FF7 Crisis Core - File Format and Data Investigation

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Wowzers, that's some impressive work ignitz! is that your own CC File decoding program or someone elses, because it looks really cool.
I'm sorry my viewer doesn't work properly for you, the problem is definitly todo with Irrlicht's font-encoding system which is probably incompatible with your OS Language settings. I'll try using MSCVC or something else in the future to handle the GUI for the viewer (or maybe try get Japanese fonts working or something)
No not mine, the credits is for some user of this site
http://www.alucard.cc/

He found the grafics. and compaired the Chinese Hack and JAP

Me to compaired but chinese not MOD the pointers.

About At3 audio files decode is true
but you have to decode (With codec installed) in the Windows Media Player or WInamp, Media Player Class don't work
Crystal Tile
I'm not found the web site because the old link is dead

Oh
and thanks for the Silver Wings
I'm going take a PSP and will try to reencode the ending with my subtitles that I will have to remake
 
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Hey, koral,thanks a lot for the awesome new texture viewer, this is EPIC!!!!!

one rather small question though:
How come the files that you supply with the rar work, and files that other people send me work, however, when i dump the files myself, it can't tell the filetype, everything is blank, and i cant view anything. all the files are the right size, so i'm wondering if its vista, trying to compress the files annoyingly or something. any help?
 
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Me Vista too that's the problem  :-D. I try to search in Irrlicht Engine site but not found a fix.
It's worked fine in XP.
I will use the Virtual Machine with XP intall to use this tool.

--------------------------------------------------------

I plus more in my script Dumper fo Crisis Core.

Code: [Select]
Code:
// 01911.raw CETRANSLATORS - CRISIS CORE Final Fantasy VII - Script Dump [$27AC0-$27E7F] - Thu Jan 29 18:00:35 2009//Script extracted by IGNITZ//www.cetranslators.com.br// [$27AC0]<MDB><STRING><25TEXT>Materia has leveled up!<END>// [$27B34]<STRING><27TEXT>Nothing more to do, kupo!<END>// [$27BAC]<STRING><14TEXT>Load failed.<END>// [$27BF0]<STRING><16TEXT>Load canceled.<END>// [$27C3C]<STRING><9TEXT><CHOICE>: Open<END>// [$27C6C]<STRING><9TEXT><CHOICE>: Push<END>// [$27C9C]<STRING><10TEXT><CHOICE>: Go up<END>// [$27CD0]<1TEXT><???TEXT><CHOICE>: Go down<END>// [$27D0C]<STRING><17TEXT><CHOICE>: Use elevator<END>// [$27D5C]<STRING><16TEXT><CHOICE>: Use gondola<END>// [$27DA8]<STRING><11TEXT><CHOICE>: Rotate<END>// [$27DE0]<STRING><9TEXT><CHOICE>: Read<END>// [$27E10]<STRING><9TEXT><CHOICE>: Move<END>// [$27E40]<1TEXT><???TEXT><CHOICE>: Examine<END>// [$27E7C]<$B5><$5B><$C6><$9E>
<XXXTEXT> Is the number of chars that will be displayed.
but the pointers NOT YET

I founded the Tile Map in the Atel Files.
That will be a reference to file and scenario that you be look.
But it's been a one year and I don't have ane screenshot abnd dont remember XD
but to help to decode the Crisis Core Format, I will try.
 
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Hey, just another bit of constuctive criticism about the viewer.

It's very picky. and in actual fact, half the time, it wont switch between files. it says the filename you want it to, but with the previous filesize.

for instance:

I click on "02177.raw", which is The file containing Cissnei's Regular Texture. It shows that the texture file is X bytes big. i click on the texture and it displays it fine.

However, When i click on "02178.raw", it says that i have indeed clicked on "02178.raw", but the filesize is still X bytes, and hasn't changed. If i then click on the Texture file, it doesn't change, and still displays the texture that is in "02177.raw"

Another time, i'll Do the exact same thing, but the filesize will Change, and i'm able to view "02178.raw"

it seems to do this almost at complete random, is this just a vista problem still, or is it some glitch that you can fix.
Sorry if i didnt explain it too well, i'm bad at that...
 
