Crisis Core Research Thread

Unused Maps of Crisis Core: Part 3


· Light of Doom (Banora Underground - Goddess Statue)

More or less famously, this unused version of the "Light of Doom" area holds the JP version of the Goddess statue regardless of which version you are playing. The twisted tree is notably absent.

Map ID #597
Picture 1
Picture 2

Thanks to the debug menus, we have it confirmed what this map was used for: Rendering the scene that takes place immediately after you defeat Genesis.

In the debug menu, follow this path:
Mr. Oka Chapter 10 S10E06A ... S10E09 S10E06B

6Ckxtgl.png


The debug menus continously refer to the real-time render versions of cutscenes as the "prod ver." (production/produced versions?) and the pre-rendered cutscenes as "MF" (Movie Film/Filter?).

By picking "S10E06B Goddess comes down (prod ver.)" you get teleported to Map ID #597 and get to view the cutscene, minus the FMV, in glorious real-time render.

f88Oei0.png



jRchJk1.png




WFduRxl.png



bl5E150.png




9EDG5je.png



GwvbA3H.png




XyVXPY5.png



KDcYlBV.png




a7Nd6A0.png



krE91Mz.png

The US/PAL model for the Goddess Statue is, as seen above, imported and so that's what we get to see even though the map itself holds the JP version of the statue.

In the final game, the player remains in the map with ID #590, where you battle Genesis, as the pre-rendered cutscenes take place.

The debug menus can lead you to dozens of real-time cutscenes. I have not found any real-time renders of DMW cutscenes (and FMVs only exist in their downgraded, for-PSP quality state) but I am still very happy with the treasures that are available.


Teleporting to the map without triggering the cutscene shows a lifestream that isn't animated: It is perfectly still. I can't manipulate the camera enough (yet) to see if the JP Goddess statue has been automatically replaced with the US/PAL version.

wMYJsvw.png




q0CZHHN.png

Pressing the Square button reveals no menu-map. If you enter the main menu, the zone is called "????", which is common for maps where menu access wasn't intended.




· Midgar Wasteland

"We're friends, right?"

Map ID #598
Picture 1
Picture 2
Picture 3 (rough replication of final angle showing the yellow truck)

When the pre-rendered version of this cutscene with Zack and Cloud on the truck happens, the player is still in Map #337 (Shinra HQ Helicopter Pad). The player has been viewing pre-rendered cutscenes ever since they left Map #590 (Light of Doom - Banora Underground) and got teleported to Map #497 (Banora Ruins).
*EDIT: Minus the real-time rendered scene where Nero and Weiss pick up Genesis.*

To view the real-time render, follow this path from the top debug menu:
Mr. Oka Epilogue SEPE01 Yellow truck (prod ver.)

OUrO5CK.png


Note: The "Return" selection is broken. When selected, you are left in the black space without a menu and without moving anywhere. There are a handful of these broken Return selections among the debug menus.

P8jHK4y.png



ImRcrOM.png





Zdy5Fjo.png



ZBwttNo.png





Vx8w6lC.png



uYILctJ.png



Notice that the yellow wall on the lower left of the snapshot is present in prod but not in MF. This may be an artifact of the PSP emulator performing differently from a real PSP, or the wall was intentionally removed for the MF.


Unfortunately the real-time render ends after the zoom-in on Cloud. The yellow truck disappears, screen turns black and the FMV with Reno and Rude begin. Ergo, we only have the pre-rendered version where Zack says "We're friends, right?". Maybe it exists in the real-time render data, maybe it doesn't.

xqdpzZT.png




PhhSqRI.png

Multiple real-time rendered versions of cutscenes have incomplete or imperfect elements compared to their pre-rendered counterparts. Almost all of them have no voice-acting, for one. Sound effects and music cues are also limited.


Roaming the map without a cutscene shows a map with some awkward transitions and pretty much no sideways collision. YouTuber _ ExMajik showed some of this in their Room Mod video.

No menu-map pops up when you press square but the zone is called "????", as expected.

MN9DuUW.png



dNCZWRM.png



oSAXuQG.png



b87BeoF.png



khu7fIu.png


That covers it for the unused maps of Crisis Core, some of which were completely unused and many of which were only "technically" unused.

The neglected, unused mission maps clearly reveal that there wasn't a lack of space that led to the overuse of maps for the 300 missions. The fact that the three reactor/facility maps were ignored is perhaps the most mind-boggling example. The snow maps should also have been used, the animal trail should have been completed to fit for missions, and the unused variations of familiar maps (green cave, dark watery cave, green mines, etc) should have been repurposed to become entirely new maps since the disc space is clearly there.

In an HD remaster of Crisis Core, disc space will obviously not be as much of an issue and we'll get to see all these pre-rendered cutscenes in full, real-time glory. I just hope that along with the HD-ification, if it ever comes to pass, that we get a handful of new maps for the missions.
 
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X-SOLDIER

Harbinger O Great Justice
AKA
X
As always, Shad — the stuff that you put together here is absolutely incredible and I lack the appropriate words to ever adequately express it.





X :neo:
 
Many thanks to everyone who show their appreciation for my work. It means a lot.


Managed to properly use event values in the US version and I can confirm that the selections in the debug menu lead nowhere, just like in the JP version. It really is the European version that is special in how all the debugging content is available.

By speaking to Yuffie in Shun Moriya's debug room, you can create a save file.

b3OCRat.png


*EDIT: If you pick "Return to start menu" you will be taken to the top debug menu, so you too can enjoy all the debugging features!*​


While the zone has no menu-map, it is called "Game Cleared" and that will also be the name of the save file you create from here.


I know that this save file works for the PALE (European English) version. I can't confirm if it works in other European releases.


Interestingly, this is the exact same save file name as when you create a New Game+ save file. Using Cheat Engine I can confirm that you are not inside Shun Moriya's debug room when dealing with the New Game+ "Game Cleared" save file.



Here is Zack with unconventional facial hair. :monster:

nAU8Gic.png
 
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Mr. Shindo's debug menu includes message tests. You get to scroll through the text of the ending movie and for DMW cutscenes, in five different languages no less!

YF6UffT.png

↓

m8sgR0a.png

↓

cykzIyr.png

For whatever reason, the DMW cutscenes are referred to as "reach". Normally you can't control the pace of the text in the final movie and in the DMW sequences, but in these message tests you click by each message at your own pace.

The juicy part here is that snippets of unused text is revealed when compared to the DMWs of the final game.

The most interesting examples are from Sephiroth DMW Cutscenes #2 and #4. Let's start with the former. Unused text in bold.


Sephiroth_Scene2_collage.png


00_sp3_short

Sephiroth: Take out enemies with one blow.
That is the best way to avoid mistakes in combat.
Now, try it.

Zack: I'm not in the mood. You do it.

Sephiroth: One blow, you hear me?

Zack: What!? No demonstration?
Fine, fine! I'll do it!
There it is! One blow!

Sephiroth: Your opponent was too weak. Try another.​

9Fd3TVu.png


Only recently did I pay attention to the fact that in the first frame with Zack, he has the posture of a person who is clearly not in a good mood. This cutscene takes place shortly after Angeal disappeared, so that would explain Zack's mood.


The "00_sp3_short" at the start is an identifier type that appears before every DMW-cutscene message test. It writes "sp" for Sephiroth, "an" for Angeal and so on.


Let's have a look at Sephiroth DMW Cutscene #4.

Sephiroth_Scene_4_collage.png


00_sp4_short

Zack: Hey, Sephiroth...
Do 1sts get some kind of special treatment?

Sephiroth: Why are you asking me?

Zack: Well, you’re not your average SOLDIER member, so…

Sephiroth: 1sts are different from other classes in several ways.
But even among them, I am apparently a
special case.

If you want to know about 1sts, talk to Lazard.

Zack: Are you in a bad mood or something?

Kunsel: Though it's strictly off the record...
Use of personal equipment is allowed, as well as
items beyond those supplied by the company.
There’s also talk that they have the right to refuse
direct orders.

Zack: Huh.

Kunsel: Did you even hear what I said?​

bRxpvr4.png


CzLICWv.png




In the final version, Kunsel's first line is
"How can you know so little and still be 1st?". This line does not appear in the message test.

The line, Though it’s strictly off the record…, is Kunsel's final line in the paragraph, rather than his first, of the in-game DMW cutscene.


Here is all the DMW cutscene text as it appears in the message tests accessed via Shindo's debug menu. There are some trivial snippets of unused text in there, some lines being moved around etc but apart from that nothing of special interest. I have already shown the most exotic unused text. That said, it's neat to have these "identifiers" for these scenes and see how they don't match up with how I've numbered the scenes chronologically.


