Halkun is back! Prepair to be r0xored.

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Mirex:
Apart from the fact I just need help? ;)
I've posted the code someplace, no one could figure out WHY it didn't work.

Kelsinky:
Yo! how have you been? ;)

I suppose this is the appropriate forum to now that I think about it (LOL).
Cyb
 
Halkun,

Do you plan to put together a document describing your findings (data structures, data organization and algorithms) on FF7 like you did with your PSX tech docs for Zophar.

Your PSX doc is definently informative and very helpful, and I know a document describing the details of FF7 would be very interesting to not only me, but also a handful of other people on this forum as well.

Thanks..
 
I build on the sholders of gaints. I originally came here because I wanted some help ripping the battle fields in FF8. There is a long story to that.

You see, when FF8 came out, I loved the story beyond words. Sadly, the magic system was *SO BAD* I almost didn't finish the game. (They gave up Materia for *THIS*!) I always wanted to re-tell the FF8 story end-to-end but mainking the magic system a side-thing. The plan was to make a 3d real time movie created from of the FF8 data. I helped Qhimm decrypt the FF8 models and tought how to do data visualazation with a few tools I created. Sadly, I have long lost my copy of FF8 PC and the PSX version has a horrably hidden filesystem.

The only thing I really do is read Japanese blogs and sometimes hear a whisper or two from some Squaresoft developers. I also had some contacts from Square-USA in Hawaii that poked me with a clue stick sometimes.

If anything, the only thing I do is come up with wild theroies or play the PSX version of FF7 VERY SLOWLY with the VRAM showing and watch how the system handles data. (I run in software mode at 1280x1024 from a save state). It's enough to get a frame-by frame play.

Another sad thing is my tools have to be re-created. I magrated to Linux a while ago and don't have my hacker's toolbox anymore. Not only that, the PSX disk will not mount proper under linux because it's written in mode 2, I also can't seem to rip the data correctly as Mode 2 data has larger sectors than Mode 1 (ISO-9660) causing the last 256 bytes of each sector to get eaten.

Also the only real contobutions I've ever done is made the baby steps into decoding the .a files waaaay back then. (Mirex then filled in my neophyte work I was doing and did all the heavy lifting) and decoded the FF8 models, but that was because I realized that the models were using quads, not triangles. It was Qhimm that told me that it was using PSX GPU Packet headers to orginaze the data. Something *I* should of reconized as I wrote the PSX doc... (Which makes sense, you can "preload" the data packets and and stream them to the GPU via DMA quickly as opposed to creating every packet on the fly and placeing them into an Ordering Table.)

Another dream is to re-create the FF7 engine and have it run on modern platforms. In a perfect world I would adore the ability to use data from either the PSX or the PC version. However, I bearly know C and use a graphics lib called "allegro" which can't do accelerated graphics. I can bearly open a file and read it into a struct. I can't do OO programming at all because I have difficulty with relational data. I'm also an innumerate and can't add numbers above 15. (I'm not joking!)

The only thing I'm really good is taking programs, blowing them apart, and looking at the fagments left behind. I have a slight (SLIGHT!) intuitive edge, however my therories are often quite wrong. Most of the time people think I know what I'm talking about and try my theroy, only to find I'm full of crap ^_^ and then work out on thier own how things really work...

For example ^_^

I once spoke with the Japanese fella who wrote the FF7 model viewer, he got the data from a friend who worked for square. When I asked him what the file format was, he told me, but it was in such convoluted Japanese I could bearly understand him. He said it was set up in "Data Pools" when one pool refered to another. I saved the explanation so I could translate it later, and never found it again.

I posted here that the models are made from "Data Pools" and for some reason, someone knew what I was talking about and was able to make headway into the .p format.

Where was I?

Oh, yea.

Anyway, if you want me to accumulate everything I have discovered or read or have blown up into one huge doc for refrence, I'll do it. "Everything you ever wanted to know about the FInal Fantasy 7 Engine, but were afraid to ask" ^_^ It wll be an inresting place to put my wild theroys and so you guys can can prove me wrong and tell me I'm full of it.

I'll accumulate what I can into an outline. I would like permission from the various hackers to be able to put thier data into my doc. I'll give proper credit.

If anything, we will have a base to which someone else can port the silly thing to modern platforms.
 
Could "supernova" be using the scripter from "cure", but simply using parts from other magics/summons/attacks?

