A
Akari
Guest
Oh well, I finished. I spent all the night arranged all I know about Xenogearses formats. I put it all into single html page. Here it is XENO-GEARS, the beginning =)
True. You could say most of the second disc is missing.It was also a incomplete release but pruned considerably more than FF7's very minor removals.
It was also a incomplete release but pruned considerably more than FF7's very minor removals.
Does anyone know if the Xenosaga guys have the rights to remake or rerelease Xenogears, or if they can just make prequels and sequels in the same scenario?
I tried to decode the file table from an image of my NTSC U/C version and so far didn't get very far. How do the first few entries look like in your version?Oh well, I finished. I spent all the night arranged all I know about Xenogearses formats. I put it all into single html page. Here it is XENO-GEARS, the beginning =)
From what I understand Xenosaga plays > 10000 years before Xenogears, so obviously the characters are different. After the events in Xenosaga 1-3 (which I don't want to spoil for people who haven't played) they load the Zohar onto a ship. There someone starts it up again and triggers the events of the Xenogears intro cutscene.Xenogears and Xenosaga are not from the same storyline. They were never meant to be part of the same story. Not that it matters, now. But Xenosaga was never intended to be a prequel of Xenogears.
I tried to decode the file table from an image of my NTSC U/C version and so far didn't get very far. How do the first few entries look like in your version?
Offset 0 1 2 3 4 5 6 7 8 9 A B C D E F0000C000 29 00 00 EF FF FF FF 29 00 00 00 F2 1B 00 39 030000C010 00 00 4D 8A 00 61 12 00 00 99 84 00 E9 20 00 C00000C020 BE 5D 00 2F 2B 00 00 BF CA 00 67 41 00 00 DB DB0000C030 00 7F 59 00 C0 00 6C 00 55 65 00 00 41 7D 01 1D 0000C040 8F 00 00 CE 3E 01 0D B2 00 00 58 BD 00 CD C6 000000C050 00 57 2D 00 C5 CB 00 00 13 23 00 9D CF 00 00 13
extract(char *filename){ unsigned long start_sector, file_size; unsigned char start[3], size[4]; char numero[10]; // first directory number 0 int directory_number = 0; // create file with cd file index create_index_file(); index_file = fopen("index_cd.bin", "rb"); for (i = 0; ; i++) { file_position = fread(start, 1, 3, index_file); file_position = fread(size, 1, 4, index_file); // reverse bytes order (low endian) start_sector = start[0] | (start[1] << 8) | (start[2] << 16); file_size = size[0] | (size[1] << 8) | (size[2] << 16) | (size[3] << 24); // end of file if (file_size == 0x00ffffff) { break; } if (start_sector == 0 && file_size > 0) { filename[9] = 0; } // directory if (file_size > 0xff000000) { // create directory name (name - number of directory) filename[9] = 0; sprintf(numero, "%d", directory_number++); strcat(filename, numero); strcat(filename, "\\"); mkdir(filename); } // file if (start_sector != 0 && file_size < 0xff000000 && file_size > 0) { printf("file number %d, size: 0x%x byte - ", i, file_size); parse_file(start_sector, file_size, i, filename); } }}
Thanks. It looks like I wasn't skipping the 8 byte for the CD-XA header correctly, which messed up my whole image file ....
Did you notice, if you interpret the directory size as a negative number it sometimes matches the number of files in it?
12/156/66/1249/497/7146/14611/112/233/3391/917/71460/1460145/145121/12188/1074/4152/1532/2150/15062/222231/231534/54016/1617/172/23/310/10...several 10/10...10/10
I just wrote code that splits the image into files and directories, so I don't have to worry about the iso at all.I'll have to add software to work with ISO images (Raw mode reading of a CD is too much of a hassle at the moment).
But if you think about it, at the size the characters are drawn and with the playstation's resolution a textured character with the same detail as the 2d sprites would've probably glitched a lot.It's odd that Xenogears world is 3d and characters are 2d where as FF7's world is 2d in the scenes but the characters are 3d.
Considering Xenogears is missing 45% of itself.. not surprising that.actually not having to render 3d environments and then actually have to make them into 2d backgrounds reduces production time and cost, which is what xenogears didnt have enough of (time and budget).
So FF7 looks far more detailed on a PSX as opposed to Xenogears.
but the 2d sprites make for a messy feel
Well, that is a bullsh*t argument, mostly from publishers who want to raise the software prices.They estimate the cost of game production is going to go up from 3.3 -5 toward 6 - 10 million US because of the amount of artwork now needed in games.
I don't know the details of what went wrong in Xenogears. But everyone who played it definitely notices the holes, where they just explain the story in front of a slideshow. So some of the artwork must have been already modelled. My guess is what was missing wasn't artwork, but scripting the game (like "speak with person X to get information Y to progress") and programming bosses.Considering Xenogears is missing 45% of itself.. not surprising that.
I agree it's partial fluff. It seems many people are more interested in making money than making games. So if you can't make a good game you make up for it in marketing. That's the idea at least. However you need both production and marketing.Well, that is a bullsh*t argument, mostly from publishers who want to raise the software prices.They estimate the cost of game production is going to go up from 3.3 -5 toward 6 - 10 million US because of the amount of artwork now needed in games.
If a 30,000 polygon background costs $X, then a 300,000 polygon background doesn't cost $X * 10, because the artists don't put the polygons down one by one. In the end it evens itself mostly out, because time spent on making a good looking low-poly background just gets used to put down the required number of polygons for a high-poly background.
The biggest money-sink I experienced is marketing, where one bit of the campaign can cost as much as a whole team gets paid in salary.