Crisis Core Research Thread

Did you point out the thing with the Gongaga reactor chests? I think if you do them in a certain order you get additional spoils. Should do them (going clockwise) 2 1 3 4. Neither Steve nor Kirbyarm mention this, so I'm wondering if it's a version difference (the extra rewards are 2,000 gil on chest 1 and a Spirit Stone on chest 4.
Yes I researched it back in page 12.

All I could figure out was that in the Japanese version either of the two Griffons can randomly drop 2000 gil and/or a MAG Mako Stone when defeated. Tried different combinations of unlocking the chests and defeating the Griffons but I could not find a pattern that always worked, when trying to get these the 2000 gil and/or the MAG Mako Stone. I was unable to get either of these optional rewards in the European English version despite MAAAAANY tries (we're talking hundreds of attempts).
 

TurquoiseHammer

Pro Adventurer
Derp, there's a note right below in the CCU. It says destroying the two oil drums (in front of chest 2) will make the next Griffon fight (assuming it's immediately after) yield 2000 gil. Destroying the fence (in front of chest 3) will make the next Griffon fight yield a Magic Stone. So the ideal orders are 2 1 3 4, 3 1 2 4, 3 4 2 1, or 2 4 3 1. What a weird and useless mechanic. Wonder if it works the same in the English version.
 
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When your post count reaches 10 (you are at 8 now) you should be able to edit your posts. I edited the post for you now though. Also changed the "three" oil drums to just the two. There are two oil drums in front of chest #2 and two oil drums stacked below chest #4.

x1xEzCE.png


For anyone not in the clear, this is the treasure numbering (I think) Ultimasamune is going with:

X7OIm2z.png


Derp, there's a note right below in the CCU. It says destroying the three oil drums (in front of chest 2) will make the next Griffon fight (assuming it's immediately after) yield 2000 gil. Destroying the fence (in front of chest 3) will make the next Griffon fight yield a Spirit Stone. So the ideal orders are 2 1 3 4, 3 1 2 4, 3 4 2 1, or 2 4 3 1. What a weird and useless mechanic. Wonder if it works the same in the English version.
Which page of the CCU was it? Also, are you able to easily read any text in the Japanese guide books?

There still appears to be a random number generator associated with the extra rewards of 2000 gil and/or the MAG Mako Stone. At one time, I destroyed chest #2 and then killed the Griffin in chest #4, but it did not give me 2000 gil. Same with me opening chest #3 and then killing Griffin-Chest-#4, and I got neither a MAG Mako Stone nor 2000 gil. I suspect that the CCU is not telling the whole story.

I tried the chest unlocking combinations in the English European game and I still didn't get the rewards that we now associate with the Japanese version. I can't speak for the English American version because I don't have save files for that version beyond Chapter 1.


Another update–maximum number of Coffin Keys is 5! Have three in your inventory, then kill a group of two Sahagins at the same time. Similar to the Goddess Keys. Note that groups of two Sahagins can only be encountered in Chapter 9, after you break out of the tubes.
Only just now checked the thing with the groups of two Sahagins only appearing in Chapter 9. What an awesome discovery! :D Great work. This means all my save files are incomplete as I only have four Coffin Keys and not five.
 
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TurquoiseHammer

Pro Adventurer
It's on p. 166 of the UCC.

Japanese:
左側のグリフォンを倒すとゼイオの実が、 右側のグリフォンを倒すと「アスピガ」が手に人る。 また、 左 奥のドラム缶 を壊 した 直後に倒した敵 からは2000ギルを、 右奥の銖 を壊 した 直後に倒した敵 からは魔力の魔晄石を追加 で人手できる

English:
You can obtain a Zeio nut by defeating the Griffon on the left and an Aspiga by defeating the one on the right. Additionally, defeating a Griffon after destroying the drums on the left will yield 2,000 gil, and defeating a Griffon after destroying the barricade on the right will yield a MAG Mako Stone.

And re: the coffin keys—I wouldn't have even thought to do that if you hadn't talked about the Goddess Keys trick. And tbh I'm more proud of finding out about the 67 vs. 68 squat detail. :P
 
Needless to say (but still unfortunate), I won't be streaming Crisis Core in time for The Lifestream's 7th birthday, which is tomorrow on September 25th. I am not in a place in life where I can put the amount of energy required into streaming, commenting, or further research for that matter. Never say never, but I won't be streaming Crisis Core this year.
 
