F
FaustWolf
Guest
Much has been said about text pointers for translation hacking, but I've seen precious little about the pointers a game engine uses for other objects, such as character models and textures. I've been searching every nook and cranny of the Chrono Cross disc 1 game image for pointers to the battle and overworld character model data, but to no avail. I'm 99% confident that such pointers exist, because if I, say, overwrite a given character model with another model that has much more data and spills over the sector boundary at which the original model normally ends, the game freezes on me. :lol: A model swap iin which the new model is less than or equal to the file size of the original model works just fine, on the other hand.
The only place I can find pointers to the battle models is in the game image's Table of Contents, but it appears that the game engine does not "interact" with this giant pointer table in any meaningful way -- while it helps immensely in dumping all files from the CD, changing the Table of Contents to match file alterations does nothing to solve the problems associated with those alterations, and a major alteration to the Table of Contents absent any other changes to the game image causes no problems. If anyone's interested, there's some notes on Chrono Cross' Table of Contents here: http://www.chronocompendium.com/Forums/index.php/topic,5181.0.html
Given the difficulty I've had in locating pointers to overworld and battle models, it is my great suspicion that those pointers may be embedded within the battle script and fieldscripts, which may in turn be LZSS compressed (hence my difficulty in finding the pointers straight-out). My question for the qhimm community is, has there been any investigation of the pointers to model data and other graphical objects in the Playstation versions of Xenogears, FF7, FF8 and FF9? I suppose FF9's pointer system would be most applicable to Chrono Cross given the overlapping development periods.
Also, is the expectation of finding pointers to various objects within uncompressed fieldscripts and battle scripts realistic? I figure if there's a command that says, "load model ()" it would make sense that an "oh, by the way, the models start here, here, here, and here..." list would directly follow. However, this is an aspect of game hacking to which I am completely new.
The only place I can find pointers to the battle models is in the game image's Table of Contents, but it appears that the game engine does not "interact" with this giant pointer table in any meaningful way -- while it helps immensely in dumping all files from the CD, changing the Table of Contents to match file alterations does nothing to solve the problems associated with those alterations, and a major alteration to the Table of Contents absent any other changes to the game image causes no problems. If anyone's interested, there's some notes on Chrono Cross' Table of Contents here: http://www.chronocompendium.com/Forums/index.php/topic,5181.0.html
Given the difficulty I've had in locating pointers to overworld and battle models, it is my great suspicion that those pointers may be embedded within the battle script and fieldscripts, which may in turn be LZSS compressed (hence my difficulty in finding the pointers straight-out). My question for the qhimm community is, has there been any investigation of the pointers to model data and other graphical objects in the Playstation versions of Xenogears, FF7, FF8 and FF9? I suppose FF9's pointer system would be most applicable to Chrono Cross given the overlapping development periods.
Also, is the expectation of finding pointers to various objects within uncompressed fieldscripts and battle scripts realistic? I figure if there's a command that says, "load model ()" it would make sense that an "oh, by the way, the models start here, here, here, and here..." list would directly follow. However, this is an aspect of game hacking to which I am completely new.