Same thing happens to me NeoCloudstrife, so it's not just you. :-)
 
whoops, I haven't got vista so I haven't been able to test it, sorry peeps  :-P

NeoCloud, you don't have to explain anymore, I know the problem exactly
the files should work fine with Vista, so maybe the ISO dumper/extractor is doing things a little differently in Vista?
The viewer GUI is really ugly yet its supposed to work fine on Vista. but then again irrlicht is supposed to mainly be used for rendering stuff, it just doesn't hold up as well for GUIs.
(So Ya, its not a criticism, its a fact  :wink: )

I know about those annoying problems when you click on something, and it doesn't change, so you click again and again until it does.
Its weird. Its annoying. But its the best I can do for now, sorry  :oops:

I will have a go and try converting it into a pure win32 application with forms, but i really find MS dependencies annoying. I'll see how things go.


Ignitz, you made a script-dumper? thanks for sharing all this information!  :-D
I'll have a go at adding Script-viewing capabilities into the Viewer, just for the sake of completeness.

I wonder if its possible to edit scripts then re-pack all the data into an ISO and play it? Translations could be done, but otherwise there probably isn't any point really because these days Squenix do a great job with translations


spidergaby
 :-o wow, that viewer's actually running on the PSP?! I've heard about LTE but I never thought of actually viewing the raw data from the PSP itself.

I've been posting all the information I find about the different file-formats etc, so feel free to try make your own viewer! Mine is really quite crap (the GUI especially) and I only made it to help make it easier for ME to find and extract the characters but i don't mind sharing it with everyone :lol:

But thanks for offering to help, just post here to let us all know how you're doing and what you find, the more the merrier   :-D


Nothing new on the model-data unfortunatly

I can't figure out the mesh-data at all, its all a little chaotic inside those [!] files.

[unknown chunk 1] doesn't appear to be anything useful, because most of the data consists of zeros, and not enough shorts (which usually correspond with vertex positions). Maybe its Bone and Skin data combined?

[unknown chunk 2] must contain all the Vertex AND all the Face data because there is no change in the data-flow within that chunk. But it feels a little random because its hard to tell how big each "data-chunk" is, sometimes appearing to be 64-byte chunks, sometimes 48, sometimes 32. It could just be a long list of Vertices (not indexed) but there still should be a more obvious pattern as to where one ends and the next begins.

I remember something about FF8 battle-models having UV's seperated from the the vertex data, maybe its similar to that and [unknown chunk 1] actually contains a list of UV's?

If anyone has ideas then please do spit them out!  :-)
 
How about a feature that lets us save the texture so that we dont have to printscreen it? It would be nice to see the texture transparency too. Great Job! :-D :-D
If anyone has ideas then please do spit them out!  :-)
I did lol :wink: :-P
 
So "koral" , sorry but i'm french, what was this link ? A model viewer ? You are currently doing a cc model viewer ?

PS: .raw file...I want open them !!! :-D
 
espio, I meant ideas regarding the mesh-data 
but I will add the export option in the next version, promise   :wink:

spidergaby: the link is in the first post, but to save you some time: http://www.mediafire.com/?dac2zmtkzjo
its not a model-viewer yet, it can only open some kinds of files (mainly Textures actually) but you have to know what files because most files will be empty (the viewer ignores files it can't understand).


I've found a pattern in the [unknown chunk 1] portion of the [!]-Files which suggest that its Polygon data:

Code: [Select]
Code:
[Unknown Chunk 1](seems to always start at 0x80)Possibly Polygon datafor each data-chunk (32 byte-block):- 1 short  always: 00- 1 short  bone id?- 2 bytes  always: FF FF- 1 byte sometimes: 00, sometimes: 01 -- maybe polygon type (quad / tri)- 1 byte always: 00- 1 long always: 00- 4 bytes ??? - 4 floats polygon normal?
its still a bit weird because there aren't any definite indices, and a lot of the time the entire block consists of zeros (even the 'normals').
Maybe I've made a mistake with the types, but this is the cleanest (readable) structure I can conjour up, and is easier to explain than super-huge or super-negative longs and shorts.