In order to hack games on the PPSSPP emulator, using Cheat Engine, you must tick the following settings on Cheat Engine:

Edit -> Settings -> Scan Settings
Make sure all three "MEM_" alternatives are marked.

xwt7Qen.png



Edit -> Settings -> Debugger Options
Change the debugger method to "Use kernelmode debugger" and mark the options
"Use Global Debug routines" and "Ability to step through kernel code".

6eQlXIR.png



I can not explain WHY these settings are necessary, I simply followed a tutorial.

Thanks to these configurations, I can now use Cheat Engine on Crisis Core. I have been able to manipulate Zack's HP, Gil and number of Potions.

Searching for text only yields command lines and some of the menu text for when you browse your save files. Scene dialogue or menu text (outside of the save file menu) is not accessible in the straight-forward manner like it is in Dirge of Cerberus.

Your natural cap for gil is 999'999'999. At higher values your gil will reset to 999'999'999 when you gain or lose gil. At MUCH higher values, the game will treat you as having zero gil.
 
Reminder to self: Don't do any sort of pointer searching while "Use kernelmode debugger" is activated. :wacky: As you can read in the image in the previous post, this setting "requires DBVM". One consequence of this is that when you try to look for pointers via Cheat Engine, your computer crashes.

While I'm at it, I'd like to highlight an important setting for anyone getting into Cheat Engine. Look again at Edit -> Settings -> Scan Settings

BVSLXsO.png



As you continuously scan RAM using Cheat Engine, scanfiles accumulate in multiple folders. These folders can quickly build up to gigabytes of junk data. By selecting a more convenient folder for these files to be placed in, you may more often remind yourself to go to that folder and delete the accumulated scanfiles. Naturally the bigger or the more modern the game is, the faster you'll see this data grow.

So if you've been using Cheat Engine and suddenly find that you're running out of space on your harddrive, this may be one explanation: You've forgotten to delete the scanfiles.



In Crisis Core, I managed to find map/zone IDs but nothing that allows me to teleport...yet. It was when searching for a pointer related to these map IDs that I ended up with a blue screen of death (see the start of this post).

While speed-running the Fort Tamblin scenario for research purposes, I ended up getting the worst (?) possible grading from Lazard.

Lazard stares blankly at Zack, with his dialogue box reading only "...". Then Lazard turns to Angeal without having addressed Zack, who is naturally disappointed.


cFhTqD1.png



vv9dU98.png



uIOH3pA.png


This is one of those worst-performance scenarios I'd normally never trigger because I want to take the time to succeed 100%.
 
In the very first Gongaga field are animal/monster bones you never get to see in-game.

TSoor6W.png



rIZV0cA.png




In-game view starts here and never zooms back enough to show the skeleton, or any of the preceding path.

MiERQDo.png


The burial site of Sebastian & Essai is normally restricted to the pre-rendered DMW cutscene. The full map exists in the data however. Makes me wonder if the scene choreography still exists in there and if it might be possible to unlock this DMW cutscene from a real-time-render perspective.

S6EGYVZ.png




7Tf5AER.png



DMW cutscene:

Tseng_Scene6_collage.png

There are multiple fields like this which are only seen in pre-rendered cutscenes but still exist on the disc.



Angeal's house has an unseen toilet and a bathtub. Both are inaccessible.

LsA8esl.png



Door to toilet is broken and the door to the bathtub is slightly open.
kTqIag0.png



In gameplay, this is all you can see:

jPds8Ja.png


s6nv9nW.png


By looking into the (supposed) Map IDs I am able to gain a more comprehensive overview of which map file (viewed via Noesis) corresponds to which map ID, as well as which maps are unused.

Incidentally, the ID for the SOLDIER Floor is "349". The SOLDIER floor is on "LV.49", the 49th floor of the Shinra Building.
 
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A contributing factor to Crisis Core's 300 missions feeling repetitive is because the same maps are used so frequently. Let's see how often each map is used, now that I have data on this. The percentage given is the number of missions the map is used in, divided by 300.


XDP6JfF.png

Number of Missions: 34 [11.3%]
1-4-5
2-2-5
2-3-5
2-4-5
2-4-6
2-5-2
3-4-3
3-4-6
3-5-2
3-5-6
4-4-1
4-4-6
4-5-2
4-5-5
4-5-6
6-4-1
6-5-2
6-6-3
7-2-1
7-3-1
7-3-4
7-6-1
7-6-2
8-1-6
8-3-6
8-5-3
8-6-1
9-1-2
9-1-5
9-3-2
9-4-1
9-5-6
10-2-2
10-2-3


nm0RPOU.png

Number of Missions: 19 [6.3%]
1-5-4
2-5-4
2-5-5
3-1-2
4-2-4
4-3-5
4-5-1
6-1-4
6-2-6
6-5-1
7-5-1
7-6-6
8-5-6
9-1-4
9-2-4
9-3-4
9-4-2
9-5-4
9-6-3




