:0 Resolution:232 NumFrames:200

TOD found at offset 32832
FileSize:436704 Version:0 Resolution:144 NumFrames:368

TOD found at offset 34220
FileSize:466168 Version:0 Resolution:32 NumFrames:128

TOD found at offset 34380
FileSize:366220 Version:0 Resolution:136 NumFrames:104

4 bit TIM + CLUT found at offset 51420
FileSize:5728 BufferX:320 BufferY:0 Width:176 Height:64
10000000080000004C0000000000E0011000020000003436D12D4D1DEA10E230

TOD found at offset 58052
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 60608
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 63164
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 65720
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 68276
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 70832
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 73388
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 75944
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 78500
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 81056
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 83612
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 86168
FileSize:167544 Version:0 Resolution:56 NumFrames:72

TOD found at offset 88724
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 91280
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 93836
FileSize:111284 Version:0 Resolution:56 NumFrames:72

TOD found at offset 96392
FileSize:107840 Version:0 Resolution:56 NumFrames:72


24
Code: [Select]
File Name: NIVINN_2.BSX
File Size: 27452

4 bit TIM found at offset 25754
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C02C4130080000000000109

4 bit TIM found at offset 25786
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F8019C15008000000000010A

4 bit TIM found at offset 25850
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C02F417008000000000010E

4 bit TIM found at offset 25882
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F801CC19008000000000010F

4 bit TIM found at offset 26386
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C0244340080000000000107

4 bit TIM found at offset 26482
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C023838008000000000010C

4 bit TIM found at offset 27002
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C0244340080000000000107

4 bit TIM found at offset 27098
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C023838008000000000010C


and

Code: [Select]
File Name: NIVGATE.BSX
File Size: 72700

4 bit TIM found at offset 69202
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472

4 bit TIM found at offset 69234
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412

4 bit TIM found at offset 69298
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472

4 bit TIM found at offset 69330
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412

4 bit TIM found at offset 70010
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472

4 bit TIM found at offset 70106
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472

4 bit TIM found at offset 70722
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472

4 bit TIM found at offset 70818
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
...............................................................
4 bit TIM found at offset 71578
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C02205E0080000000000107

4 bit TIM found at offset 71610
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F801F85F0080000000000108

4 bit TIM found at offset 71674
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C025062008000000000010C

4 bit TIM found at offset 71706
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F8012864008000000000010D

4 bit TIM found at offset 72234
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C02847B0080000000000109

4 bit TIM found at offset 72266
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F8015C7D008000000000010A

4 bit TIM found at offset 72330
FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472
10000000000000000A0900008400D801D801D8015C02B47F008000000000010E

4 bit TIM found at offset 72362
FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:412
1000000000000000000E000084009C019C019C01F8018C81008000000000010F




The first must code for field Sephiroth model
as also the first part of the second which is identical so I didn't reproduce  it again

The second part of the second must code for the Shinra trooper in Nivelheim Gate who interacts with Cloud, being a Shinra trooper himself

These are the only NPCs found in the respective scenes
The problem is that I haven't been able to extract the TIMs...

25
I believe the .DAT files are compressed with the same algorithm that produces LZS files...
how about the others? (.MIM .BSX .BCX)
It seems they are too (probably you knew that all along...)
And maybe the NPC models reside in the BSX files since they are the only ones that have identical coding parts in them.

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