[Sephiroth DMW Cutscene #5]
00_sp1_long00

Zack: What's this?

Sephiroth: A Mako spring. Truly a marvel of nature.

Tifa: It's so beautiful, but...
If we continue to siphon Mako energy, this spring
will run dry one day, won't it?

Sephiroth: Materia are formed by condensing Mako energy.
Naturally-formed materia are a rare sight indeed.

Zack: By the way, how is it that materia allow us to use
magic?

Sephiroth: You call yourself SOLDIER without knowing something
that basic?
Materia contains the knowledge of the Ancients.
Knowledge to control the power of this planet at will.
It is this knowledge that binds us to the planet
and calls forth powerful magic.

Zack: Magic...such a mysterious power...​


[Sephiroth DMW Cutscene #6]
00_sp2_long

Sephiroth: Long ago, catastrophe struck this planet.
Your ancestors survived by scurrying about and
hiding in fear.
The planet escaped certain doom through the
sacrifice of the Cetra.
After which, your kind would multiply and assume
control over the planet as if nothing had happened.
Now, the Cetra are but a memory that exists only
within the pages of history.

Zack: So what does that have to do with you?

Sephiroth: Don't you see?
There is Jenova, an Ancient unearthed from a
2000-year-old stratum.
And then, there is the Jenova Project.
The aim of the project was to create a human being
with the powers of a Cetra.
Thus, they created me.

Zack: Created...?​


[Sephiroth DMW Cutscene #2]
00_sp3_short

Sephiroth: Take out enemies with one blow.
That is the best way to avoid mistakes in combat.
Now, try it.

Zack: I'm not in the mood. You do it.

Sephiroth: One blow, you hear me?

Zack: What!? No demonstration?
Fine, fine! I'll do it!
There it is! One blow!

Sephiroth: Your opponent was too weak. Try another.​



[Sephiroth DMW Cutscene #4]
00_sp4_short

Zack: Hey, Sephiroth...
Do 1sts get some kind of special treatment?

Sephiroth: Why are you asking me?

Zack: Well, you’re not your average SOLDIER member, so…

Sephiroth: 1sts are different from other classes in several ways.
But even among them, I am apparently a
special case.

If you want to know about 1sts, talk to Lazard.

Zack: Are you in a bad mood or something?

Kunsel: Though it's strictly off the record...
Use of personal equipment is allowed, as well as
items beyond those supplied by the company.
There’s also talk that they have the right to refuse
direct orders.

Zack: Huh.

Kunsel: Did you even hear what I said?​


In the final version, Kunsel's first line is
"How can you know so little and still be 1st?". This line does not appear in the message test.

The line, Though it’s strictly off the record…, is Kunsel's final line in the paragraph, rather than his first, of the in-game DMW cutscene.



[Sephiroth DMW Cutscene #1]
00_sp5_short

Lazard: Good work, both of you.
Where is Angeal?

Sephiroth: Nowhere to be found. I’ll explain later.
The situation grows more grave by the minute.
We must be prepared.​



[Sephiroth DMW Cutscene #3]
00_sp6_short

Zack: Go on ahead, Sephiroth, I’ll handle things here!

Sephiroth: Did you say something? Let’s go!​



[Angeal DMW Cutscene #1]
01_an1_long

Angeal: Mind and body, acting as one...

Zack: Ha!

Zack: *deep breath*
Wh…what do you think?
Pretty good, right?

Angeal: That’s just you focusing for the sake of focusing.
Your true power hasn’t been released.

Zack: Yeah, it didn’t feel quite the same as before.

Angeal: You have to find the right zone in your mind.
If you can’t do that, you’ll never make 1st.
Now, let’s go!

Zack: Seriously!?​


[Angeal DMW Cutscene #2]
01_an2_long

Angeal: You’ve been training hard, I hope?

Zack: You bet! I leveled up and everything!

Angeal: Then let’s see the fruits of your labor.
It's about to start.

Angeal: This is your data from last month.

Zack: All right! Prepare to be trounced, last month’s data!
Hrraaahhh!

Angeal: No improvement whatsoever…
Training’s over!

Zack: Aaagh!

Angeal: Maybe I should leave him with Sephiroth for a while…​


[Angeal DMW Cutscene #3]
01_an3_short

Angeal: The road to becoming 1st is not easy.
It’s not just about strength..

Zack: I know, I know…
But still, I want to be 1st.

Angeal: Listen to me, Zack.
If you want to be 1st…

Zack: I’ll embrace my dreams and honor!
And one day, I will become a hero!

Angeal: Very well, then…
You have my support.​


[Angeal DMW Cutscene #5]
01_an4_short

Angeal: Zack, let’s go.

Zack: Right!

Zack: I’m ready to become a hero!​


[Angeal DMW Cutscene #4]
01_an5_short

Zack: Woah!

Angeal: What’s the matter?

Zack: I was looking around for materia,
and now I’m late for my assignment!

Angeal: I see.
But if you’re on assignment, where’s your sword?

Angeal: Ever the restless puppy…


[Angeal DMW Cutscene #6]
01_an6_short

Zack: Don’t you think it’s about time you used that sword?

Angeal: This sword…is heavy and unwieldy.

Zack: Tch! Then why don’t you bring a lighter one?​


[Tseng DMW Cutscene #2]
02_ts1_long

Tseng: It will be bothersome if they call for reinforcements.
I’ll draw their attention. Take them out…definitively.

Zack: You got it.

[The Wutai Private line is placed before Zack's "Hrraaahhh" in the final game]

Zack: Hrraaahhh!

Wutai Private: Turks!? Eliminate them!

Zack: Wha…!?

Wutai Private: It’s…it’s SOLDIER! Everyone, get out here!

Wutai Private: D’oh!

Tseng: What are you doing?
They’ve called for reinforcements!

Zack: Sorry, I jumped out too far…​


[Tseng DMW Cutscene #6]
02_ts2_long

Tseng: It’s them…

Zack: Yeah.
It’s been a long time…
Sebastian, Essai.

Tseng: Zack, I’m sorry…
Our dealings with AVALANCHE resulted in
SOLDIER casualties…

Zack: Don’t worry about it.
In the end they returned to their senses.
And I can see them anytime I come here.
We’re doing all right on our side.
So rest easy. Don’t worry about us.

Zack: See you later.​


[Tseng DMW Cutscene #3]
02_ts3_short

Zack: I’m Zack. What’s your name?

Zack: Hey, hold on a second.
Oh, Tseng.
I’m a little busy, so I may be late.

Receptionist: Umm, behind you…

Zack: Hm?
Gah! Tseng!

Tseng: Are you still busy?​


[Tseng DMW Cutscene #4]
02_ts4_short

Zack: Wow, they really did a number on this place…

Tseng: The Turks will track them down.
After that it’s all up to you, Zack.

Zack: Yeah, no sweat!​


[Tseng DMW Cutscene #1]
02_ts5_short

Zack: Hey, Tseng.
You have no problem with this village
being bombarded?
Because I have a big problem with it!

Tseng: All evidence of misconduct must be erased.
As a Turk I must enforce company policy.

Zack: That excuse again…​

[Tseng DMW Cutscene #5]
02_ts6_short

Zack: Sorry to keep you waiting…

Zack: Let’s go home.​


[Cloud DMW Cutscene #1]
03_cl1_long

Zack: Way too easy!

Cloud: Zack, get down!

Zack: Wow, looks can be deceiving!
Thanks, I owe you one.

Cloud: Glad to be of help.​


[Cloud DMW Cutscene #2]
03_cl2_long

Zack: Cloud, there you are.
Are you all right?

Captain: Is he an acquaintance of yours, sir?

Zack: He’s a friend…and a fellow country boy.
Do you think he’s up for some food?

Captain: Food? Yes, we’re definitely up for some!

Infantryman: Woohoo!

Zack: Huh!? Wait a minute…
Hmm, what to do…
All right, then!
I’ll treat you guys as well.
But you have to look out for Cloud, you hear me?

Captain & Infantryman: Sir! Yes sir!

Cloud: Thanks, Zack.
Maybe I’ll go with you, too.​


[Cloud DMW Cutscene #3]
03_cl3_short

Zack: I wish I could show this sky to…

Cloud: Zack, we have to go soon.
Something the matter?

Zack: Eh, just guy stuff.
Let’s go!​


[Cloud DMW Cutscene #4]
03_cl4_short

Zack: Can’t sleep?

Cloud: Yeah, I was just thinking about the past.

Zack: The past…
You wanna talk about it?

Cloud: Thanks, Zack, but we’ve got an early day tomorrow.
I should try to get some sleep.​


[Cloud DMW Cutscene #5]
03_cl5_short

Zack: Sorry, Cloud.
Time for another break.

