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Pre-Crisis Final Fantasy VII All content for Before Crisis and Crisis Core focusing on the 8 years, leading directly up until the events of Final Fantasy VII. |
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#301 |
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![]() It's like 10 05 or something. I read right of the 05 rather than left. The ones in the images are the only ones. Program with primitive Japanese support. To switch the program to Japanese mode, check that checkbox in the top right. Converting Japanese to hex won't work perfectly for multi-character symbols (e.g. "cm"), and the two-character dash (80 00 0B 01 80 00 0C 01) will convert back into hex as 80 00 0B 01 80 00 0B 01. Also I just discovered the symbols I use for those dashes end up showing as squares in the output font. Kanji using the second table (x8001FFFF) will be output as {extcharFFFF}. |
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Thanked by 4: | Dark and Divine (06/18/2017), Shademp (06/15/2017), The Twilight Mexican (06/16/2017), X-SOLDIER (06/15/2017) |
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#302 |
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Changing symbols yet again for the 2-byte kanji of Angeal Penance's "Thunder of Envy" attack, I gained additional clarity.
Thanks to the Shift-JIS text matching the in-game font, I know the Japanese symbols that are present here. 嫉妬する雷 = Thunder of Envy ![]() So what are the 2-byte hex/dec values for these symbols? Symbol | Dec 嫉 4581 妬 4582 す 23 る 51 雷 707 Symbol | Hex 嫉 E5 11 妬 E6 11 す 17 00 る 33 00 雷 C3 02 The high value for the first two symbols are what contributed to my assumption that there were many more thousand symbols than what we've seen in the graphical font extractions. However, I was mistaken. The decimal values 288 - 1295 account for the first kanji table... ![]() [36x28 = 1008 symbols] ...and the decimal values 4096 - 4647 account for the bonus kanji table. ![]() [15x36 + 12 = 552 symbols] Values 1296-4095, or values over 4647, account either for nothingness, or symbols that are heavily misplaced vertically when printed. Like this: ![]() Thusly we see how the JP text for Thunder of Envy accesses both the first and the second kanji table, with there being a pretty huge number gap between the two tables. Last edited by Shademp; 06/15/2017 at 10:23 AM. |
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Thanked by 4: | Dark and Divine (06/18/2017), JBedford (06/15/2017), The Twilight Mexican (06/16/2017), X-SOLDIER (06/15/2017) |
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#303 |
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In this post over a week ago, I mentioned four potential cases where the English text differs between US and PALE. Three out of four were true.
The Mission 7-2-2 name was "Search and Destroy II" for both versions. It was simply in the PALE file that the unicode text spelled out the arabic numeral "2" instead of the roman numeral. Mission 2-1-5: Highway Closed vs Road Closed Two speaker names were changed. Clerk → Attendant The Sector 5 Slums Market holds three Clerks/Attendants The City Planning Director/Executive first appears in Chapter 5 Using JBedford's text viewer, I've been able to confirm many tiny differences in the dialogue text. Will report back when I've compared all the dialogue text. *looks back at US and PALE snapshots* Hmm... Is it just me or does the US version have weaker lighting? Wonder if it's just the angles or something else. |
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#304 |
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__________________
「こんなヒトにはなりたくなかったよ――」
Last edited by Strangelove; 06/16/2017 at 12:27 PM. |
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Thanked by 5: | Dark and Divine (06/18/2017), JBedford (06/16/2017), Shademp (06/16/2017), The Twilight Mexican (06/16/2017), X-SOLDIER (06/16/2017) |
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#305 |
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the white text, compiled into one post but still unchecked
(SPOILER) edit; is the black text only used in the emails you receive? because if so it might be easier just to find that text online and run it through a text analyser to make a list of kanji and then just piece a list together from that. (or i'm lazy and finding the black text harder to read right now)
__________________
「こんなヒトにはなりたくなかったよ――」
Last edited by Strangelove; 06/16/2017 at 01:38 PM. |
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Thanked by 5: | Dark and Divine (06/18/2017), JBedford (06/16/2017), Shademp (06/16/2017), The Twilight Mexican (06/16/2017), X-SOLDIER (06/16/2017) |
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#306 |
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The black text can appear in other places. I tried to get it in white text/black outline before but for some reason I couldn't find the menu help text in the memory viewer/editor.
But I did just now, so: ![]() |
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Thanked by 4: | Dark and Divine (06/18/2017), Shademp (06/16/2017), The Twilight Mexican (06/16/2017), X-SOLDIER (06/16/2017) |
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#307 |
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Thus far, the unused text of Crisis Core is pretty limited, especially when compared to the original FFVII. Using JBed's text viewer, I did find something interesting in Nibelheim however.
