[PC FF7 2012] Files that changed in the recent FF7 ReRelease

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List of files/archives that changed:

flevel.lgp:
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ancnt1 - Fixes Vincent at the end of Disc1 (his leg is up when Aeris...)ancnt4 - Fixes Vincentblackbgb - End of Disc 1/Disc 2 changed to End of Part 1/Part 2 ("Please do not open the CD drive" is tossed since there are no CDs now)frcyo - Names of greens changed: Gysahl vs Gizzard, Krakka vs Karaka, Pahsana vs Pasana, Curiel vs Kurie, Mimett vs Memit (possibly something more)fr_e - unknownfship_4 - Highwind flying instructions -> "[ASSIST] to move ahead" vs "[OK] to move ahead", "[ASSIST] toggle map" vs "[ASSIST] to strafe"las0_8 - Split in The Northern Crater - fixing choices for "I'm going Left/Right" (original team sometimes used simple spaces instead of tabs/choices)las2_1 - Same as obove, fixing choices for Up, Down, also, a little Easter Egg ;plastmap - unknownuutai1 - unknown
The easter egg: Unused text "012345678901234" changed to "Secret Cow Level" (Diablo? Anyone?? No? Okay :( )

condor.lgp - textures
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eunit00.tex - Removing Playstation symbols from the buttons, this one is most likely for the low-res, so unusedeunit00d.tex - Renaming buttons (the Playstation symbols vs B1,B2,B3,B4)
Also, the port team was called "dotemu", and is a 3rd party. The name of the new dll graphics driver is: new_dll_graphics_driver (duh! ;p)

Great job they've done.
 
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blackbgb - End of Disc 1/Disc 2 changed to End of Part 1/Part 2 ("Please do not open the CD drive" is tossed since there are no CDs now)
I think that is the map that crashes touphscript, so perhaps they fucked up there.
 
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I didn't notice the Left/Right Up/Down thing. I'll share my other findings here.

fr_e -- In the "chance" group script (I didn't write down which one) they change an 8 frame wait to a 1 frame wait.
lastmap -- In script 3 of group "AD3", it now uses script 1 of group "disp".

Such minor changes. I haven't played either of these parts of the game so I haven't "noticed" a change. Still have no idea about uutai1, nor why the frcyo filesize is so different.
 
did they fix some bugs? like the Magic Defense bug of the Wizard Bracelet?
 
If the exe didn't change, then no.
I wouldn't say that. Their driver latches onto the game the same way Aali's driver does, and he was able to fix the mdef bug without changing the exe. All you strictly need to do is have the fix somewhere else, such as somewhere in AF3DN.P, and have the driver patch it in at runtime.
 
The driver definitely supersedes (my favourite word of late) some of the original data.  Most of it is untouched though.  They did the bare minimum, so I wouldn't be surprised to see the defence bug still there.
 
The lack of changes to the exe itself is pretty compelling evidence that no-one has the original source any more.
 
How do you lose the source code to one of, if not the, greatest game of all time?  How can they be so lax and useless for such a big company.  The mind BOGGLES.
 
cant remember where i read this but probably here.
final fantasy 7 was remade for ps3 years ago. its kept behind glass that says "break if bad **** happens"
im gonna say source code is behind this glass as well
 
I didn't notice the Left/Right Up/Down thing. I'll share my other findings here.

fr_e -- In the "chance" group script (I didn't write down which one) they change an 8 frame wait to a 1 frame wait.
lastmap -- In script 3 of group "AD3", it now uses script 1 of group "disp".

Such minor changes. I haven't played either of these parts of the game so I haven't "noticed" a change. Still have no idea about uutai1, nor why the frcyo filesize is so different.
Hello and welcome to the board! Thank you very much for posting your findings.

did they fix some bugs? like the Magic Defense bug of the Wizard Bracelet?
They did fix that one for sure, and chocobo crash too. Probably many more.

I wouldn't say that. Their driver latches onto the game the same way Aali's driver does, and he was able to fix the mdef bug without changing the exe. All you strictly need to do is have the fix somewhere else, such as somewhere in AF3DN.P, and have the driver patch it in at runtime.
Seconded. It's patched on run.
 
Is there an easy way to work out which values it is patching at runtime?  Maybe they found out a few that we missed?
 
Is there an easy way to work out which values it is patching at runtime?  Maybe they found out a few that we missed?
Dump the running exe and compare to the exe file. There are over 2k changed bytes - some of them are functions replaced, but some are single byte-tweaks. While fixing things (I'm using chocobo patch as an example), they NOP-ed not only the faulty instructions, but also surrounding ones, because they were not needed. A+ job, or they didn't want it to look like rip-off ;) You'd have to go one by one over the modifications to find unknown fixes.
 
Can you get me the full list of changed addresses and values so I can check it out?  I don't have the exe or the ability to run the game anyway.   8)
 
Can you get me the full list of changed addresses and values so I can check it out?  I don't have the exe or the ability to run the game anyway.   8)
Since it's already done: runtime patch changes. Counting minutes till you give up ;)

Edit:
File taken down, not to troll anyone anymore.
 
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excellent.  Now can you do me one more thing?  Change those into 1.02 ff7.exe addresses also?  I have a good documentation here so I can at least get clsoe to where some of these are being used.
 
excellent.  Now can you do me one more thing?  Change those into ff7.exe addresses also?  I have a good documentation here so I can at least get clsoe to where some of these are being used.
Info is in the file. It's a simple math.

Edit:
I'll copy it here for convenience:
For virtual addresses add 0x401000
For ff7_en.exe addresses add 0x1000
 
So it is. I will get on it.

edit: another thing. What is the point of them nopping the unused functions in chocobo races?  That won't do anything will it?  No speed up or anything?
 
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