With the models in the Character Viewer and with the music in the Sound Gallery, changing that which is being shown or played respectively is easy. All you need to do is find the string that corresponds to the model that is normally being shown, or the music that normally plays, and change that string to read something else.
Like Kuroyukihime Sora did, I took the Arch Azul model of
e002 and changed that to whatever I pleased. For more up-close shots of the model I unlocked, I took Cait Sith's string, n004, and changed that to show something else. Currently I can't manipulate the camera freely. While it's easy to find the addresses for the zoom, the zoom is locked to not let you go beyond certain borders. May figure this out at a later point.
I can manipulate the pose/animation performed by some models, by changing the "animation shorthand" strings in the memory. With the Black Mages, they normally stood in the animation "n_st", which means to stand without a weapon. I could change the pose to...
h_st = Stand with handgun
m_st = Stand with machine gun
r_st = Stand with rifle
...and they would change pose accordingly, despite not holding any actual gun. I have not found the shorthand for the floating animation that these Black Mage NPCs normally did.
  
  
Because JORG doesn't have a Character Viewer, every attempt I make to unlock character models will result in sights like the Galian Beast on the Shera. I might find some interesting models if I begin a search, yes, but they will all look..."messed up", to say the least.
With the Sound Gallery, I can only use it to change the background music. I found the strings that determine what song is being played, and could then make it play any part from the game. The jsnddb document's list of bgm matches with what I've unlocked so far.
Things got more complicated with the voice clips. Changing the string that is associated with a voice clip does NOTHING. All those strings referenced in the jsnddb document? They are present in the code, but only as dead text.
For example with the "
Number 7. Nice to meet you!" scene, you will find the expected strings from jsnddb such as "
csj_470" and "
csj_471" in there, but that is just dead text and changing those does nothing. The following strings were the actual sound IDs:
70336vn - So, no costume today?
70337rv - *laughs* Headquarters was pretty much destroyed by the Deepground forces.
70338rv - But I was able to salvage a few things.
70339ct - Number 5 is alive!
70340ct - Number 6 ready for action!
70341ct - Number 7. Nice to meet you!
70342vn - Tell me Reeve.
70343ct - Huh?
70344vn - Who is backing your operation?
The part in memory I'm reading is an incomplete representation of the scene choreography. All three variations of Cait Sith's lines were presented, along with the text message IDs, and what I did was to force the Number 7 variation by taking the values for Number 5 (the variation that would normally trigger) and change it to the Number 7 values.
Manipulating the voice clips often lead to other glitches in the scene, usually in the form character animations not timing or triggering correctly. It is very important that you keep the shorthand for the character speaker in the code. So if you for example change "70336
vn" to "70336
rv", all you'll get in the game is silence.
There is also the fact that you can't load a voice clip from just any zone in the game. You can't for example go to Reeve's Chapter 2 scene in the Shadowfox and have him speak lines from Shera in Chapter 7. The game won't find the voice clip you're trying to reference, so all you'll get instead is silence.
For this reason I still can't unlock the voice clips that are supposed to exist in
z217. Digging in the memory of z217 can still reveal interesting tidbits though.
I found the two following text strings: "
Sector 4.Deepground" and "
Sector 1.Deepground". This could be the names for the menu maps of the East and North lobbies! That would be very interesting if the translator called each area "Sector" instead of just, well, "Area".
I also found the following commands for Argento in z217, listed in the following order:
on050ag
on051ag
on052ag
on053ag
on054ag
on055ag
on056ag
on047ag
on048ag
on049ag
"ag" is the typical extension used Argento's speaking lines, as shown when viewing the memory in Scene 2, where Argento speaks. In Scene 2, her commands are as follows:
on033ag
on010ag
on034ag
on011ar
on034ag
on034ag2
on037ag
on039ag
on039ag2
They don't match z217, and going purely by numbers it looks like the commands in z217 take place after Scene 2.
Keep in mind that we don't know for sure if this means that Argento has hidden speaking lines in the data of z217. Not only because the sound files may be gone, but even silent characters like the Player Character in the online mode cutscenes will have command references like these. It is possibly that these voice clip commands represent more than just the vocal audio.
Even so, I think we can all agree that
z217 teases us with the possibilities of what it might hold.