This piece was intended for the map "Nibelheim - Outskirts" which is the field that can take you to the Shinra Manor, Mt. Nibel Trail or the first Nibelheim area. file1594.atel Refresher: The boy here is the one who leads Zack through the 'Seven Wonders of Nibelheim' sidequest. If you have completed five of these before Sephiroth burns down Nibelheim, the sixth wonder will manifest as your opportunity to save the boy's mother from inside one of the burning houses. If you have not completed and reported on these five previous wonders, neither the boy nor the mother will show up when Nibelheim is in flames. Some time after saving the mother, you will receive this mail. The last wonder There is no indication whatsoever that the boy was merely a ghost. There are also multiple problems with the unused scenario where you get to speak to the mother again. Her first line "Mngh..." reads as though she was just carried out from the burning house, yet it sounds like some time has passed because she's "been meaning to repay you". There's a problem with the tone if this NPC was to be available while Nibelheim is still burning (plus there is no version of the Nibelheim - Outskirts map where it is on fire!), but even if it's 4 1/2 years later there's the inconsistency that none of the original Nibelheim villagers should be present. The Nibelheim cover-up should at least be referenced here, like in the mail from the son, but it is not. I think the scenario in the final game is ultimately better than what we have in this unused piece. EDIT: It's worth mentioning that your reward for clearing all Seven Wonders is a Wall materia left behind by the boy in the northeastern part of the Nibelheim - Outskirts. ![]() Purely my speculation, but perhaps originally this is where the mother NPC was to stand and the seventh wonder was to be the revelation that the boy was a ghost. Assuming that the Seven Wonders sidequest even existed when that unused text was written. Last edited by Shademp; 06/17/2017 at 10:53 AM. |
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Thanked by 3: |
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#308 |
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All the current research is heavily indicating that the JP and US versions of Crisis Core don't include any debug menus, apart from the top menu.
Looking at the US and PALE game via JBedford's text viewer "Lazard", here are the files and their corresponding text. Keep in mind this only concerns the 4-byte text, not the 2-byte text. file0000.atel - Top Debug Menu ![]() file0001.raw - Miscellaneous Menu Text In the US version, file1940 is followed by the unreadable file1941.frr. Not so in PALE. In the European English version, we have... file1941.atel → file1948.atel - Debug Menus + Shun Moriya's Debug RoomThis is followed by the unreadable file1949.frr, which corresponds to file1941.frr in the US version. While I have not yet read each and every file for all 300 mission stages yet, I'd say it is looking unlikely that the debug menus of the PALE game exist at all in the US version. Looking at the JP files, the story is the same there as with the US version. In the JP version, file2022.atel contains the epilogue text, which is then followed by the unreadable file2033.frr. No sign of debug menu text apart from the top menu of file0000.atel. |
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Thanked by 4: | Cloud_S (06/18/2017), Dark and Divine (06/18/2017), The Twilight Mexican (06/18/2017), X-SOLDIER (06/18/2017) |
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#309 |
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Very impressive work by you both! I wonder if you'll crack the animation data for the models... since nobody ever seemed to be interested enough to do it (though ultimaespio proposed something, nobody went with it from there).
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Thanked by 4: | Dark and Divine (06/18/2017), Shademp (06/18/2017), The Twilight Mexican (06/18/2017), X-SOLDIER (06/18/2017) |
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#310 |
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While trying to find the DMW text, I seem to have uncovered that it doesn't use symbol textures at all: It uses a pre-rendered image of the text and can thusly not be upscaled with the same methods.