Zack: As you can see, my friend is sick.
Let’s get this over with.​


[Cloud DMW Cutscene #6]
03_cl6_short

Zack: We’ll be relatively safe here.
Cloud, go ahead and sleep.
I’ll keep watch, so don’t worry.​


[Aerith DMW Cutscene #3]
04_ae1_long

Aerith: Hey, Zack?

Zack: Hm?

Aerith: That thing you did before, where you jump up onto
your feet–can you do it on sand?

Zack: Of course! But if I do it for you, you’ve gotta
promise me one date.

Aerith: Sure! But if you can’t do it,
you have to grant me one tiny wish.

Zack: Deal!

Zack: Uh… Oops…

Zack: Wait, wait! One more try, please…

Aerith: All right…
Just one more try, though.

Zack: Hut!

Zack: Heh! Told you I could do it!​


[Aerith DMW Cutscene #2]
04_ae2_long

Zack: So this is the slums…

Aerith: Is something wrong?

Zack: It’s just so…cluttered.

Aerith: Does it make you feel…uncomfortable?

Zack: Unfortunately, I feel right at home!

Aerith: Hooray! I knew that you’d say that!

Zack: Is that really something to be happy about…?​


[Aerith DMW Cutscene #4]
04_ae3_short

Aerith: Tee hee hee…

Zack: Is…is it really that weird?

Aerith: It’s just that it’s so different.

Zack: Maybe I should change it back.

Aerith: No, no! It looks good, really.

Zack: Right, right?

Aerith: But I still can’t quite get used to it.

Zack: Gimme a break here…​


[Aerith DMW Cutscene #1]
04_ae4_short

Zack: I’ll give you a hand with the flowers.

Aerith: No, that’s okay.
Besides, I’m the only one the flowers want
to be tended by.

Zack: Really…​


[Aerith DMW Cutscene #5]
04_ae5_short

Zack: Hello there, little thief!

Boy: Long time, no see!

Aerith: Is your mom feeling better?

Boy: Yeah.
Although your wallet didn’t help much, really.

Zack: You’re something else…​


[Aerith DMW Cutscene #6]
04_ae6_short

Aerith: Zack!

Zack: Hey, Aerith.
From now on, why don’t we make a promise
every time we meet?

Aerith: Promise? For when to meet next time?

Zack: No, more of a “general” promise about meeting…

Zack: For example, when we meet, you always have to
dress in pink.

Aerith: Heh, don’t be silly!​


[Cissnei DMW Cutscene #1]
05_ci1_long

[Final game:
Cissnei: *pant*
Ngh… I messed up…]

Cissnei: Ngh… I messed up…
*pant*

Zack: Ha!
Uh oh, not good!
Hrraaahhh!

Zack: !!!

Reno: All’s well that ends well.

Rude: You were a little too late.

Cissnei: Pretty good teamwork, huh?​


[Cissnei DMW Cutscene #4]
05_ci2_long

Cissnei: Zack!

Zack: Cissnei?

Cissnei: What are you doing here?

Zack: Dunno, I was just told to take leave at Costa del Sol.
What about you?

Cissnei: What a coincidence!
I was given leave by my supervisor as well.
So I thought I’d take a little vacation here.

Zack: My leave…wasn’t an order from the director.

Cissnei: Well, it’s not often we have time off, so let’s
forget about work and spread our wings a little.
See you around.

Zack: Wings…not my favorite word right now…

Zack: Coincidence, huh…?​


[Cissnei DMW Cutscene #3]
05_ci3_short

Zack: Oh, Cissnei.
How about dinner tonight?

Cissnei: Sorry, I was just given an assignment.

Zack: Hmm, that’s too bad…
You want me to talk to your superiors?

Cissnei: I wouldn’t recommend that.
Our supervisor is pretty scary.​


[Cissnei DMW Cutscene #2]
05_ci4_short

Zack: Where did Hollander run off to?

Cissnei: Looks like you lost him.

Zack: Cissnei...?

Zack: Yeah, I’m having some trouble.
If only I had a Turk with me…

Cissnei: There’s no point in going together.
We should split up and look for him.​


[Cissnei DMW Cutscene #6]
05_ci5_short

Cissnei: Zack!

Zack: Ah, Cissnei.


Zack: I’m about to head back to Midgar.

Cissnei: I see… Meanwhile, we have to clean up this mess.
Zack, about Costa del Sol,
I was actually…

Zack: Don’t worry about it. You’re a Turk, after all.
Anyway, it’s all water under the bridge.​


[Cissnei DMW Cutscene #5]
05_ci6_short

Zack: Wait, Cissnei…
Does Tseng wear that suit everywhere he goes?

Cissnei: Were you hoping to see…swimming trunks?

Zack: No, but isn’t it kind of hot for a suit?

Tseng: What’s the matter? Let’s go.

Zack: Aren’t you hot…?​
 
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Strangelove

AI Researcher
AKA
hitoshura
For whatever reason, the DMW cutscenes are referred to as "reach".
i have an answer for this.

this is from the japanese word (リーチ), which is actually from a chinese word (立直). originally a mahjong term for something i don't know about because i don't get mahjong, its use expanded into other areas like pachinko and board games and refers to the point in the game where someone is close to winning or getting a jackpot. i think in the case of crisis core, it would be borrowed from the pachinko/pachislot usage given that the dmw is basically the same sort of slot machine mechanic. in a pachinko/pachislot game a 'reach' is usually accompanied by a lot of flashy lights and sound effects and special scenes and video clips, which fits with the dmw scenes as well.
 
Some content to complement my first post about the unused maps of Crisis Core, since new information came to light when I found the event values and debug menus.


· Prison Cell Corridor
I confirmed that this map, with ID #334, was used for the real-time rendering of what became a pre-rendered flashback in Hollander's hideout (map ID #328).

The way I teleport (without the debug menu) is what one might expect: I pick the desired event value via cheat engine, freeze that, then use a gateway (door/exit/entrance) in Crisis Core. Some gateways are more cooperative than others when it comes to forcing this change in event value and the subsequent teleportation. The reason I initially couldn't teleport in the US version is because I was using gateways that weren't cooperative.

The decimal event value is as follows for the prison cell map:
1603 - JP
5118 - US*
1534 - PALE

*Yes, the value ranges in the US version are WAY different from JP and PALE.

If you teleport to this map using only the event value, only the second half of the real-time cutscene will activate. To unlock the full scene, go the debug menu path:
Mr. Kunikata → Chapter 3 → Medical room → S03E11  Genesis gets blood transfusion​

tR2WP9T.png



DuZvsLP.png



yXmhCCw.png


The flashback filter is not present in the real-time version.


W1yZnv3.png



HOzYZzZ.png





da5hpWN.png



q8f0Hts.png


A few frames after this the screen for the real-time render turns black, to mark where the flashback to Genesis (yo dawg I herd u liek flashbacks so I put a flashback in yo flashback) was to be placed. The FMV flashback is not present in the real-time version.


sqBkBk5.png





lW2YXMw.png



2FCWI8e.png





cPI9Ujg.png



RumszuG.png




9BE31Om.png



2gwKd2o.png


Hollander and Angeal fade away in the pre-rendered cutscene, but in the real-time version there is no fade-out.

EwMNwMn.png



f1xQmyY.png






ZaBvWpm.png



jA7lY4p.png




ui39ahd.png



fKdDPOb.png


The screen sticks to Sephiroth in the prison corridor map, with no more events occurring. The player is stuck here. The transition back to Hollander's hideout, as seen in the MF version, does not happen and the debug menus don't include a jump to this final, brief part of the pre-rendered cutscene.


More to come...
 
Addresses for event values (as revealed via Cheat Engine) :
88A0DED4 - JP
88A12A94 - US
88A12E14 - PALE​

I choose these addresses to have a 2-byte value because the values have never gone into 4-byte territory. The maximum hex in the former is FFFF [decimal 65535] and the maximum hex in the latter is FFFFFFFF [decimal 4294967295].

Alright, let's teleport to...


· Outside Shinra Building

There is no menu-map and the zone is called "????". Again, this name is standard for maps where menu-access was never intended. Keep in mind there's also the possibility that more descriptive zone names exist, but that our teleportation via event value does not properly unlock the location name.

Event Values, decimal:
1646 - JP
5223 - US
1577 - PALE​


Starting position...

PGjyReK.png


You'll notice immediately how the angle is frustratingly low. Rarely do you get a good look upwards. The map is better appreciated in the pre-rendered cutscene thanks to its camera work.


1eVj1yr.png


Most of the ground is beyond your access, with these barrier ropes ("stanchions") blocking your exploration.


aMf5Ikd.png


Zack: "Stanchions! My second weakness!"

His first weakness being huge armies.


