Z
ZeaLitY
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With FaustWolf leading, we've been attempting to map Cross's file structure at the Chrono Compendium and rip its assets. Aside from what PSXMultiripper, PSMPlay, and VRAM viewer give us, it's been a tough process. Of course, it's been a problem that Cross seems to behave like Xenogears:
http://wiki.qhimm.com/Xeno/IndexFileFormat
There's no real file structure, so we think that Cross is using the same process (the games were released in close proximity, too). FW has been trying to find Cross's index file, and he's got it down to two candidates. Here are his notes:
I guess this is just a request for any advice. The Chrono community isn't the most active one, so we're in short supply when it comes to experienced talent who have a better idea of what to do. We did discover that someone name Yartrebo who successfully ripped Serge's character model by hacking PeOPs, but his files are long since gone and we can't contact him. We've also sent an e-mail out to Terminus Traduction, who successfully extracted and translated the game's script (using these tools and documentations). FW hasn't gotten around to studying their notes in depth yet.
Anyway, thanks for reading!
Edit: Oh cool, seems I've been here before...I recognize halkun's name. We added your comments on the Chrono Trigger PSX file structure to the Compendium's encyclopedia. Until your post, no one knew why that ROM was on there.
http://wiki.qhimm.com/Xeno/IndexFileFormat
There's no real file structure, so we think that Cross is using the same process (the games were released in close proximity, too). FW has been trying to find Cross's index file, and he's got it down to two candidates. Here are his notes:
Relevant attachment is at this linked post.It seems the disc sectors in Xenogears are 2048 bytes long, not 2352 (which I thought was the iso standard). If 2048 is the magic number, then everything seems to be shaping up with what's in the qhimm wiki reference on Xeno. That makes the index file's starting offset in Xenogears C000, BTW. Not sure what it'll be in Cross, though the PlayStation logo model is stored at the same offset in both Cross and Xeno.
Anyone familiar enough with disc sectors to tell me if 2048 sounds like a reasonable number of bytes per sector on a PlayStation CD, and if it's likely that Cross has the same number of bytes per sector?
In other news, I'm attaching a hex string that might just be the Chrono Cross table of contents. It is significantly different from its Xenogears counterpart; for one thing, it's only 13 sectors long as opposed to 16, and secondly, the byte repeat pattern* happens every four bytes as opposed to every seven bytes. But I believe it may be what we're looking for.
Still no idea on how to open it.
I guess this is just a request for any advice. The Chrono community isn't the most active one, so we're in short supply when it comes to experienced talent who have a better idea of what to do. We did discover that someone name Yartrebo who successfully ripped Serge's character model by hacking PeOPs, but his files are long since gone and we can't contact him. We've also sent an e-mail out to Terminus Traduction, who successfully extracted and translated the game's script (using these tools and documentations). FW hasn't gotten around to studying their notes in depth yet.
Anyway, thanks for reading!
Edit: Oh cool, seems I've been here before...I recognize halkun's name. We added your comments on the Chrono Trigger PSX file structure to the Compendium's encyclopedia. Until your post, no one knew why that ROM was on there.
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