[Unknown Chunk 2] has a header attached with it
Code: [Select]
Code:
[Unknown Chunk 2]Possibly Vertex dataHeader: 32-bytes- 1 long (@0x00)  = number of polygons (data-blocks) in [Unknown Chunk 1]- 1 long (@0x04)  = offset to data startData: ?
the actual data-part remains as mysterious to me as ever, so I'm at a bit of a dead-end right now  :|

If anyone could help me figure this out, I'll be really greatful!
:-D
 
Having spent most of the day just trying to browse through the textures, a couple of notes;

I'm using Windows XP and seem to be having the same issue as the vista users on clicking the file and it not loading;  I've found that trying to switch files too quickly is what does that, mostly.  Taking a slower, deliberate approach to select better results.

Something of a dumb question, but is it possible that there can be multiple texture files inside some of the Model .raws?  Some of the larger, more detailed textures seem to only have half the character model on them.

Also, it seems that their's a few environment models/textures around 02400, then it moves back into enemy models.
 
those "half-character textures" are just high qualiy face textures. that's for when the lips actualy move (close-ups) and isnt just 2 face textures alternating for speech. they dont need the rest of the body because its already as high detailed as needed. i've come across this kinda stuff before in my KHII modding days. to be honest, those model files are probably only the head.

@Koral, if you really need help, i know my way round a hex editor pretty well, enough to search for patterns in code like this. if you want, i suppose i wont mind taking a look for ya.
 
those "half-character textures" are just high qualiy face textures. that's for when the lips actualy move (close-ups) and isnt just 2 face textures alternating for speech. they dont need the rest of the body because its already as high detailed as needed. i've come across this kinda stuff before in my KHII modding days. to be honest, those model files are probably only the head.
I thoght so too, but there's a few headless texture sets, too;
lazardhirezxv9.png
 
probably for the HQ models that already have HQ head textures. thats all i can guess at...
 
yeesh, I just updated my first post with all the new knowledge that has been posted, and it wasn't easy. Practically working blind not being able to preview how the formatting stayed.
I might have missed some important bits, or confused other things and dumped them into the wrong section, so please be nice  :oops:

Thankyou to everyone who has helped contribute something!  :-D


ShinRa, yes the viewer has an awkard and bulky user-interface and I apologise if its too much of a pain  :-(
I'm trying to work with MSVC's Forms, but Irrlicht isn't behaving very well under the new environment, so I don't know if I will ever be able to fully get away from the irrlicht's GUI.
Just keep clicking something if it doesn't update. There are so many files I can understand the pain of unknowingly missing a few

About those "split-textures", NeoCloudstrife is right they are just higher-quality textures (and models) of the head and torso split like this to make it more efficient. No point loading a super high-quality model if only the head will be shown, right?

And I am absolutely certain that there are only the one Texture chunk inside those [!] files. None of the offsets in the header have led me to multiple textures yet


I'm beginning to believe that the Mesh data is not inside those [!] files, but maybe stored elsewhere. I can't spot any vertices at all inside [unknown-chunk-2] even though there is a lot of data present.
The other alternative is that the data is compressed, encrypted or "interpolated" for PSP-rendering-efficiency.

I wont be able to decipher this one easily, that's for sure.  :|

Maybe its time to look into other files I haven't even considered yet, and wait until I can get some solid leads before returning to these [!] files again
 :-D
 
Not complaining really, Koral, just trying to give some useful feedback.  I'm generally just happy to see some work being done on the newer games (:
 
thanks spidergaby, and don't worry about it ShinRa I know you weren't complaining  :-D

ignitz can I ask you something?