8upkENb.png



zdDxyau.png



PpUb1Hb.png


Four closed gates. The two middle ones are supposed to lead inside a tiny hall which in turn leads to the main entrance hall/lobby, if we go by the Dirge of Cerberus design. We can see that the doors changed appearance between DC & CC.

KrfE4NL.png



NpR3w7o.png



tOpsFXT.png


The pre-rendered cutscene with Zack outside the Shinra Building (end of Chapter 5) is one that always saddened me that it wasn't available in a real-time render. The debug menus fulfill that wish...for the most part.

Debug menu path:
Mr. Oka → Chapter 5 → S05E10A ... S05E17 → S05E17  Wanna be a SOLDIER? (prod ver.)​

8RZTxlD.png


Sidenote: Few of the debug options make your emulator crash. "Angeal dies (prod ver.)" is one of those, so the real-time render of that scene is currently unavailable.

Fortunately the scene option "Angeal dies (MF)" is functional, which gives us quick access to the final scenes of Chapter 5 as they are shown in a normal playthrough.


Keep in mind that the snapshots below are slightly larger if you open them in a separate window (unless you are viewing this post alone)

tc9xvWq.png



vnEArXH.png


Yup, that's right. The part where Zack walks by the infantrymen is not present in this real-time render. The camera is frozen in the above position until the shot from Cloud's point-of-view. I wonder if the infantrymen and the choreography for the first section of this real-time cutscene exists just outside of view, or if the data isn't there at all.


SHBnU2V.png



MyOV48n.png





5Elgowj.png



uRcUjNa.png





gzL25tB.png



h8488Pf.png





rAAQe24.png



WqaaAyK.png





7dVR7bk.png



L2d6jNb.png





DMJ0rev.png



PJ7Llpn.png





BBnGjom.png



jXZgTio.png






ildsQHG.png



kfLYvuo.png



If you zoom in on the map via Noesis, you will find this green patch where Cloud's point-of-view shot was built from. You see the background that Zack stands against and it's easy to imagine some lighting effects being added to create the final result. Obviously for the final scene, they moved around this green patch so to not interfere with the other parts of the scene.
 
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I somehow missed the fact that the scene where Nero and Weiss pick up Genesis is NOT pre-rendered. Ergo, that Banora map does not belong to the "technically unused" category. It is very much a used map, though all the preceding scenes there (Lazard's death, apple-eating & Zack leaving with Cloud) are pre-rendered. Accordingly I have removed the Banora map from my first post about unused fields.

We can still explore the map though.

Event values:
1708 - JP
5453 - US
1639 - PALE​


The area has no available menu-map and the zone is called "????".


Starting position.

u61t37u.png



There are plenty of invisible walls but also plenty of places that lack collision.

ByBKJS9.png



BEOWow9.png



Long stretches of plain green, then we have the green mako water that is actually animated.

buYk0kE.png



KpssviN.png



There is an invisible bridge that lets you walk across to where the apple-eating cutscene takes place.

Fw5GqH0.png



cXfI0tR.png



n6reki7.png


The path through the debug menu to said cutscenes is as follows:
Mr. Oka → Chapter 10 → S10E06A ... S10E09 → S10E07

eAXnWBZ.png


eilwKU6.png



o5jb64J.png





XMlAcGE.png



8IOXM38.png





FnEUatu.png



BS2XWbr.png

Naturally, the Aerith flashbacks are not present in the real-time rendered version. The blackness representing where the flashbacks were to be inserted is in fact way too brief, so the pauses don't match up with how long the flashbacks are in the final game.
 
@Tets

Thanks dude. I'm thoroughly enjoying this as well. It is a dream come true to view so many of these scenes in high quality.


Let's look at the Shinra HQ helicopter pad map. The real-time rendering is only seen briefly after Bahamut Fury is defeated. Genesis summoning Bahamut Fury, as well as the epilogue scene with Cissnei and Tseng, are both pre-rendered.

yQXD7JG.png



GwjNAxX.png


"70.
Shinra
Building"

Bsjg6d9.png


...They seriously only mirrored the texture from the other side! Playing the game normally, this example of laziness is never within view. Using Noesis we see that there are six cases of the number "70" on the building, with half of them being reversed.


Lc76BiM.png



WLmmcnd.png


There isn't even the smallest trace of a door that is supposed to lead inside the 70th floor of Shinra HQ.


4Y6rYv9.png


Collision is consistent and you can roam every bit of the platform that seems naturally available.


To view the summoning of Bahamut Fury, go the following debug menu route:
Ms. Ishibashi → Seq 1  Chapter 4 → E07 - E11 → E10  Bahamut Fury script no text​

YuljJ05.png


I enjoy that Ishibashi refers to the real-time renderings as "script", probably as in "scripted". They don't follow the "prod" and "MF" naming used by everybody else.

"Genesis script" is the real-time rendering of the scene where Genesis threatens Hojo. It is one of the few of these unseen real-time renderings that actually includes subtitles. Still no voice acting though.

DuaFAI1.png



Wzb0r4u.png



Observe the small difference in the subtitles.
he'll stop your body from degrading, is that it? versus
he'll stop your body from degrading. Is that it?

Ending that detour, let's compare the movie version of Bahamut Fury's summoning and the "scripted" version.

1IVmdEb.png



iJTRog0.png





g9usTQx.png



QZ972vK.png





2Z4fNRa.png



DMF4W37.png


Only in the real-time rendering can you see the mirrored "70" here.


pDoLJJ8.png



yVRenb1.png


The flashy effects are only there in the movie version. There is a brief blackness as we jump from the helicopter pad to Bahamut Fury's realm. This is likely one of the major reasons for wanting to go with a pre-rendered cutscene: The game may not be able to seamlessly load the jump from one map to the other, creating unwanted pauses. In a complete movie this is not a problem.


HpPpyQM.png



jFaLUKB.png


Bahamut Fury cutting through the sky is not present in the scripted version.


RjBnMJR.png



8tP8Zdr.png


Next up is the epilogue scene with Cissnei and Tseng. Debug path:
Mr. Oka → Epilogue → SEPE00  Turks on their way (prod ver.)​

hYpc6CZ.png



gXH3Hlo.png



UYoLKga.png




Ag7VeQu.png



dX5kFp6.png

This highlights an ambiguity that always had me questioning what I saw whenever this cutscene happened. Had Tseng actually disregarded his pony tail and moved on to the hairstyle of the original FFVII?

In the Prod version, Tseng clearly still sports the ponytail. This is especially clear when watching the whole cutscene in action, plus the considerably higher brightness compared to the MF counterpart helps.

With the contrast between MF and Prod, plus after watching the MF version in a big emulation window, I am convinced that what we're seeing is Tseng without a pony-tail in the pre-rendered version.

The hairstyle is congruent with Tseng's long hair in the FMV...

1KicNWR.png


...but I have to remark how poorly done the effect of his long hair is in the helicopter pad cutscene. It just looks like a blank, black space and not at all like flowing hair. Plus it is needlessly obscured. There is no Tseng model in the game data where his hair is released, unless it exists as an animation state. Noesis can't toggle between animation states so I have no way to confirm this.
 
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Candidates for either of the unused, green mine maps (see bottom of the link) are two of the Angeal DMW cutscenes. The backgrounds have that distinct, green tone that is not present in the mine maps used for the missions. While technically possible that a filter is making the map look more green than it actually is, thus leading me to a false conclusion as to which map(s) were used for the original real-time rendering, my money is on these two DMW cutscenes having been rendered in either of the unused, "green mine" maps.

Scene #1:

Os4zjJF.png



Scene #6:

2S9MP3V.png



None of the event values or debug menu paths have led me to prod/real-time-renderings of the DMW cutscenes, or even just a screen that plays these movies. The closest we have are the message tests by Mr. Shindo.


In the same vein, none of the event values or debug options have led me to any of the following unused maps:
- Modeo Ravine - East (blue sky)
- Burial Place for Essai & Sebastian
- Shinra Manor 1st Floor - Nighttime
- Modeo Ravine - Southwest (blue sky)
- The Green Caves
- The Dark Watery Caves
- Plains/Grasslands: Disjointed
- The Blank Slates
- Reactor/Facility/Plate-Interior Maps
- Unused Slums
- Unused Islands
- Unused Deserts
- Green Mines
- Animal Trail (Forest)​


If event values exist for any of these maps (and/or for real-time renderings of DMW cutscenes, for that matter), they exist in value ranges outside of what is used for most of the main game. I'm not about to try out tens of thousands of values just to be safe, so hopefully I'll find some other means to teleport to these locations.
 
I had given up hope, but now I finally found the symbol values to edit some of the game's text. My current knowledge has only been confirmed to apply to battle text, menus and speaker names. No luck with dialogue text yet, but I'm gonna keep experimenting.


