Can you make something of these?

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Code:
File Name: NIVINN_2.BSXFile Size: 274524 bit TIM found at offset 25754FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02C41300800000000001094 bit TIM found at offset 25786FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F8019C15008000000000010A4 bit TIM found at offset 25850FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02F417008000000000010E4 bit TIM found at offset 25882FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F801CC19008000000000010F4 bit TIM found at offset 26386FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02443400800000000001074 bit TIM found at offset 26482FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C023838008000000000010C4 bit TIM found at offset 27002FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02443400800000000001074 bit TIM found at offset 27098FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C023838008000000000010C

and

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Code:
File Name: NIVGATE.BSXFile Size: 727004 bit TIM found at offset 69202FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:4724 bit TIM found at offset 69234FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4124 bit TIM found at offset 69298FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:4724 bit TIM found at offset 69330FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4124 bit TIM found at offset 70010FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:4724 bit TIM found at offset 70106FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:4724 bit TIM found at offset 70722FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:4724 bit TIM found at offset 70818FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:472...............................................................4 bit TIM found at offset 71578FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02205E00800000000001074 bit TIM found at offset 71610FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F801F85F00800000000001084 bit TIM found at offset 71674FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C025062008000000000010C4 bit TIM found at offset 71706FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F8012864008000000000010D4 bit TIM found at offset 72234FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02847B00800000000001094 bit TIM found at offset 72266FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F8015C7D008000000000010A4 bit TIM found at offset 72330FileSize:2322 BufferX:132 BufferY:472 Width:1888 Height:47210000000000000000A0900008400D801D801D8015C02B47F008000000000010E4 bit TIM found at offset 72362FileSize:3592 BufferX:132 BufferY:412 Width:1648 Height:4121000000000000000000E000084009C019C019C01F8018C81008000000000010F


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...
 
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]
Code:
0800 0000
And when I tried to change the value and open the TIM, I got an error message
Any ideas?
 
Ok.. I use a number of criteria to ensure something is a TIM
Some TIMS have NO IMAGE DATA. <---- remember that.
They can still have several CLUT's

The other thing is you should check for valid TIMs if the numbers you are getting from the header do not make sense then it's not a TIM.  For example you cannot have a TIM wider than 1024 EVER. This is a limitation of the PSX hardware. so if you find a TIM greater than that it's not a TIM.

Next is a TIM with a height > 512 NOPE they DO NOT EXIST. Dump it, it's not a TIM
same goes with word sizes that do not match valid screen dimensions. TIM's are not compressed they have to have valid width and height values for the amount of data given.   Look for rediculously large CLUT counts, no tim should have > 256 CLUTS in 4 bits per pixel and 32 CLUTS in 8 bits per pixel.  In 16 bits per pixel you can't have a TIM larger than the screen. in 24bits per pixel you can't have a TIM taller than 341 pixels (insufficient memory) etc.  You need to apply all these checks to find a valid TIM file.

Cyb
 
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
 
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
I suppose I should use my tim scanning program code to do that.. hmmm let me check.

Nope no TIM files I could find in any of them.

However look at the files marked BCX in that self same directory perhaps the characters are in those? :)
 
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
 
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
BCX files don't have TIMS in them. Lets use LOGIC here, my guess is the characters are stuffed in the BSX files.  The format of BCX and BSX likely only different by a little bit, by that I mean that they are identical, save for the fact that BSX has multiple units and BCX is a singular unit.  I suggest digging through the BCX data to find the model information first then attack BSX files. Both appear to be compressed as well.  I think BSX files have palettes in them I don't think either use TIM files for texture information.

Cyb
 
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...
 
Hmmm, sorry to interfere.
I don't think I'm wrong if I say the only texture the field models have are the eyes. Am I?
Well, I just wanted to tell the eyes textures are all packed in FIELD.TDB. I remember I viewed some with PSicture last year (I don't know why I didn't make my plug-in support this file...). You can even see that with a simple hex editor. The last section of the file contains the palettes.
Therefore, I think it's no use to search for TIM data in order to find the models.
Ah, and the file is compressed.
That was just a little hint from your snailrush.
 
Hmmm, sorry to interfere.
I don't think I'm wrong if I say the only texture the field models have are the eyes. Am I?
Well, I just wanted to tell the eyes textures are all packed in FIELD.TDB. I remember I viewed some with PSicture last year (I don't know why I didn't make my plug-in support this file...). You can even see that with a simple hex editor. The last section of the file contains the palettes.
Therefore, I think it's no use to search for TIM data in order to find the models.
Ah, and the file is compressed.
That was just a little hint from your snailrush.

Hey you 7mimic maker!
LOL Thanks for the hint Snailrush..  at least I've stoped bugging you for information on the backgrounds, I've no hair left though as a result ;) :)
I wonder.. I bet it's just an HRC and a RSD and the textures are reference from the FIELD.TDB.  This is a seperate engine from the battle engine which uses different models.

Cyb
 
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?
 
using the 'open as raw' function, it's very easy (for me, at least).
DWORD@0: file size.
WORD@4: number of graphics (1 = 32*32px 4bit, 512bytes)
WORD@6: number of palettes
DWORD@8: address of images
DWORD@12: address of palettes

I've made a list file for PSicture, if you want.
http://snailrush.online.fr/d.php?FIELD_TDB.zip
Extract the archive at the root of your HD; if the drive letter isn't 'C', use 'Change drive' in the List menu.
 
Got It! thx
Now I'm digging into PSX's GPU and GTE
that should help clarify things a bit...
 
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