On the PSP emulator, you can use "texture scaling" to try and smooth out the texture for the larger window sizes, instead of simply stretching the graphics. So without texture scaling, your text looks like this... (SPOILER) ...and with texture scaling, when you are playing in a window bigger than the default PSP resolution, your text might look like this: (SPOILER) However, DMW dialogue text is unaffected by texture scaling, as seen in this piece from a Sephiroth DMW cutscene. (SPOILER) You can also see that there are far more stretching artefacts in the picture above, even outside the text, compared to the example from normal dialogue text. This explains why I could not find an array of bytes for this text using the values for each letter, both in 2-byte- and 4-byte values. As for Mr. Shindo's debug menus and the DMW text inside, I'm convinced that it exists inside file1945.atel, but JBed's Lazard crashes when I try to open that particular file. All other debug-menu related files work fine. |
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Thanked by 4: | Cloud_S (06/21/2017), Dark and Divine (06/21/2017), The Twilight Mexican (06/21/2017), X-SOLDIER (06/20/2017) |
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#311 |
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![]() If the program can't read a file then you should be able to be able to extract the relevant MBD chunk into its own file and read that, or just copy the relevant hex into the program. I can't seem to replicate a crash in NTSC or NTSC-J though. Is this the PAL file you're looking at? Edit: I fixed a bug that may or may not have been causing your problem. Edit again: I fixed the real cause of the issue for that specific file.. Last edited by JBedford; 06/20/2017 at 07:45 PM. |
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Thanked by 5: | Cloud_S (06/21/2017), Dark and Divine (06/21/2017), Shademp (06/20/2017), The Twilight Mexican (06/21/2017), X-SOLDIER (06/21/2017) |
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#312 |
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![]() Yup, it's only the PALE file1945.atel that makes Lazard crash for me. |
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Thanked by 2: | The Twilight Mexican (06/21/2017), X-SOLDIER (06/21/2017) |
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#313 |
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I edited my previous post with a link to a new version of the program that may fix the problem.
I originally wrote the program to work based on the format of file0001. But it's way of detecting that file format had a chance of raising false positives. So hopefully that's resolved. This version of the program also has the kanji from hito included. |
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Thanked by 3: |
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#314 |
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- After JBed's edit to Lazard I confirmed that file1945.atel (PAL version only) contains the text of Shindo's debug menus.
- Had fun confirming Ultimasamune's discovery that your maximum number of squats is 67 in Chapter 5, versus 68 squats in Chapter 7. (SPOILER) My guess is that the squatting animation is slightly shorter for the Zack-with-Buster-Sword model. I wonder if this was intentional. - My progression with my US save files: Zack Lv80, 73% of missions done, Nibelheim Chapter just begun. I am...so...sick...of the missions. This is my fourth or fifth playthrough where I complete everything in CC. The end is quickly approaching, thank goodness. Let's just say that I won't repeat this process in the close future, even for the sake of creating complete Hard Mode saves. Currently I only have Normal Mode saves. It is on my to-do list however to, in some form, play through Hard Mode. Maybe I'll do a New Game+ speedrun...? - The inn keeper at Nibelheim is just like the shopkeepers in the Sector 5 Slums Market: The speaker name is "Clerk" in the US version, contrasted to "Attendant" in the PALE version. Ergo there are in total four known NPCs where this version difference can be observed. My efforts here have been fruitless so far. In the memory I am not finding stuff like "sp_angeal1_a.mot" and "sp_tian1_a.mot" that ultimaespio listed in the Xentax thread. Even just searching for "mot" yields limited results. It is easy enough to find references to scene choreography, like which models are being loaded, which messages are to show up and which voice clips are to play. Messing around with this, I removed the Angeal copies that engulf Angeal before he transforms. Here is what it normally looks like Here he is without the monsters Last edited by Shademp; 06/21/2017 at 03:37 PM. |
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Thanked by 5: | Cloud_S (06/28/2017), Dark and Divine (06/21/2017), The Twilight Mexican (06/22/2017), Unit-01 (10/01/2017), X-SOLDIER (06/21/2017) |
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#315 | |||
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Shun Moriya's debug room, now in video form!*
*Apologies for the occasional frame-rate drop.
Facts - Shun Moriya was the main programmer of Crisis Core. - This debug room, and the debug menus apart from the top menu selection, exist only in the European versions of Crisis Core. - Yuffie never stops following you around. - FMVs can be played from here in their entirety, but you can end an FMV at any point by pressing the OK button. - Yuffie has a hidden window for selecting summon FMVs. I do not know how to unlock it. Here is what the text reads when extracted with JBedford's program: In some debug rooms in the original FFVII, text windows change if you hold down certain buttons when talking to NPCs. Trying this method in Crisis Core did not unlock the summon FMV selection. - Cissnei's timer caps at 1 hour 39 minutes. ![]() I somehow managed to place Zack exactly in such a way and with such timing that all NPCs gathered around him and stay this way indefinitely. - Apart from selecting "stop" when talking to Cissnei, the timer can be stopped by starting a battle test or by talking to Cactuar (which uses the speaker name "Tifa"). Leaving the debug room will naturally also stop the timer. - "Epilogue B" is the only FMV that includes subtitles when activated from this room. - Angeal Penance's HP here matches what he has in Chapter 5 and will adjust here according to the difficulty mode, just like in the normal game. Normal Mode: |
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