I've added in the character-codes to read those [MBD] scripts and everything is working absolutely fine. But its all in one line and I can't figure out what other codes mean.
In your dumps, you used tags like "<NL>" (which obviously mean newline) and "<END>" (end of that person talking?) but I'm not sure what codes they are, how many different ones, etc, etc.

Do you have a list of those "OS" codes?
I think they all start with "40" rather than "80" but I might be wrong.

If you don't then it wont matter, I will just have to use trial-and-error to work out the important ones, so don't go out of your way or anything  :lol:


On a side note, I found that those [ATEL] files also contain [GT] and [!] file-chunks! I totally wasn't expecting them, but they are there, plain as daylight (almost).
the [GT] files are a little different from the Chapter-End images though, and look like they have a different kind of format (I think zande hinted this a LONG time ago).
[!] files will be tricky to load, because I dont think I can make the viewer view chunks in a chunk

Lots of other files might have these kinds of different files too, so I have changed how the viewer handles unknown files now. Instead of ignoring them completely, the viewer will try to find all known file-type chunk headers and list them out regardless. It might help to discover some more interesting things!

I'll upload the new version as soon as I can get these [MBD] scripts showing correctly, which should be in a day or two I think :wink:
 
Hi Koral.
Sorry to wait.
here my my table now
Code: [Select]
Code:
0C000000=<???TEXT>01000000=<STRING>\n40020000=<NL>\n40030000=<UNK1>40040000=<END>\n\n40050001=<M-CHOICE1>40050002=<M-CHIOCE2>40050003=<M-CHOICE3>40050004=<M-CHOICE4>40050005=<M-CHOICE5>40050006=<M-CHOICE6>40050007=<M-CHOICE7>40050008=<M-CHOICE8>40060000=<CROSS-PAD>40070000=<CROSS-SQUARE>402B0000=<VAR1>402C0000=<VAR2>402D0000=<VAR3>40110000=<VAR4>40120000=<VAR5>4D424400=<MDB>40100000=<CHOICE1>40050101=<CHOICE2>40360000=<FUNCTION1>80000000=A80000100=B80000200=C80000300=D80000400=E80000500=F80000600=G80000700=H80000800=I80000900=J80000A00=K80000B00=L80000C00=M80000D00=N80000E00=O80000F00=P80001000=Q80001100=R80001200=S80001300=T80001400=U80001500=V80001600=W80001700=X80001800=Y80001900=Z80001A00=a80001B00=b80001C00=c80001D00=d80001E00=e80001F00=f80002000=g80002100=h80002200=i80002300=j80002400=k80002500=l80002600=m80002700=n80002800=o80002900=p80002A00=q80002B00=r80002C00=s80002D00=t80002E00=u80002F00=v80003000=w80003100=x80003200=y80003300=z80003400=080003500=180003600=280003700=380003800=480003900=580003A00=680003B00=780003C00=880003D00=980003E00=!80003F00=?80004000= 80004100="80004200='80004300=,80004400=.80004500=:80004600=;80004700=--80004800=/80004900=(80004A00=)80004B00=$80004C00=<80004D00=>80004E00=%80004F00=[80005000=]80005100=YEN80005200=@Cruz80005300=#80005400=_80005500=|80005600=^80005700=º80005800=-80005900=+80005A00==000000000C000000=<0TEXT>010000000C000000=<1TEXT>020000000C000000=<2TEXT>030000000C000000=<3TEXT>040000000C000000=<4TEXT>050000000C000000=<5TEXT>060000000C000000=<6TEXT>070000000C000000=<7TEXT>080000000C000000=<8TEXT>090000000C000000=<9TEXT>0A0000000C000000=<10TEXT>0B0000000C000000=<11TEXT>0C0000000C000000=<12TEXT>0D0000000C000000=<13TEXT>0E0000000C000000=<14TEXT>0F0000000C000000=<15TEXT>100000000C000000=<16TEXT>110000000C000000=<17TEXT>120000000C000000=<18TEXT>130000000C000000=<19TEXT>140000000C000000=<20TEXT>150000000C000000