If I can get my vram viewer to work again, I believe there is a generic set of textures for Battle. (The s_effect textures). These are four-bit textures that have such things as slash animations, generic explosions, and various "sparklies" that spells and attacks use. It also conatins the limit break aura texture, enemy skill aura texture, and magic aura texture.

As soon as I figure out how to get my vram viewer to work again I would like to see if these are cached. Because they are only four-bit textures, they don't take up very much room at all and are probably never cached out. It would make the access time faster as only the unique textures for the more complex spells will ever need to be paged in.
 
If I can get my vram viewer to work again, I believe there is a generic set of textures for Battle. (The s_effect textures). These are four-bit textures that have such things as slash animations, generic explosions, and various "sparklies" that spells and attacks use. It also conatins the limit break aura texture, enemy skill aura texture, and magic aura texture.
If you are using the PEOPS software only GPU then Press F12 that's the default to view the VRAM.  Press Config->Video and Click Config.. on the configuration screen it says 'Key configuration' with a button that says [...] click that and you'll have a list of optional keys you can use.

As soon as I figure out how to get my vram viewer to work again I would like to see if these are cached. Because they are only four-bit textures, they don't take up very much room at all and are probably never cached out. It would make the access time faster as only the unique textures for the more complex spells will ever need to be paged in.
See above for how to get PEOPS Soft Vram viewer to work under windows now under linux let me check to be sure, nope no key to do that on the Linux version though I suppose one could add it, you need a way to intercept keypresses sent to ePSXe :)

Cyb
 
Yea, the vram view only work in wondows, no prob though. I can use that....


Saaay, I just found ou that pretty much all the resourses in FF7 PSX are using compiled Psy-Q resourses. (PLY, GRP, MAT, RSD, STR, SEQ, TIM) There probably exists converters, but dollars to donughts they are part of the psy-q package which is a no-no to own. Just a little heads-up.
 
Yea, the vram view only work in wondows, no prob though. I can use that....


Saaay, I just found ou that pretty much all the resourses in FF7 PSX are using compiled Psy-Q resourses. (PLY, GRP, MAT, RSD, STR, SEQ, TIM) There probably exists converters, but dollars to donughts they are part of the psy-q package which is a no-no to own. Just a little heads-up.
However the PLY GRP MAT RSD STR SEQ and TIM formats are well documentaled err documented ;) I have a PDF document describing all the media information the playstation developement system used.

Getting the original tools I am not sure will do you much good.  If they compiled the PSX data into a binary form.. heh, I suppoe the data is organized identically in binary form.. except for the fact that they segmented the sections? Hmm I'll have to look at the data that way. I wonder if they did that with FF8's data too.


Cyb
 
However the PLY GRP MAT RSD STR SEQ and TIM formats are well documentaled err documented ;) I have a PDF document describing all the media information the playstation developement system used.

I'm going to assume that your document is a legal clean-room discription of the file formats and not an illigal copy of a Sony Psy-Q manual. You know, the ones that are only to be distributed to licenced Playstation programmers. It would be a shame to have someone's work invalidated because we were using illigaly copied documentation that someone stole.

For example:
My PSX doc does not contain any information taken from offical Sony documentation. Why do I know this? Because when I was going to be a witness in the Sony v. Connectix lawsuit, I had a lawyer ask me for not only my PSX doc, buit all the documents I used to create it. I'm sure I would of been a hoot if Sony found I had illigal copies of thier documentation in my pool of data during the discovery process of the lawsuit.

If you want to write a file format specifacation with your own research that I can then use, that's great. It can't contain a direct copy of Sony's specs, or else you've just peed in the pool and screwed up the PSX side of things. I'm just letting you know so that I don't wind up with a Psy-Q manual in my mailbox.

While writing my doc, I was offered Psy-Q more times than I can count. I turned down each offer. (Sometimes to hostility, they were try to prove to me how L33t they were and I simply didn't want the libiary. If they could, they would of *forced* me to look at it just to prove how "good" they were.)

So anyway, just heed the warning, OK?
 
<Professor Farnsworth>
Good news Everybody! I've finally decoded all of FF7.exe and made it into a convenient suppository!
</Professor Farnsworth>
 
Halkum, I've no idea really where it came from, sadly I can't find it either. I guess such is life therefore?  As for ummm whatever that odd spelling you used, uhhh fine hehehe.

Cyb
 
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