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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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Old 06/14/2017   #301
JBedford
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Shademp wrote: I may have misunderstood you. When you wrote
[...] I assumed that you meant the number of kanji symbols goes up to 8005 hex, which is 32773 in decimal. That's why I repeatedly referenced there being tens of thousands of symbols.
Umm, I derped.

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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Old 06/15/2017   #302
Shademp
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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.
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Old 06/15/2017   #303
Shademp
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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

US



PALE





Two speaker names were changed.
Clerk → Attendant
City Planning Director → City Planning Executive

The Sector 5 Slums Market holds three Clerks/Attendants

US



PALE




US



PALE




US



PALE





The City Planning Director/Executive first appears in Chapter 5

US



PALE





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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Old 06/15/2017   #304
Strangelove
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there are about 10 lines of the white font left, i think

(SPOILER)
出実式称年勝季節育腹空農園盗初木番未長悪縁面東状況脱叩天井檻蓋絶対先繁逆
登了山囲渡移動立止現感観察眼構風景張確認装束置進砲走捕団襲森消隙受取突然
章早降巨二上下道獣内付裏工船甲板路巷市街魔晄炉治療施設教壱七渓谷屋敷夜階
荒野洞窟赤海辺廃復員尾能所用可作毒沈黙万薬異常的力変防光反射聖法解除体率
即糸効果針麻痺女釜榴弾右腕炎属火龍牙南極氷冷晶雷鳥角迅双有害物質触水球吸
収精素運究加速睡眠御召喚獄業裁怒鉄衝相身包足元柱玉凍与稲妻吹飛震盛割狭潰
超圧量周岩閉塊由奪竜巻小冒金縛軽青製器支給品輪銀安具型改烈半級計星暗闇呪
殴痛革袋視裂爪求価格硬抜群帯械蔵破壊厚布粉砕多銅文字刻特殊織維編宝石散淡
信者夢料派遣延希望証世境恐冗談放仲緒留忍労因罪頑応展示室般公審田舎都米緊
暑勘弁楽訓練忙棄件踪席喜様鍛寸役容色嬢愛購徴基術恥研界科学達寂警備号宇宙
君艇艦苗客恋迷惑統括代遂断推薦準整第期叶微妙端末直接刺激念講義固凝縮成稀
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Last edited by Strangelove; 06/16/2017 at 12:27 PM.
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Old 06/16/2017   #305
Strangelove
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the white text, compiled into one post but still unchecked

