Information on FF7.exe

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My thoughts on the temp .p files: They're debug memory dumps the programmers forgot to take out. The dumps would be of unstable areas where they experienced problems, and wouldn't necessarily contain any useful info.
 
the reason i called them temp files qhimm maybe because ff8 has them too, if you alt-tab out of ff8 and then check its directory u WILL see the same name files (not the same size i might add), but they get deleted by the program when you quit ff8, not so for ff7.
 
Sigh.........................
I can't really read your source files, Qhimm.
You see, I'm taking a matriculation in IT currently and one of my core subjects is C programming. I've only started for about 3 weeks or so. That itself, with my interest in programming, I am currently reading ahead of my college lectures. I'm currently at page 110+ of my book which happens to be like 900+ pages long. It's "Deitel & Deitel's C : How to program" if you want to know. Looks like I'll have to spend this weekend catching up on more C before I can really understand your source. I'm progressing quite quickly cause I have done some Java (not Javascript!) and some BASIC in a "see and learn" by looking at sources.
Looks like I have to get back to my books.
 
Yeah ... C isn't the easiest to learn (though yes, I will admit it's good when you do). BTW I've written my own FF73d viewer based on Qhimm's source but the colours are messed up ... anybody have hints?
 
I'm afraid I don't understand most of the source, either.
 
fice: prehapes something wrong with the guroud shading / lighting instructions?
 
hmm, heres something else for the saint to look for...
where are the monster stats stored?
unlike ff8 where monsters level up as u do, ff7 monsters (maybe not bosses) donot level up, so where is their initial (and final) stats info stored?
ill look into the exe myself tonight, but if anyone has a good guess then let me know.
PS; looking at the exe, does anyone know where the random fight monster formation/ party picking thingy is? (i mean the bit of code/file that sets up the next random fight before it happens, ie; the next random fight after 2 steps is against a gaurd and a ghost, monster ids; 001 and 029 etc)
 
some info, after searchin the exe for 'weapon' (as in diamond weapon) i came to a list that matches up the HRC files to their enemy/object equivelents, here it is:
well i was going to, but neither ultra edit nor wordpad like to copy paste big amounts of data  :(
well i did it the long way and after 5 mins here it is;
/aja.hrc    tybrco  /dva.hrc    buggy   /aba.hrc    barrier /aaa.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    warship /eke.hrc    canon   /aia.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    canon   /aia.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    diaweapon   /bna.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    ultima  /dyb.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    barrier /aaa.hrc    ultima  /dyb.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind    /cgd.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    ruby    /cqc.hrc    rock    /cnb.hrc    choko   /aja.hrc    choko   /aja.hrc    highwind02  /cid.hrc    sbmrn   /ddd.hrc    condor  /bkd.hrc    rocket  /coc.hrc    rocketbase  /cpc.hrc    goldsaucer  /cfc.hrc    midgulcanon /cmb.hrc    tail    /dkc.hrc    ruby    /cqc.hrc    rock    /cnb.hrc    sbmrn   /ddd.hrc    gernika /cec.hrc    underseemk  /eje.hrc    coralkey    /ble.hrc    seeobject   /dic.hrc    sbmrn2  /dga.hrc    emerald /bud.hrc    snowpole    /djc.hrc    snowpole    /djc.hrc    snowpole    /djc.hrc    cloud   /bbe.hrc    tifa    /dlb.hrc    cid /ata.hrc    chokoexcuse the formatting  :D
 
well above, where it shows stuff like 'canon' 'rocket' it means the 3d mini towns that appear when youre out on the world map.
[edit] damn! just released that these are for ONLY the 3d objects on the world map  :([This message has been edited by The Skillster (edited February 03, 2001).]
 
Whoa! Even if this info isn't what you wanted, it's still useful. This could mean that the World Map models are stored in the .EXE.And do you *know* that the game selects which enemy group will be encountered next, or are you speculating?
 
OK, OK, I can't resist. You want to get hold of the world data?Write a DirectX inbetween layer (surprise!) and plot down the vertices as they are added. Soon you'll have extracted all the models in the game.

Anyway, I guess perhaps writing the data is your intention here...and also I would say your way is less work. It was just an idea that popped into my mind as I read this...
 
SORRY, TO DISAPPOINT u, but i was looking for monster stat info/battle info, not tyring to find 3d data.
the 3d data shown above is refrences, to show the games which damn rsd file from the char/world.lgp file goes with which object class (most likley) the 3d data is NOT stored in the exe, and i think converting the 3d models in the way that qhimm has is simplar than writing a dX layer Dags/Jari...
So any idea of where the fight info is stored (srehtron Qhimm mailed me about the random monster formation picking thingy, a LOONG time ago, when i was searching memory addresses to see if i could pin point it - no such luck, unless i know which 'area; inside the momery allocated to ff7 the values are in)?
 
Ficedula, since I can't really read Qhimm's source code, I can't help you figure out whats your problem. If you wouldnt mind mailing me your rough description on the .P files structure according to Qhimm's source, I "could " help you fill in the gaps.
 
I've fixed that problem, now I have a different one. I can display each .P file correctly. However, there are multiple .P files for each model (remember the HRC skeleton; one for head, upper-left-arm, lower-left-arm, etc....). I can't get the parts "lined up" properly. Then again, I haven't been working on it that long, so...
 
Ficedula, anyway, I really really wanna know what Qhimm's source code says so could you please explain it to me???
 
Fair enough. Though it isn't too hard to understand if you know basic C++ and 3d terms ... though I suppose not everybody does!If Qhimm has no objections, I'll write a short document explaining the basic .P format.
 
Why would I have any objections? If I wanted to prevent this kind of hacking this site wouldn't exist, you know...  :)
 
Dag Sverre: Heh. Well, I'll consider it.The Skillster: I know, but as I said, the information is still potentially useful.

Thanks for the info about the random battles. I would guess on a couple places where the fight data could be. Either the battle files, world_us.lgp, or somewhere else in the .exe.

Ficedula: Awesome! If you don't mind telling us, what was the original problem? Man, I can hardly wait to eat up the new document.  :)

[This message has been edited by Srethron Askvelhtnod (edited February 05, 2001).]
 
I forgot to answer The Skillsters questions about where the battle or monster info is.
If you ask me, there should be 2 very possible places, battle.lgp or in flevel.lgp. This completely depends on how the FF7 developers made it. Since most enemies are only found in certain field areas, it would be reasonable to put the encounter rate and the monster specific info in the flevel.lgp field files. I think the battle.lgp should would only contain the battle graphics. Possibly the files like vincent.dat or such are in the battle.lgp too.
Putting the monster information into the EXE file is possible but it will only bloat the size of the EXE.Let me put it this way.
Do you think the process of porting FF7PC was done by 1 sole person?
Obviously not, right?
So my guess here is that all the seperate files(LGP) would be done by a different person in order to get optimum results.
What I'm trying to say is this, the EXE should only contain the references and some other stuff. It should not have any internal files to avoid bloating the EXE and confusing an issue when there is a problem reported. Lets say that I was in charge of the monster info and a bug was reported. With the above mentioned system all I would have to do is open the respective file and figure it out, rather than opening an EXE file that was not done by me and potentially cause some other problem by messing up the code?

[This message has been edited by The SaiNt (edited February 06, 2001).]
 
OK; the document is up on my website.The original problem I had was I didn't realise the same index was used for vertices and colours. It'll explain that in the document...once I realised it, no problem.

BTW, Qhimm, spellchecker.net was down when I was posting this. Had to disable Javascript before UBB would let me post anything...
 
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