GdUqZxN.png

Number of Missions: 22 [7.3%]
1-4-6
2-5-3
3-2-4
3-3-2
4-1-3
4-2-5
4-5-4
6-1-5
6-3-4
7-3-2
7-4-1
7-5-5
8-4-6
8-5-2
8-6-2
9-2-2
9-3-1
9-4-4
9-5-1
9-5-3
9-6-1
9-6-5


8sij1kz.png

Number of Missions: 10 [3.3%]
2-5-1
6-5-5
8-2-6
8-4-4
9-1-1
9-2-1
9-2-3
9-3-5
9-4-6
9-6-4




vlgUIJw.png

Number of Missions: 4 [1.3%]
2-1-2
6-5-4
7-4-6
8-4-1


O2bp688.png

Number of Missions: 19 [6.3%]
1-3-1
1-4-2
1-5-3
1-5-6
2-1-4
2-2-2
2-2-6
4-3-4
6-2-5
6-3-1
6-3-3
6-4-5
6-6-4
7-4-3
8-1-5
8-2-4
8-3-5
8-4-3
8-5-1




KHeHEJr.png

Number of Missions: 14 [4.67%]
1-2-1
1-2-6
1-4-4
1-5-1
2-1-3
3-1-6
3-3-1
3-3-3
3-4-4
5-1-6
7-1-3
7-2-2
7-6-4
8-5-5


llLrhHk.png

Number of Missions: 37 [12.3%]
1-1-3
1-1-4
1-1-5
1-1-6
1-2-3
3-2-3
3-3-5
3-4-2
3-5-3
4-1-5
4-2-3
4-4-3
5-1-1
5-1-3
5-1-5
5-2-1
5-2-2
5-2-3
5-2-4
5-2-5
5-2-6
5-3-1
5-3-2
5-3-3
5-3-4
5-3-5
5-3-6
5-4-1
5-4-2
5-4-3
5-4-4
5-4-5
5-4-6
7-1-6
7-3-5
8-3-1
8-6-6




D1WkDsM.png

Number of Missions: 9 [3%]
1-2-4
1-3-2
1-4-1
4-2-2
4-4-2
6-1-3
6-2-2
6-6-1
8-6-5


I6iEnc8.png

Number of Missions: 7 [2.3%]
1-3-5
2-2-1
3-2-1
4-1-4
4-3-1
7-1-2
8-2-1


DAqiwQv.png

Number of Missions: 7 [2.3%]
2-1-1
4-3-3
4-4-4
6-2-1
6-6-2
7-3-6
7-6-5




T8bLJTc.png

Number of Missions: 10 [3.3%]
2-1-5
2-3-2
2-4-1
2-4-3
3-1-1
3-2-5
6-3-2
6-4-6
7-1-1
7-6-3


BN9Ngjs.png

Number of Missions: 8 [2.67%]
2-3-6
6-1-2
6-2-4
7-5-3
8-1-2
8-2-2
8-3-2
8-4-2




xO3eJc0.png

Number of Missions: 22 [7.3%]
1-2-2
1-5-5
2-1-6
2-2-3
2-3-1
2-3-3
2-3-4
3-2-6
3-4-1
3-5-1
3-5-5
4-1-1
6-6-6
7-2-6
7-4-2
7-5-2
8-1-3
8-2-3
8-6-4
10-1-1
10-1-2
10-1-3


k91S4sZ.png

Number of Missions: 7 [2.3%]
3-1-5
4-1-2
4-1-6
7-1-4
7-4-4
7-5-4
7-5-6


fK2u0bQ.png

Number of Missions: 9 [3%]
1-2-5
1-3-3
2-4-2
3-1-3
6-3-6
6-4-4
6-5-3
8-2-5
8-3-3




G67f8cI.png

Number of Missions: 29 [9.67%]
1-3-4
1-5-2
2-2-4
3-1-4
3-3-4
3-4-5
3-5-4
4-3-2
4-3-6
4-4-5
4-5-3
6-1-1
6-1-6
6-2-3
6-4-2
6-4-3
7-1-5
7-2-3
7-3-3
7-4-5
8-3-4
8-4-5
8-5-4
8-6-3
9-1-3
9-3-6
9-4-3
9-5-5
10-2-1


3xEOCzA.png

Number of Missions: 11 [3.67%]
3-3-6
4-2-1
6-3-5
6-5-6
6-6-5
7-2-4
7-2-5
9-2-5
9-3-3
9-5-2
9-6-2


YNO7yzy.png

Number of Missions: 8 [2.67%]
1-3-6
1-4-3
2-4-4
2-5-6
4-2-6
9-1-6
9-2-6
9-4-5




HobQ6Mk.png

Number of Missions: 6 [2%]
10-3-1
10-3-2
10-3-3
10-4-1
10-4-2
10-4-3



SOLDIER Training Room
Missions 1-1-1 & 1-1-2.