In Shun Moriya's debug room, you can trigger a fight against Angeal Penance by talking to Tifa. He has the embarrassing battle move called "Thunder of Envy" where he literally craps lightning. Yes, that is a part of the final game. He will always do this move if you are standing behind him.


vGMmYlB.png



It was while playing around with data surrounding this battle move that I found the text addresses. Each symbol occupies a 2-byte value. The array of bytes for this battle move name is as follows:
13 00 21 00 2E 00 27 00 1D 00 1E 00 2B 00 40 00 28 00 1F 00 40 00 04 00 27 00 2F 00 32 00

Via Cheat Engine you can search for the category "array of bytes". Type/Paste in the values above when you're in a battle against Angeal Penance (or simply when you are in Shun Moriya's debug room) and you can edit the text for this move.

I edited it to...

ILdSX53.png


...which corresponds to the following array of bytes.

03 00 2E 00 26 00 1B 00 1A 00 29 00 29 00 25 00 1E 00 2C 00 60 00 60 00 60 00 60 00


Had fun with Aerith's speaker name in the following manner:

AE9zwrF.png



hqe7emK.png



u53FpLE.png
 
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Looking at Angeal Penance's moveset in the memory viewer, he appears to have one unused move called "Original Magic". No guides mention this move. I have not found a way to unlock this move, assuming there even is anything to unlock.

- Patterns in the memory viewer

I've primarily marked where the values for the in-game names of each battle move are. The battle move names already readable to the right in the memory viewer (which use 1-byte values for the symbols) are not used in-game.

The move "Trident" is not named in-game, because it's such a simple physical attack. In that sense, the battle move name could be considered unused. This is a pretty common deal with movesets though: The simplest physical attacks have names in the data, but these names don't show up in battle.

Byte values not marked in the image but still experimented with had effects like making an attack cause damage to Zack's MP instead of his HP, or even have it cause damage to Angeal Penance instead of Zack (or cause damage to both of them).


Still no luck with finding dialogue text, but I found that I can edit mail titles, mission names and zone names on top of what I already had access to.

One slightly unexpected detail is that Speaker Names and Battle Move Names use different text/symbol tables. They match up to a point, but after a while they diverge. The former includes all the symbols written in italics, while the latter does not (at least not in the equivalent value ranges).

One unused zone name, or whatever the actual true source of the snippet is supposed to be, is "Heroes". If you teleport to a mission using only an event value, the actual mission name is replaced with "Heroes".

UTNEmNB.png


In the Japanese game, following the same method, the zone name becomes this:
ruw8aUA.png


After twentyfive minutes of trying to transcribe this I'm giving up. Help? :monster:

EDIT: "Heroes" is a save file name
 
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Many thanks to Tres for making me read the talk by Takatsugu Nakazawa, who was the System Designer & Battle Director for FFXV.

- FF Wiki Page
- Momocon 2017 Talk transcription
- Momocon 2017 Talk video

Nakazawa was one of the Battle Planners for FFVII and he was the Battle Planning Director for Crisis Core.

The greatest treasure from the talk, for me, were these two slides:
- FF7 & FF8
- Crisis Core & Type-0

Below each pre-release snapshot are pictures from Nakazawa's Excel documents regarding battle data. It is exciting to think that Nakazawa still has these documents, or at least some snapshots of these old files.

I really wish we got a zoom-in on the FFVII slide. Barret looks tiny compared to Aerith and Cloud for whatever reason.


Nakazawa about Crisis Core:
as a Battle Director [I was] ... overseeing everything related to battles. The Digital Mind Wave system was something that I made, so hopefully you guys have played it and enjoyed it.

FFVII was part of the original this time around of CRISIS CORE. The main character was different, so we changed up the system, inserted the digital Mind Wave system, and just tried to do something different but still kind of stayed true to the original feeling of FFVII.
I would say they succeeded in their goal. The battle system is different, but multiple parts still strongly carry that FFVII feeling. For that I praise the team behind Crisis Core.

To pick one example, I enjoy the way that Zack's HP, MP and AP can "break" and accumulate to twice beyond the current cap. I am of course speaking about the cap-breaks that can happen before you reach the ultimate HP, MP & AP value caps of 99999 and 9999. This feature wasn't present in the original FFVII but still carries that spirit of "breaking limits" that the original game had. The same felt true for when you break the damage cap and go from 9999 max damage to 99999.

The way that you go from essentially a tiny ant of a fighter to an overpowered super-god also feels very true to FFVII. The spamming-fest and silliness of Costly Punch aside, the way that Zack got so overpowered brought me back to all those times I used 4x-Cut in FFVII for 9999x4 in damage. To become ridiculously powerful IS an essential part of the Final Fantasy VII experience.


Leaving that tangent... Here is the pre-release photo of Crisis Core, compared with a rough recreation of the scene in the final Japanese game.


Ef2r86t.png



JcTe8UZ.png



- Final game sports a greater field of view, regardless of where Zack or the Guard Spider are positioned.


- The word "神羅" (Shinra), correct me if I'm wrong here, was removed from the Guard Spider's long-range attack. In the English game, this attack is called "Type-97 Cannon". So it's original name was "Shinra Type-97 Cannon"?


- Once shots actually get fired and start hitting Zack, the name bar for the attack will have faded out in the final game. Maybe the bar stuck around longer in this early stage. The bar itself became more rectangular in the final game.


- Numbers indicating damage done on Zack are white. In the final product, they are red.


- Tseng's icon was clearly changed, with Sephiroth's icon receiving only a small change in the perceived angle.

0nsrtGt.png


ljIFNJr.png



- Numbers for the DMW reel were contained in hexagons that moved in and out of view. The final game has the numbers move alone, but they align inside circles eventually.


- MIND was changed to LIMIT. The waves signifying the activity of Zack's "mind", how high the likelihood of a limit break is, are higher and green in the pre-release shot. This makes the activity of the "NORMAL" status appear greater in the early screenshot. The green wave was used for the status "HIGH" in the final game.


- The descriptive menu bar to the lower right that reads "Attack" was changed from white to blue. The circle button (X button in the English game, since standard action button is Circle in Japan) became encompassed in a bigger circle.


- Five materia are equipped in the pre-release snapshot. Your cap at this point are four materia in the final game, which is then extended to six materia when Zack becomes SOLDIER 1st Class.



- The channel "Final Fantasy Youtube" recently uploaded Japanese Crisis Core as an HD movie. No english subs, but if you're like me you know the English script of the game so well that subs aren't necessary.
 
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X-SOLDIER

Harbinger O Great Justice
AKA
X
Nakazawa about Crisis Core:
as a Battle Director [I was] ... overseeing everything related to battles. The Digital Mind Wave system was something that I made, so hopefully you guys have played it and enjoyed it.

FFVII was part of the original this time around of CRISIS CORE. The main character was different, so we changed up the system, inserted the digital Mind Wave system, and just tried to do something different but still kind of stayed true to the original feeling of FFVII.
I would say they succeeded in their goal. The battle system is different, but multiple parts still strongly carry that FFVII feeling. For that I praise the team behind Crisis Core.

To pick one example, I enjoy the way that Zack's HP, MP and AP can "break" and accumulate to twice beyond the current cap. I am of course speaking about the cap-breaks that can happen before you reach the ultimate HP, MP & AP value caps of 99999 and 9999. This feature wasn't present in the original FFVII but still carries that spirit of "breaking limits" that the original game had. The same felt true for when you break the damage cap and go from 9999 max damage to 99999.

The way that you go from essentially a tiny ant of a fighter to an overpowered super-god also feels very true to FFVII. The spamming-fest and silliness of Costly Punch aside, the way that Zack got so overpowered brought me back to all those times I used 4x-Cut in FFVII for 9999x4 in damage. To become ridiculously powerful IS an essential part of the Final Fantasy VII experience.

I couldn't agree with this more thoroughly.


- The channel "Final Fantasy Youtube" recently uploaded Japanese Crisis Core as an HD movie. No english subs, but if you're like me you know the English script of the game so well that subs aren't necessary.

I'm sure that if you've got some free time, you could always submit the English Script as Closed Captions.

:awesomonster:



X :neo:
 

Strangelove

AI Researcher
AKA
hitoshura
The channel "Final Fantasy Youtube" recently uploaded Japanese Crisis Core as an HD movie. No english subs, but if you're like me you know the English script of the game so well that subs aren't necessary.
dbDUOSd.gif


i was looking for an unsubbed japanese movie version of the whole game a few months back but only managed to find the fmv scenes or ones with english subtitles

now i am off to download this
 

JBedford

Pro Adventurer
AKA
JBed
The idea of uncovering names for unnamed in-game attacks got me curious, and that the Unicode text happens to be left behind in the data made me want to look into this.

