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  1. K

    Cut Scenes and Unused Text from FFVII

    I went back and looked at the BLACKBGA version of Aerith's theme and I was able to get the correct file size of the AKAO file from the DAT. Then, I finally was able to compare the data of the two versions with Hex Workshop and FFVII Sound Dumper. Here's what I noticed: 1.) There are 15 channels...
  2. K

    Cut Scenes and Unused Text from FFVII

    About the demos, it seems that the script is definately located in the .ATE files. But the encoding from the final English version is different in comparison to the English version of the demo. Even though I can decompress the ATE files, I don't see any strings from my Hex Editor. I tried to...
  3. K

    FFVII Research & Resources Thread

    I remember when looking at models for other games that sometimes have obvious unused/old models, the limbs and joints of the models can be improperly rendered due to an older format being used. Since this game marked a first for Square for many things, they must've made many revisions to their...
  4. K

    Cut Scenes and Unused Text from FFVII

    Hey Shademp and Glitterberri. I went ahead and transferred the WINDOW.BIN (where the font data is stored) from the preview demo over to the final version and talked to the Shinra Manager (the Palmer scene) with a few lines from Palmer. As you can see, it seems to change things but the Kanji...
  5. K

    Cut Scenes and Unused Text from FFVII

    Awesome! Part 4 is up! :) Very very well put together for a article. It's a shame that there's still some kanji that can't be translated because of the old format that was once used. However, I'm curious if it's possible to just use the old font files or whatever from the prerelease demo...
  6. K

    Cut Scenes and Unused Text from FFVII

    This is nice - hope more is on the way! I hope that Part 3 will be arriving soon...
  7. K

    Cut Scenes and Unused Text from FFVII

    Nah, I checked. The demo lacks the MENU folder which contains the files for the shop, main menu, etc. But speaking of the menus though, I wonder where the FIELD models are kept? I wonder if they purged the demo from any unused common field objects like the save points. Because if they didn't...
  8. K

    Cut Scenes and Unused Text from FFVII

    Unsure of where to post this again, but it's pretty neat. In prerelease videos, it was known that at one time they went with chibi versions of the characters instead of portraits. In the demo version, they used portraits (a bit different from the final too), but also in the demo are a few...
  9. K

    Cut Scenes and Unused Text from FFVII

    Cool, thanks for the translations! I was wondering what room were which based on the file names, so this will help a bit. I decided to take a look at the final version a little bit more. In the Japanese version, there are two SND files that are just left hanging around in the directory. One is...
  10. K

    Sonic the Hedgehog

    I hope Sega takes note at the amount of people who prefer the Classic Sonic design over the modern one. I'd love to see him in more games.
  11. K

    Cut Scenes and Unused Text from FFVII

    Hi Shademp thanks for the response. Actually, I did manage to replace the INSTR files using CDMage. Replacing the .ALL file results in silence for everything (even sound effects), but just replacing the .DAT file seems to work. It sounds messed up, but maybe we're on the right track? I also...
  12. K

    Cut Scenes and Unused Text from FFVII

    Hey Shademp thanks for the response! I checked out the earliest PSX demo that we have and I noticed that all the field map files aren't compressed with LZS like in the final version. I packaged all these files into one file and searched for the AKAO header and found 5 sound files based on how...
  13. K

    Cut Scenes and Unused Text from FFVII

    Hey all. Even though it wont be covered for a while, I'm interested in some unused text from one of the debug rooms (BLACKBG7) that was found some time a go. On Glitterberri's website, you can check out the unused debug room text on the "Debug text" link on the Unseen text page. I'd link to...
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