Bahamut's Realm
Missions 5-1-2 & 8-1-4.

Bahamut Fury's Realm
Mission 5-1-4 (and via Cave Variation B in 8-5-6).

Ifrit's Realm
Mission 8-1-1.

Minerva Battle
Mission 9-6-6. Location is "Banora Underground" / "Northern Cave".

Cargo Ship
Mission 3-2-2.
 

Unit-01

Might be around.
AKA
Sic, Anthony
It gets to the point where your like "Ok I spawned over here, these sections of the map are cut off, so the boss is over here."

*WALL HUGGING INTENSIFIES*
 
Unused Maps of Crisis Core

Because of many maps being used to build pre-rendered cutscenes, they are in one sense still "used", but the player never gets to see the map in a real-time rendering and so they are in that sense "unused".


· Prison Cell Corridor
Picture 1
Picture 2

The used prison cell map also includes the connecting white corridor of the 67th floor of the Shinra building. This version does not have the white corridor and none of the prison cell rooms are rendered.

A likely candidate for when this was used is the flashback to Hollander, Angeal and Sephiroth when they are discussing Genesis's wound and hearing that a blood transfusion is needed.

nWQht4L.png



5OXOTgm.png



6aSs49P.png

The telltale sign of a pre-rendered cutscene is when no anti-aliasing is happening. None of the graphics are adjusted in the emulator as they are in real-time rendered gameplay. On a PSP you are unlikely to tell the difference between a real-time and pre-rendered cutscene of this sort, but on an emulator with anti-aliasing and the option to play in a huge window the difference becomes obvious.

With Cheat Engine I can also read that the Map ID doesn't change, thus showing that you haven't teleported away from Hollander's hideout. You remain in Map ID #328, even though this cutscene moves to the prison cell map.



· Modeo Ravine - East
Picture

The east side of the Modeo Ravine is the first Modeo area. The used map includes the crashed helicopter and has a grey sky. The unused version lacks the helicopter and has a blue sky.



· Burial Place for Essai & Sebastian
Picture 1
Picture 2

Already talked about the map in this post. The map was used for what became the pre-rendered, sixth Tseng DMW cutscene.

Tseng_Scene6_collage.png




· Shinra Manor 1st Floor - Nighttime
Picture

The daytime version has the windows shine yellow, compared the nightblue shine of this unused nighttime version.

cVzAAf1.png


Nibelheim is roamed in nighttime during two occasions: When Nibelheim is on fire and when Zack & Cloud finally escape from Nibelheim. These are good candidates for when the Shinra Manor map might have been planned for use.

Observe that there is no nighttime version of the 2nd floor. You get to the used 2nd floor by walking up the stairs to the big glass windows, at which point you'll be teleported to the version of the map that actually renders the rooms of the second floor.



· Outside Shinra Building
Picture

"Visited" only in a pre-rendered cutscene.
Scene Picture 1
Scene Picture 2

Just look at that graininess from stretching the movie beyond the default PSP resolution that it was originally recorded in!

When the scene (and the preceding pre-rendered parts that end Chapter 5) happens you are actually still inside the map for the "Angeal Penance" boss battle.



· Modeo Ravine - Southwest
Picture

The second Modeo area. The used version has a grey sky while this one employs a clear blue one. In other words this is the same deal as with the used versus unused Modeo Ravine - East map.

There is absolutely no good excuse for these snow mountain maps not being used for any of the 300 missions. In particular it should have been used for Mission 2-2-2, given its description.



The next post will include more maps which are fully unused and not just a result of being left over to pre-rendered cutscenes.
 
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I embraced my dreams and they came true. Debug menus unlocked along with Moriya's debug room. By finding the event values I can teleport to maps that have preset events.

CvseOmg.png


What is new here is that the options from the top menu actually lead somewhere! When others unlocked this menu, no selection led you anywhere.


suG8V6M.png



t7nV1ZV.png


Years ago somebody was able to visit Moriya's debug room on a European, non-English copy of Crisis Core. The video they uploaded is no longer available, so it's a relief to finally have this content available via my own means.