So I extracted the data with Noesis:
-file1446 contains the text snippets- location names, mission names et al
-file1447 contains speaker names
-file1470 to file1940 seem to be enemies or battle related items. 1470 is an enemy that uses the attacks "FightPlus", "Shoot", "Attack", and "Standby". I haven't tried to figure out the structure, but viewing the files as unicode: The text "comd" appears on enemies with commands (I assume the following bytes indicates an offset for when command data begins). Shortly after is the command data.

Later in the file you'll also find data on the enemy, including their name in Unicode.

Data for "Angeal Penance" is found in file1551 and file1678. file1678 contains additional abilities but I can't say for sure whether files can contain more than one enemy so they may be attributed to another enemy. The stats also match the values in brackets on this page, but I don't know what those values are meant to represent.

I decided to search the data for HP, and sure enough Angeal Penance's HP value is there shorly before its name.

I haven't cross-referenced many or tested any of these, but here are the addresses and what I think they are:

Code:
0x00029074 (4 bytes) - Unknown
 0x00029078 (2 or 4 bytes) - Angeal Penance's HP 
0x0002907C (2 or 4 bytes) - Angeal Penance's MP
0x00029084 (1 byte) - AP's Level
0x00029085 (1 byte) - AP's ATK
0x00029086 (1 byte) - AP's VIT
0x00029087 (1 byte) - AP's MAG
0x00029088 (1 byte) - AP's SPR
0x00029089 (1 byte) - AP's LCK
0x0002908A (1 byte) - AP's Stagger???
0x0002908C (1 byte) - Receive 100% damage from elements?? {
  00000001 - Fire
  00000010 - Ice
  00000100 - Lightning
}
0x0002908E (1 byte) - Absorb damage from elements?? {
  00000001 - Fire
  00000010 - Ice
  00000100 - Lightning
}
0x00029091 (1 byte) - Double damage from elements?? {
  00000001 - Fire
  00000010 - Ice
  00000100 - Lightning
}
0x0002909A (1 byte) - Stun immunity
0x000290DC (2 bytes) - AP's SP
0x000290D4 (2 bytes) - AP's Gil
0x00029130 - "Angeal Penance" in the game's font
0x0002914C - "Angeal Penance" in Unicode
I have ideas for the other values but I'd have to cross-reference to confirm my suspicions. Like the bunch of FF values around Stun immunity are statuses Angeal Penance is immune to.
 
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Thanks JBed for making me look outside of the memory viewer and getting back to the actual, extracted files. :monster:

How do you extract the Crisis Core files using Noesis? I always extracted the CC files using the FF7CC Data Extractor and then I proceed to view the files via Noesis.


I opened up the PALE version of "file1446.raw" (folder "other", as everything is organized and printed when you use the FF7CC Data Extractor) in Notepad and found zone names, end-chapter save names and mission names in unicode. Just as you reported, JBed.

????

Midgar - Streets
Shinra Building
Shinra Building Entrance
SOLDIER Floor
Training Room
Exhibit Room
Briefing Room
Materia Room
SOLDIER Director's Office
Entrance
Sector 5 Slums - Church
Sector 5 Slums - Market
Sector 5 Slums - Church Entrance
Sector 0 - Highway
Sample Storage Chamber
Fusion Chamber
Sector 6 Slums - Park
Shinra Building - 67th Floor
Sector 5 Slums - Street
Sector 1 Station - Platform
Sector 8 - Fountain
LOVELESS Avenue
Mako Reactor #5
Plate Interior - Secret Facility
Plate Interior - Outer Section
Plate Interior
Banora - Apple Orchard
Banora
House
Angeal's House
Factory
Factory - 2nd Floor
Banora - Ruins
Banora - Outskirts
Factory - Basement
Costa del Sol
Lower Junon - Level 3
Upper Junon - Level 6
Upper Junon - Level 8
Lower Junon - Level 6
Junon Airport
Central Tunnel - Level 6
Modeo Ravine - East
Modeo Ravine - North
Mako Excavation Facility
Modeo Ravine A
Modeo Ravine - Southwest
Modeo Ravine B
Modeoheim
Bathhouse - Entrance
Bathhouse
Bathhouse 2nd Floor - Boiler Room
Bathhouse 2nd Floor - Hall
Nibelheim
Nibelheim - Outskirts
Inn
Nibelheim
Nibelheim
Nibel Reactor
Mt. Nibel - Trail
Mt. Nibel - Reactor Entrance
Shinra Manor - Basement Facility
Shinra Manor - 1st Floor
Shinra Manor - Underground Cave
Shinra Manor - 2nd Floor
Nibel Plains
Abandoned Mako Reactor
Hills
Gongaga - Outskirts
Depths of Judgement
Lake of Oblivion
Cage of Binding
Portal of Severance
Light of Doom
Light of Doom 2
Light of Doom 3
Howling Fang

Cave
Wasteland
Subterranean Passage
Underwater Cave
Plains
Plate Interior
Slums
Ravine

Mt. Tamblin - Mountain Path
Mt. Tamblin - Near Fort
Mt. Tamblin - Animal Trail
Fort Tamblin - Corridor
Fort Tamblin - Courtyard
Arena
Shinra Cruiser - Deck
Shinra Cruiser - Interior


Embrace Your Dreams
Betrayal?
Monster
An Angel's Dream
Where Are You?
Protect Your Honor
The End of Genesis?
Departure
See You Soon