=<21TEXT>160000000C000000=<22TEXT>170000000C000000=<23TEXT>180000000C000000=<24TEXT>190000000C000000=<25TEXT>1A0000000C000000=<26TEXT>1B0000000C000000=<27TEXT>1C0000000C000000=<28TEXT>1D0000000C000000=<29TEXT>1E0000000C000000=<30TEXT>1F0000000C000000=<31TEXT>200000000C000000=<32TEXT>210000000C000000=<33TEXT>220000000C000000=<34TEXT>230000000C000000=<35TEXT>240000000C000000=<36TEXT>250000000C000000=<37TEXT>260000000C000000=<38TEXT>270000000C000000=<39TEXT>280000000C000000=<40TEXT>290000000C000000=<41TEXT>2A0000000C000000=<42TEXT>2B0000000C000000=<43TEXT>2C0000000C000000=<44TEXT>2D0000000C000000=<45TEXT>2E0000000C000000=<46TEXT>2F0000000C000000=<47TEXT>300000000C000000=<48TEXT>310000000C000000=<49TEXT>320000000C000000=<50TEXT>330000000C000000=<51TEXT>340000000C000000=<52TEXT>350000000C000000=<53TEXT>360000000C000000=<54TEXT>370000000C000000=<55TEXT>380000000C000000=<56TEXT>390000000C000000=<57TEXT>3A0000000C000000=<58TEXT>3B0000000C000000=<59TEXT>3C0000000C000000=<60TEXT>3D0000000C000000=<61TEXT>3E0000000C000000=<62TEXT>3F0000000C000000=<63TEXT>400000000C000000=<64TEXT>410000000C000000=<65TEXT>420000000C000000=<66TEXT>430000000C000000=<67TEXT>440000000C000000=<68TEXT>450000000C000000=<69TEXT>460000000C000000=<70TEXT>470000000C000000=<71TEXT>480000000C000000=<72TEXT>490000000C000000=<73TEXT>4A0000000C000000=<74TEXT>4B0000000C000000=<75TEXT>4C0000000C000000=<76TEXT>4D0000000C000000=<77TEXT>4E0000000C000000=<78TEXT>4F0000000C000000=<79TEXT>500000000C000000=<80TEXT>510000000C000000=<81TEXT>520000000C000000=<82TEXT>530000000C000000=<83TEXT>540000000C000000=<84TEXT>550000000C000000=<85TEXT>560000000C000000=<86TEXT>570000000C000000=<87TEXT>580000000C000000=<88TEXT>590000000C000000=<89TEXT>5A0000000C000000=<90TEXT>5B0000000C000000=<91TEXT>5C0000000C000000=<92TEXT>5D0000000C000000=<93TEXT>5E0000000C000000=<94TEXT>5F0000000C000000=<95TEXT>600000000C000000=<96TEXT>610000000C000000=<97TEXT>620000000C000000=<98TEXT>630000000C000000=<99TEXT>640000000C000000=<100TEXT>650000000C000000=<101TEXT>660000000C000000=<102TEXT>670000000C000000=<103TEXT>680000000C000000=<104TEXT>690000000C000000=<105TEXT>6A0000000C000000=<106TEXT>6B0000000C000000=<107TEXT>6C0000000C000000=<108TEXT>6D0000000C000000=<109TEXT>6E0000000C000000=<110TEXT>6F0000000C000000=<111TEXT>700000000C000000=<112TEXT>710000000C000000=<113TEXT>720000000C000000=<114TEXT>730000000C000000=<115TEXT>740000000C000000=<116TEXT>750000000C000000=<117TEXT>760000000C000000=<118TEXT>770000000C000000=<119TEXT>780000000C000000=<120TEXT>790000000C000000=<121TEXT>7A0000000C000000=<122TEXT>7B0000000C000000=<123TEXT>7C0000000C000000=<124TEXT>7D0000000C000000=<125TEXT>7E0000000C000000=<126TEXT>7F0000000C000000=<127TEXT>800000000C000000=<128TEXT>810000000C000000=<129TEXT>820000000C000000=<130TEXT>830000000C000000=<131TEXT>840000000C000000=<132TEXT>850000000C000000=<133TEXT>860000000C000000=<134TEXT>870000000C000000=<135TEXT>880000000C000000=<136TEXT>890000000C000000=<137TEXT>8A0000000C000000=<138TEXT>8B0000000C000000=<139TEXT>8C0000000C000000=<140TEXT>8D0000000C000000=<141TEXT>8E0000000C000000=<142TEXT>8F0000000C000000=<143TEXT>900000000C000000=<144TEXT>910000000C000000=<145TEXT>920000000C000000=<146TEXT>930000000C000000=<147TEXT>940000000C000000=<148TEXT>950000000C000000=<149TEXT>960000000C000000=<150TEXT>970000000C000000=<151TEXT>980000000C000000=<152TEXT>990000000C000000=<153TEXT>9A0000000C000000=<154TEXT>9B0000000C000000=<155TEXT>9C0000000C000000=<156TEXT>9D0000000C000000=<157TEXT>9E0000000C000000=<158TEXT>9F0000000C000000=<159TEXT>A00000000C000000=<160TEXT>A10000000C000000=<161TEXT>A20000000C000000=<162TEXT>A30000000C000000=<163TEXT>A40000000C000000=<164TEXT>A50000000C000000=<165TEXT>A60000000C000000=<166TEXT>A70000000C000000=<167TEXT>A80000000C000000=<168TEXT>A90000000C000000=<169TEXT>AA0000000C000000=<170TEXT>AB0000000C000000=<171TEXT>AC0000000C000000=<172TEXT>AD0000000C000000=<173TEXT>AE0000000C000000=<174TEXT>AF0000000C000000=<175TEXT>B00000000C000000=<176TEXT>B10000000C000000=<177TEXT>B20000000C000000=<178TEXT>B30000000C000000=<179TEXT>B40000000C000000=<180TEXT>B50000000C000000=<181TEXT>B60000000C000000=<182TEXT>B70000000C000000=<183TEXT>B80000000C000000=<184TEXT>B90000000C000000=<185TEXT>BA0000000C000000=<186TEXT>BB0000000C000000=<187TEXT>BC0000000C000000=<188TEXT>BD0000000C000000=<189TEXT>BE0000000C000000=<190TEXT>BF0000000C000000=<191TEXT>C00000000C000000=<192TEXT>C10000000C000000=<193TEXT>C20000000C000000=<194TEXT>C30000000C000000=<195TEXT>C40000000C000000=<196TEXT>C50000000C000000=<197TEXT>C60000000C000000=<198TEXT>C70000000C000000=<199TEXT>C80000000C000000=<200TEXT>C90000000C000000=<201TEXT>CA0000000C000000=<202TEXT>CB0000000C000000=<203TEXT>CC0000000C000000=<204TEXT>CD0000000C000000=<205TEXT>CE0000000C000000=<206TEXT>CF0000000C000000=<207TEXT>D00000000C000000=<208TEXT>D10000000C000000=<209TEXT>D20000000C000000=<210TEXT>D30000000C000000=<211TEXT>D40000000C000000=<212TEXT>D50000000C000000=<213TEXT>D60000000C000000=<214TEXT>D70000000C000000=<215TEXT>D80000000C000000=<216TEXT>D90000000C000000=<217TEXT>DA0000000C000000=<218TEXT>DB0000000C000000=<219TEXT>DC0000000C000000=<220TEXT>DD0000000C000000=<221TEXT>DE0000000C000000=<222TEXT>DF0000000C000000=<223TEXT>E00000000C000000=<224TEXT>E10000000C000000=<225TEXT>E20000000C000000=<226TEXT>E30000000C000000=<227TEXT>E40000000C000000=<228TEXT>E50000000C000000=<229TEXT>E60000000C000000=<230TEXT>E70000000C000000=<231TEXT>E80000000C000000=<232TEXT>E90000000C000000=<233TEXT>EA0000000C000000=<234TEXT>EB0000000C000000=<235TEXT>EC0000000C000000=<236TEXT>ED0000000C000000=<237TEXT>EE0000000C000000=<238TEXT>EF0000000C000000=<239TEXT>F00000000C000000=<240TEXT>F10000000C000000=<241TEXT>F20000000C000000=<242TEXT>F30000000C000000=<243TEXT>F40000000C000000=<244TEXT>F50000000C000000=<245TEXT>F60000000C000000=<246TEXT>F70000000C000000=<247TEXT>F80000000C000000=<248TEXT>F90000000C000000=<249TEXT>FA0000000C000000=<250TEXT>FB0000000C000000=<251TEXT>FC0000000C000000=<252TEXT>FD0000000C000000=<253TEXT>FE0000000C000000=<254TEXT>FF0000000C000000=<255TEXT>
As you can see, after MBD header must have 01 00 00 00 hex code.
This is the start of a string. 01000000=<STRING>\n
An example in 01469.raw
in MBD files have 01000000 0E000000 0C000000
01000000 = Start String
E0000000 = Number of chars EX: 0x0e = 14 decimal
then
MBD  01000000            0E000000               0C000000
        STRING CODE          14 CHAR             UNK CODE (ALL TIME HAVE THIS SAME CODE)
      S              a            v               e       <SPACE>        f             a            i                 l            e             d              {.}       <NL>       <END>
80001200 80001A00 80002F00 80001E00 80004000 80001F00 80001A00 80002200 80002500 80001E00 80001D00 80004400 40020000 40040000
1             2              3             4             5             6             7              8             9             10             11             12             13             14