BlLmTwp.png



lziGaDD.png


The Japanese menu options did not lead me anywhere. Either the sub-menus are locked away or they don't exist at all. More research is needed, but so far my attempts to use event values and teleportation in the US version hasn't worked at all. It is possible that the PALE (European English) version has fewer lock mechanisms in place and/or that most debug content was erased for the JP and US versions.


Before I try to cover the essentials of the many discoveries made via the debug menus and event values, I will complete my dissection of the unused maps. Stay tuned.
 
Unused Maps of Crisis Core: Part 2

For a full reference to the used mission maps, read this post. Some maps have not yet had their map IDs confirmed.


· The Green Caves

The only differences here compared with the standard cave maps (of which there were two variations) is that these unused iterations have a much stronger green tone and different layouts. The graphics otherwise appear the same.


Map B
Picture

Map C [ID #519]
Picture 1
Picture 2
Picture 3

With how the third unused green cave is designed, I wonder how the menu-map would have looked like since this whole area consists of three elevations/floors. Some parts exist on top of- or below other parts, so presumably this would have required multiple menu-maps to shift as you moved from one floor to the other. Two menu-maps would probably be enough.



· The Dark Watery Caves

The ground is considerably darker here compared to the used, watery caves. The dark floor almost matches the dark walls, so I bet that the lighter color scheme gave a more useful contrast between the traversable floor and the darkness of the walls.

Map A [ID #520]
Picture 1
Picture 2

Map B [ID #522]
Picture

Map C [ID #523]
Picture

As is the case with all these unused mission maps, they don't repeat the exact patterns of the used mission maps.



· Plains/Grasslands: Disjointed

When viewed via Noesis, most Crisis Core maps are assembled in a way that matches their in-game appearance. At most, maybe a mountain is displaced and will have a different position in gameplay. This unused map however is very disjointed and it is unknown how it might assemble (if at all) when visited in-game.

Map ID #527
Picture 1
Picture 2



· The Blank Slates

Occupying Map IDs #528 & #529 respectively, these maps consist only of one square, flat, white surface.


As with most ground textures, it only has graphics/texture/color when viewed from above. View it from below and there is nothing at all to see.



· Reactor/Facility/Plate-Interior Maps

The industrial feel of these maps make them perfect for dozens of missions. It makes no sense to me that these maps were not used.



Map C
Picture



· Slums

The unused slum maps employ a lot more sand than their used counterparts. The used slum maps show bricks in varying degrees of decay, sometimes with small patches of sand. These unused maps show ground bricks in more moderate decay, with most of them covered by lots of sand.



Generally the use of sand in these unused maps is actually more congruent with the slum field designs as seen in the original Final Fantasy VII.



· Islands

If you teleported to these unused islands, chances are you'd only know that they were unused if you had memorized the layout of the two islands that were used for missions in the final game.

The first two unused maps use a lighter shade of blue for the ocean than the third unused map and the two islands that were used.


Map B [ID #557]
Picture 1
Picture 2


Apart from that difference with the ocean blue, the graphics are the same.



· Deserts

The first unused desert appears to hold all the components to build any of the desert maps, be they used or unused, minus most of the sky texture components. The ground flickers as you move the camera in Noesis across the ground, implying that multiple textures and models are occupying the same space. It is unknown if the map would assemble into anything other than what we see via Noesis if one were to teleport here.

Map A, Disjointed [ID #573]
Picture 1
Picture 2

Map B [ID #576]
Picture 1
Picture 2

Both these unused maps show a desert that is slightly darker than the two that were used, which is perhaps due to the lighting settings being different.



· Green Mines

The same theme as with the standard cave maps: The unused maps have a much stronger, dark green tone compared to the areas we get to see in the game's missions. The same graphics are used, it's just that the color tone differs.

Map A [ID #579]
Picture 1
Picture 2

Map B [ID #581]
Picture 1
Picture 2



· Animal Trail (Forest)

Picture 1
Picture 2

The graphics for this forest area is familiar from the "Mt. Tamblin - Animal Trail" roamed after Fort Tamblin has been taken down.

However, the unused map is more comprehensive than the counterparts in Chapter 1 of Crisis Core.
- Animal Trail after Fort Tamblin is conquered [Map ID #306]
- Animal Trail after Sephiroth defeats Ifrit [Map ID #570] (only uses upper right section of the other two maps)

The purpose of this unused animal trail is unknown. Were the developers building it up to be used for missions? One possibility is that this map is the home for a real-time render of Cloud DMW Cutscene #5. But honestly the animal trail of Map ID #306 is just as good of a home for the original render of that cutscene.

Cloud_Scene5_collage.png



In the next post I will finish the dissection of the unused/unseen maps.
 
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