Heroes



Life Form of Energy
Massive Machines
Biomechanical Threats
Eldest in the Wasteland
Destroy the Death Machines
Weapons Gone Haywire
50 Shinra Troops
100 Shinra Troops
Raid the Enemy's Stronghold
Enemy Attack Prevention
200 Shinra Troops
1000 Shinra Troops
New Mechanical Weapons
To Quash Genesis's Forces
Obliterate Advance Elements
P's Precognition Lv. 1
Anti-Shinra Base
A Director's Request
Urban Combat Operations
Scavenger Hunt
Anti-SOLDIER Monsters
Experiments Gone Wrong
Eliminate the Death Machines
Last Challenge
The Don's Secret
The Don's Second Secret
P's Precognition Lv. 6
Slum Development Plan 1
Stolen Shinra Weapons
Unidentified Monsters
Destroy the Mobile Artillery
Regain Shinra's Materia
Powered-Up Copies
Subspecific Movers
Return to Midgar
Destroy the Copy Factory
Strongest Copies Yet
Intercept the Copies
The Sealed Cavern
More New Species Found
Chase the Copies
Defeat the Copies
MAG Mako Stone
EM Hell in the Mines
Experiment No. 106
Buried in the Caverns
Red Alert!
Regain the Mako Facility
Second Challenge
Third Challenge
Getting Serious
Challenge from Security
Armed Challenge
Cave-In Investigation
New Cavern Found
Search for Wutai Remnants
Approaching the Outskirts
Weapons Comparison Test
The Enemy's Stronghold
The Five Saints of Wutai
Freight Recall
Tarantula Test
Making Phoenix Down
Mobile Units
World of Monsters
A New Threat
SPR Mako Stone
Desert Island Delights
Suspicious Mail 2
Suspicious Mail 1
Suspicious Mail 3
New Species Found
Suspicious Mail 4
Where's the Cactuar?
Suspicious Mail 6
Treasure Info 1
Kactuar?
Treasure Info 2
Treasure Info 4
Treasure Info 5
Treasure Info 6
Notice
Attack the Copies' Base
Another Notice
Final Notice
S.O.S.
S.O.S...?
VIT Mako Stone
HP Mako Stone
ATK Mako Stone
LCK Mako Stone
Beginnings
Sightings in Sector 5
Defend the Slums
Road Closed
Mass Elimination
Truth in the Wasteland
Stop the Assailants
Crush the Crescent Unit
Better Death Machines
Search and Destroy 2
Monsters in the Caverns
Defeat the Scout Units
Foes in the Wutai Base
Remnants in the Slums
Hiding in the Wasteland
Testing New Weapons
March into Wutai
Underground City
Boy in the Caverns
Shinra Machines Unit
Black Market Recall
Third Contact
Mako Excavation Site
Items in the Plains
Final Versions of the Spider
Buried in the Plains
Raijincho
Accessories Recall
Fourth Contact
Second Son in the Wasteland
The Reporting Department
Ingredient for Soma
Slum Development Plan 2
Cyber-Sabotage
Item in the Coal Mines II
Supplies Recall
Youngest in the Wasteland
In the Closed Coal Mines
Deputy Assignment
Special Ops Weapons
Second Deputy Assignment
Reinforced Copies
Special Ops Weapons Return
Operation: Mako Reactor I
One Base at a Time
Base in the Caverns
Pursue the Deserters
In the Depths of the Caverns
Aerial Monsters
Second Contact
Death Wish for Zack
Infiltration
Wutai in the Slums
Last of the Wutai
P's Precognition Lv. 4
P's Precognition Lv. 3
Signs of Growth
Breakthrough
Crescent Unit Annihilation
Wutai Suppression
Before They Regroup
Item in the Coal Mines
Foes in the Corel Mines
Science Department
Operation: Mako Reactor III
Operation: Mako Reactor II
An Item for Fusion
Space Development Dept.
Clash with Genesis Troops
Escape from Hojo's Lab
Security Department
Mystery Materia
Robots in the City
Secret in the Caverns
Secret on the Plains
EM Hell in the Plains
Items in the Wasteland
Ancient and Hidden
Wutai Remnants in the Slums
Rumble in Midgar
Foes inside Shinra Building
The Irritated Recruiter
Suspicious Mail 5
EM Hell in the Caverns
In the Secret Facility
City Planning Dept.
Treasure Info 3
First Contact
Arms Development Dept.
Item in the Caverns
Genesis's Special Ops Unit
EM Hell in the Building
P's Precognition Lv. 5
S.O.S.?
Girl on the Desert Island
EM Hell in the Wasteland
The Frustrated Recruiter
Whatever Stands in Your Way
Investigation of the Caverns
Stubborn Wutai Remnants
P's Precognition Lv. 2
Twins in the Caverns
Find the Tonberry!
Stop the Intruders
The Don's Twilight
Anti-SOLDIER Weapons
Neutralize the Commander
Rematch with Ifrit
The Reigning Deity
Shinra's Basic Training
The Last of the Genesis Troops
Surprise Attack on Midgar
An Unknown Island
A Solitary Island
Rematch with Bahamut
EM Hell on the Island
Experiment No. 102
Operation: Desert Island
Experiment No. 104
Wutai Units Found
Closed Coal Mines
Experiment No. 105
Experiment No. 107
Experiment No. 108
Experiment No. 109
Experiment No. 103
Experiment No. 110
Experiment No. 111
Experiment No. 112
Foes on the Waterfront
A Recruiter in a Slump
Experiment No. 113
Experiment No. 114
Experiment No. 115
Experiment No. 116
Experiment No. 117
Experiment No. 118
Experiment No. 119
Experiment No. 120
Eliminate the Copies
Search and Destroy
Experiment No. 123
Experiment No. 121
Experiment No. 122
Experiment No. 124
Cactuar Found?
Tonberries Everywhere
Master Tonberry
Wasteland Investigation
Midgar Defense Operations
Slums of Midgar
Next-Generation Weapons
Excavation Site Survey
Another Cavern
The Great Beast
A Recruiter's Departure
A Recruiter's Close Call
The Determined Recruiter
The Melancholy Don
Modeoheim
Foes in the Slums
Desert Island Surprises
Underground Caves
Deeper into the Caves
Marks of an Intruder
Genesis's Interception
Behind the Scenes
Genesis's Threat
A Third Power
Weapons Out of Control
Experiment No. 101
Take Back the Carrier
Continuing into the Caves
A New Path Discovered
To the Lower Levels
Signs of Materia
To the End
Genesis's Challenge
Genesis's New Weapon
Nibelheim
Pursue the Foes
Shinra's Advanced Training
Cargo Recall
Genesis's Super Weapon
Wutai's Best
No More Wutai
Genesis's Ambition
Genesis's Passion
A Fresh Start
Nibelheim II
Machines Gone Haywire
Only for SOLDIER
Only for 1st Class
Hojo's Monsters
Further Below
Unusually Strong Monsters
Abnormal Power
A Lonely Journey
Even Deeper
Foes in the Wasteland
Gongaga
Toughest Monsters
The Lowest Tier
Vacation Time
Vacation for Real
Please Make it a Vacation
You Need a Vacation
We Hope It's a Vacation
Is it a Vacation Yet?
Game Cleared


Let's look over each of the unused/unseen location names. Keep in mind that some location names are only used for the "Zone Information" title when you stand next to a gateway. For example the gateway when exiting the Shinra Building reads "Midgar - Streets", but in fact you end up at "Sector 8 - Fountain". Ergo, I don't count "Midgar - Streets" as unused.


????
We've seen this one many times, for fields that either have no other zone name or that didn't properly load their zone name. Some places genuinely don't appear to have names that match their location. For example, there is no "Highway", "Bridge" or similar for the road between the Nibel Plains and Gongaga.

If you teleport here, you can view an unseen menu-map but the zone name is ????.

Rokc75q.png



I2JE2L4.png



H0p8NMM.png

Immediately after the "????" is what seems to be a location name consisting of nothing but an empty space.


Entrance
You see this simple name for the Shinra Building Entrance when you choose which floor the elevator should take you, but you never get to see it in the main menu or menu map.

This zone name is used for the damaged Shinra Building Entrance in Chapter 3, when Genesis attacks. The final game doesn't allow you to roam freely, but if you teleport here at the right time (or use a path through the debug menus) you can run around at your own volition and view the area's unseen menu-map and the zone name.

aXoH0Xp.png



kzEFdeg.png



dZM6qqT.png



GdNDa59.png



vK8oQXw.png


Costa del Sol
Teleport here to view the unseen menu-map and the zone name.

NVsriPY.png



YKGMrIc.png



rDzQ4r3.png



Jl0op9Z.png



BKxSExz.png


Imagine seeing a sign in real life that just pointed generically to "world" and "sea". :lol:

9oju0yF.png


Modeo Ravine A
Modeo Ravine B
Good candidates for the zone names of the unused, blue-sky versions of the Modeo Ravine.


Light of Doom 2
Light of Doom 3
After Genesis Avatar has been defeated, you move to a different "Light of Doom" map than the one you entered. This is likely "Light of Doom 2". The cutscenes after you defeat humanoid Genesis were originally rendered in a third Light of Doom map; a map that became unused in the final game. So it's not difficult to see where Light of Doom 2 and Light of Doom 3 respectively match up.

However, teleporting to these areas using only event values leads to the displayed zone name being "????". I don't know how to unlock the above unused zone names.


Cave
Wasteland
Subterranean Passage
Underwater Cave
Plains
Plate Interior
Slums
Ravine
Names intended for mission maps if no mission data/names are attached. I have only unlocked one of these: Wasteland.

In Hojo's lab, one machine can teleport you to the desert map for a battle where you test some one-time-only materia. The game doesn't allow you to roam freely, but teleporting with the use of event values allows us full freedom.

Y3z3rPc.png


DbpA9Jw.png

The name "Plate Interior" is also used for one of the areas where you chase Hollander, but that's a different Text ID from the one above.
 
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Symbols in dialogue-text really are 4-byte values. I had read about this on Qhimm, but I misinterpreted how the value should be searched via Cheat Engine ergo why I remained stumped until now. I essentially just had to copy the text table as it was uncovered over at Qhimm.

Let's have a look at dumbapples in the dialogue text.

80 00 1D 00 = d
80 00 2E 00 = u
80 00 26 00 = m
80 00 1B 00 = b
80 00 1A 00 = a
80 00 29 00 = p
80 00 29 00 = p
80 00 25 00 = l
80 00 1E 00 = e
80 00 2C 00 = s

It basically uses the same values as for the 2-byte text but with "80 00" added at the beginning so it becomes the 4-byte value used for dialogue text.

Screenshot, no hacking:

a4aWnz6.png


So the array of bytes just for this one word is quite long.
80 00 1D 00 80 00 2E 00 80 00 26 00 80 00 1B 00 80 00 1A 00 80 00 29 00 80 00 29 00 80 00 25 00 80 00 1E 00 80 00 2C 00


Let's have fun with this!

PcMipxQ.png


80 00 2C 00 80 00 26 00 80 00 1A 00 80 00 2B 00 80 00 2D 00 80 00 1A 00 80 00 29 00 80 00 29 00 80 00 25 00 80 00 1E 00
 
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JBedford

Pro Adventurer
AKA
JBed
How do you extract the Crisis Core files using Noesis? I always extracted the CC files using the FF7CC Data Extractor and then I proceed to view the files via Noesis.
I double-clickedon the discimg.pkg file in my CCVII folder in Noesis. I don't remember if I had to extract that pkg file, but I do have ff7cc_extractor.exe on my computer. I extracted the data in the past but had deleted it to free up space on my desktop.

I started work on a program to read the text from the files of the game. Unfortunately I spent quite some time decoding file0001 hoping it would be the rule of file formats, but it seems to be more like an exception (file0002 has the same format at least, but no text in it).