----------------------------------------------------------------
<MDB><STRING>
<14TEXT>Save failed.<NL>
<END>

----------------------------------------------------------------
01000000                 09000000               0C000000
STRING CODE             9 CHAR               UNK CODE (ALL TIME HAVE THIS SAME CODE)

<VARIABLE>      {:}      <SPACE>       O              p              e           n            <NL>     <END>
40110000     80004500 80004000 80000E00 80002900 80001E00 80002700 40020000 40040000
       1                2             3             4               5             6            7              8             9

----------------------------------------------------------------
<STRING>
<9TEXT><VAR4>: Open<NL>
<END>
----------------------------------------------------------------

In the string is this with TableLib dumper with my table.

Code: [Select]
Code:
// 01469.raw CRISISCORE - Final Fantasy VII - Script Dump [$297A0-$29AFF] - Fri Jan 30 04:10:32 2009//Script extracted by IGNITZ//www.cetranslators.com.br// [$297A0]<MDB><STRING><14TEXT>Save failed.<NL><END>// [$297E8]<STRING><9TEXT><VAR4>: Open<NL><END>// [$29818]<1TEXT><???TEXT><VAR4>: Pick up<NL><END>// [$29854]<1TEXT><???TEXT><VAR4>: Examine<NL><END>// [$29890]<STRING><9TEXT><VAR4>: Talk<NL><END>// [$298C0]<STRING><17TEXT>Obtained <VAR4> x <VAR5>!<NL><END>// [$29910]<STRING><17TEXT>Obtained <VAR4> gil!<NL><END>// [$29960]<STRING><27TEXT>SP increased by <VAR4> points!<NL><END>// [$299D8]<STRING><23TEXT><CROSS-PAD><FUNCTION1><FUNCTION1>: Save<NL><CROSS-SQUARE><FUNCTION1><FUNCTION1>: Delete<NL><END>// [$29A40]<STRING><24TEXT>New mission available!<NL><END>// [$29AAC]<STRING><18TEXT>You've got mail!<NL><END>
If you want I can send my files XD with tools, but with this post I cleared the struct of files MBD.
The pointers I don't find yet, it's been maybe in the initial struct Atel file
Or maybe be compressed in before MBD file

TIP: Multiple x4 for the count char to take the size of string.
 
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