(SPOILER)
本隊合流神羅兄返苦悶子追手当向待機命危供見殺英雄聞心配撃死急離落着軍丁度
良全滅家帰戦争終関係兵士守無駄態若干軟化俺貴砦敵十分連行戻気人怪我大丈夫
強奴言増今甘哀黒服一別来去剣使形跡斬助時名前思場倒存在持社新令状逃間違通
報次任務誇高食仕方私総部調査課汚事専門捜索想像村月殉職故郷近似誰写真同顔
不議説明舌打々両親会彼情入回電話絡伝忘中込呼友地主息最切少笑集驚目泳味減
欠押壁転開掛闘技攻略後始翼遠慮皮肉声覚男乗経験積自疲意日愚泣予定遅理憧指
好知探失敗以外何重要凄難働西側爆発起混乱潜陥結導誕生柄残刃貧乏性誉訂正銘
出実式称年勝季節育腹空農園盗初木番未長悪縁面東状況脱叩天井檻蓋絶対先繁逆
登了山囲渡移動立止現感観察眼構風景張確認装束置進砲走捕団襲森消隙受取突然
章早降巨二上下道獣内付裏工船甲板路巷市街魔晄炉治療施設教壱七渓谷屋敷夜階
荒野洞窟赤海辺廃復員尾能所用可作毒沈黙万薬異常的力変防光反射聖法解除体率
即糸効果針麻痺女釜榴弾右腕炎属火龍牙南極氷冷晶雷鳥角迅双有害物質触水球吸
収精素運究加速睡眠御召喚獄業裁怒鉄衝相身包足元柱玉凍与稲妻吹飛震盛割狭潰
超圧量周岩閉塊由奪竜巻小冒金縛軽青製器支給品輸銀安具型改烈半級計星暗闇呪
殴痛革袋視裂爪求価格硬抜群帯械蔵破壊厚布粉砕多銅文字刻特殊織維編宝石散淡
信者夢料派遣延希望証世境恐冗談放仲緒留忍労因罪頑応展示室般公審田舎都米緊
暑勘弁楽訓練忙棄件踪席喜様鍛寸役容色嬢愛購徴基術恥研界科学達寂警備号宇宙
君艇艦苗客恋迷惑統括代遂断推薦準整第期叶微妙端末直接刺激念講義固凝縮成稀
晴古種識詰引礼低慣簡単得郎功焦活躍昇題泥棒訳評判厄介損図暴磨参揮例充援貸
昔歓迎姿勢旧幼考基願犬紙書祥拠騒葬脅嘘告送続決志尊母拒否完必余裕遊努暇補
枢侵表央鍵久頭段届口八白僚問区噂是非悔共買娯車百九列吐僕住募佳音蹴他仮弱
点航筒搭載試線採産縦鑑賞版赴際資複数秒扉携鳴居奥等崖厳剛坊借局陽組織規模
妄妹頼抹投鈍如響掃差讐権恨抱片担埋尽焼払途保頃伍猶舞羽根為交振庇折寄劣象
崩因排輸血偶魅掘幅削細胞利概胎児案普三博傷覗瞬首肩申制傍読再征背広抵抗波
選択五顧亡怯栄塞詮輩負許辞撤退拾操慢納里奨禁唯条従位莫費責族嫌密怖花各隠
暮沢雑揃個便土歩雪堀管朽約父過植繰壁継承領域並記国踏珍咲売財店覆悟叱商霧
限護衛扱程誤伸災邪陰修幸瞳浴穏虫詳優香適値滴勇範材額匂庫遇台停険注影及被
答葉静狙避脳叙詩諸贈寝痕挺提横疑監巡休盟語悲勤奇捨順含鋭朝企秘原比浸創描


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)
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Last edited by Strangelove; 06/16/2017 at 01:38 PM.
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Old 06/16/2017   #306
JBedford
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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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Old 06/17/2017   #307
Shademp
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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
Woman: Mngh...
Thanks for your help during the fire.
I’ve been meaning to repay you somehow.


Woman: Oh, hello again!

Zack: How’s your son?

Woman: Son...?
What are you talking about?
I don’t have a son.

Zack: Huh?
Then who was that boy?
The boy who was calling for help outside?

Woman: You were alone out there.
It’s interesting, though--I did have a son who died
ten years ago. He’d be about your age if he were alive.

Zack: He died!?
Ten years ago!?
Hmmmmm!?
How very strange…
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.
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Old 06/17/2017   #308
Shademp
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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
file1418.raw - Mission Descriptions
file1419.raw - Mail Content
file1456.mbd - Contains only this: "0123456789!? "’,.:;-/()$<>%[]+#_|*~✱="
file1457.atel - Save Menu inbetween Chapters

file1468.atel → file1633.atel - Dialogue text for Chapters 1-10.

file1634.atel → file1933.atel - Text for each of the 300 mission stages.

file1934.atel → file1940.atel - Miscellaneous, Prologue, Zack's Last Stand & Epilogue

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 Room
This 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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Old 06/18/2017   #309
Cloud_S
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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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Old 06/20/2017   #310
Shademp
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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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Old 06/20/2017   #311
JBedford
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Shademp wrote: 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.
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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Old 06/20/2017   #312
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JBedford wrote: I can't seem to replicate a crash in NTSC or NTSC-J though. Is this the PAL file you're looking at?
Yup, it's only the PALE file1945.atel that makes Lazard crash for me.
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Old 06/20/2017   #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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Old 06/21/2017   #314
Shademp
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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.


Cloud_S wrote: 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).
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


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Old 06/27/2017   #315
Shademp
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Shun Moriya's debug room, now in video form!*
*Apologies for the occasional frame-rate drop.

YouTube Video


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:
What sort of movie do you want to watch?
Bahamut
Bahamut restu
Ifrit
Ordine
Phenix
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:
HP 27800
MP 544

Hard Mode:
HP 79890
MP 544
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