So file0001 begins with an Int32 for the number of segments (or sub-files) in the file, which is followed by an Int32 offset and Int32 length per each file, and then 44 unknown bytes. This is followed by segment data (the first segment offset value is 0x00000000 -- i.e. the offsets start counting from the start of the segment data and not the start of the file).

Anyway, all the segments of text in file0001 are preceded by a segment of the offsets for each text entry.

Meanwhile file0000 and some other files that store text aren't formatted in the same way, and they don't appear to have offsets located near the text data.

Fortunately this doesn't matter much because all text segments start with 0x4d424400, text entries have lengths in their header and always end with 0x40040000, and a text entry header is fairly easy to identify so I can tell where the segment ends,

Anyway, based on the details at the Qhimm link, here's the menu texts from found in file0001:

Code:
Materia has leveled up!
[END OF ENTRY]
Nothing more to do, kupo!
[END OF ENTRY]
Load failed.
[END OF ENTRY]
Load canceled.
[END OF ENTRY]
{0x40100000}, Open
[END OF ENTRY]
{0x40100000}, Push
[END OF ENTRY]
{0x40100000}, Go up
[END OF ENTRY]
{0x40100000}, Go down
[END OF ENTRY]
{0x40100000}, Use elevator
[END OF ENTRY]
{0x40100000}, Use gondola
[END OF ENTRY]
{0x40100000}, Rotate
[END OF ENTRY]
{0x40100000}, Read
[END OF ENTRY]
{0x40100000}, Move
[END OF ENTRY]
{0x40100000}, Examine
[END OF ENTRY][END OF BLOCK]
{0x402B0000} obtained!
[END OF ENTRY]
Obtained {0x402B0000} x {0x402C0000}!
[END OF ENTRY]
Stole {0x402B0000}!
[END OF ENTRY]
Stole {0x402C0000} X {0x402B0000}!
[END OF ENTRY]
Nothing to take!
[END OF ENTRY]
Couldn't steal!
[END OF ENTRY]
Escaped!
[END OF ENTRY]
Can't escape!
[END OF ENTRY][END OF BLOCK]
Use an item.
[END OF ENTRY]
Equip materia and accessories.
[END OF ENTRY]
Use materia.
[END OF ENTRY]
Fuse materia.
[END OF ENTRY]
Confirm learned DMW.
[END OF ENTRY]
Go on a mission.
[END OF ENTRY]
Abort mission.
[END OF ENTRY]
Check mail.
[END OF ENTRY]
Buy and sell items.
[END OF ENTRY]
Unused
[END OF ENTRY]
Equip materia and accessories.
[END OF ENTRY]
Sort materia and accessories.
[END OF ENTRY]
Unequip materia and accessories.
[END OF ENTRY]
Select strongest combinations.
[END OF ENTRY]
Equip for strongest physical attacks.
[END OF ENTRY]
Equip for strongest attack spells.
[END OF ENTRY]
Equip for best defense.
[END OF ENTRY]
Use items.
[END OF ENTRY]
Select sorting method.
[END OF ENTRY]
Sort items automatically.
[END OF ENTRY]
Sort items manually.
[END OF ENTRY]
Use materia.
[END OF ENTRY]
Select sorting method.
[END OF ENTRY]
Sort materia automatically.
[END OF ENTRY]
Sort materia manually.
[END OF ENTRY]
Select materia for fusion.
[END OF ENTRY]
FUSE
[END OF ENTRY]
Yes
[END OF ENTRY]
No
[END OF ENTRY]
Select item for fusion.
[END OF ENTRY]
Unused
[END OF ENTRY]
Set quantity to use for fusion.
[END OF ENTRY]
Unused
[END OF ENTRY]
Proceed with fusion?
[END OF ENTRY]
Do you want to proceed with fusion?
[END OF ENTRY]
Fusion successful!
[END OF ENTRY]
Do you accept this mission?
[END OF ENTRY]
Do you want to abort this mission?
[END OF ENTRY]
Moved mail to {0x402D0000} folder.
[END OF ENTRY]
Moved mail to {0x402D0000} folder.
[END OF ENTRY]
Buy items and materia.
[END OF ENTRY]
Sell items.
[END OF ENTRY]
Buy
[END OF ENTRY]
Cancel
[END OF ENTRY]
Sell
[END OF ENTRY]
Sell items.
[END OF ENTRY]
Unused
[END OF ENTRY]
Convert materia to SP.
[END OF ENTRY]
Select shop.
[END OF ENTRY]
Shinra Building Shop
[END OF ENTRY]
Sector 8 -- Materia Shop
[END OF ENTRY]
Sector 5 -- Materia Shop
[END OF ENTRY]
Sector 6 -- Accessory Shop
[END OF ENTRY]
Sector 7 -- Shop
[END OF ENTRY]
Research Dept. QMC
[END OF ENTRY]
Research Dept. QMC @Cruz
[END OF ENTRY]
The Happy Turtle
[END OF ENTRY]
Wutai Secret Shop
[END OF ENTRY]
Gongaga Trading
[END OF ENTRY]
Nibel Accessories
[END OF ENTRY]
Junon Souvenirs
[END OF ENTRY]
Bone Village Commerce
[END OF ENTRY]
Mythril Mine Traders
[END OF ENTRY]
Network Shop Duo
[END OF ENTRY]
Network Shop Shade
[END OF ENTRY]
Network Shop Shade
[END OF ENTRY]
Open to all Shinra employees.
[END OF ENTRY]
Top sales in the world; plenty of useful selections.
[END OF ENTRY]
A well--established shop; traditional selections in stock.
[END OF ENTRY]
Wildly popular with all generations of shoppers.
[END OF ENTRY]
An underground outlet favored by anti--Shinra groups.
[END OF ENTRY]
For all members of the Turks to procure their equipment.
[END OF ENTRY]
Only for selected members of the Turks.
[END OF ENTRY]
A countrywide chain with its head office in Wutai.
[END OF ENTRY]
An illegal operation favored by Wutai remnants.
[END OF ENTRY]
Pioneered online shopping to compensate for its rural location.
[END OF ENTRY]
Made possible by the abundance of mako.
[END OF ENTRY]
A shop by the sea, popular with tourists.
[END OF ENTRY]
A shop in Bone Village where many rarities are dug up.
[END OF ENTRY]
A shop in the famous Mythril Mines.
[END OF ENTRY]
Lord Duo's online shop based in Gold Saucer.
[END OF ENTRY]
An online shop in an unknown location.
[END OF ENTRY]
An online shop in an unknown location.
[END OF ENTRY]
????
[END OF ENTRY]
Currently equipped!
[END OF ENTRY]
Not enough money!
[END OF ENTRY]
You can't carry any more!
[END OF ENTRY]
You have collected all DMW panels!
You obtain a {0x402D0000}!
[END OF ENTRY]
You have viewed all DMW scenes!
You obtain a {0x402D0000}!
[END OF ENTRY]
You have completed all missions!
You obtain a {0x402D0000}!
[END OF ENTRY]
Save
[END OF ENTRY]
Delete
[END OF ENTRY]
Return to title screen
[END OF ENTRY][END OF BLOCK]
 
JBedford said:
I double-clickedon the discimg.pkg file in my CCVII folder in Noesis. I don't remember if I had to extract that pkg file, but I do have ff7cc_extractor.exe on my computer. I extracted the data in the past but had deleted it to free up space on my desktop.
That was a lot more straightforward than I expected. :wacky: I was expecting a complicated process like in Dirge of Cerberus where I had to rename files into "whiteimgu.x360.bin" and "filelistu.x360.bin".


JBedford said:
here's the menu texts from found in file0001
That's really awesome work. Most of your text extraction isn't even viewable with RINOA.

You're deep into the work that I wish I had the knowledge to perform. My dream is to be able to create text viewers for a wide range of games. All this stuff about headers and offsets are still beyond me though. I'm also curious what language I need to learn to build text viewing software.

C++ appears to be the programming language often referenced for these things. Koral, creator of RINOA, showed an example of how a "minimalistic program to scan an ATEL file for MBD chunks" might look like in C++. Are there any recommendations you have JBedford as to which path I should take here?



After extracting the unicode text from file1446.raw and file1447.raw in both the US and PALE versions of Crisis Core I found some version differences.


US <-> PALE

Mission Names

Highway Closed <-> Road Closed
Search and Destroy II <-> Search and Destroy 2​

Speaker Names

Clerk <-> Attendant
City Planning Director <-> City Planning Executive​


Since this is just unicode text, and not from the actual text used in-game, I don't know yet if this version difference holds true in actual playthroughs. I am only up to Chapter 3 in the US version of Crisis Core and playing through all the missions take a LOOOONG time, so it might be a while before I can update this report.
 
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