Author Topic: Okay, Chrono Cross Textures  (Read 22412 times)

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #105 on: October 21, 2007, 03:06:21 pm »
Will do; thanks!

Luminaire85

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Re: Okay, Chrono Cross Textures
« Reply #106 on: October 21, 2007, 03:12:55 pm »
I got dump.exe to run on a Disk 1 "bin" (although it's 736,651,104 bytes also). It produced a bunch of files in the same directory as dump.exe since I put the Disk 1 file in the same location. Also, I called it from the command prompt using the command `dump.exe ccdisk1.bin`.

It created folders BF, BS, CD, CF, CTF, MISC, OAM, OMCM, Rooms, ROT, SCL, V, WF in the directory where dump.exe and ccdisk1.bin are located. In each of these is a single folder named disk1, and the .out files are within these disk1 subfolders. Each .out file has a 4-digit filename; my guess is this is based on where in the iso/bin it was found. There is also a file.tbl file in the top directory, which I have attached along with the first .out file in each folder*. I have also preserved the folder structure in the attached file.

*I left out the .out file in the V/disk1 directory because it was 1300 KB in size. Based on what dump.exe said and the size of the .out files I think "V" stands for video.

[attachment deleted by admin]

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #107 on: October 21, 2007, 03:18:49 pm »
YEAH!! :lee:

When I looked for those folders I found them laying in a directory I didn't expect; thanks for telling me what to look out for! We've got'em.

LET IT BE KNOWN FROM THIS DAY FORTH: THAT ON SUNDAY, OCTOBER 21, AROUND 2:00PM OHIO TIME, RAMSUS, LUMINAIRE85, AND FAUSTWOLF BLEW CHRONO CROSS WIDE OPEN THANKS TO TOOLS CREATED BY YAZOO OF TERMINUS TRADUCTIONS.

Now we'll need to assess which files are what type and how to use the various decompressors.

  :D THANX RAMSUS AND LUMINAIRE! :D

With this and the debug room Zeality discovered, 'tis a good day for Cross fandom.

I've gotta do some things outside the Chrono world all this week, so I'll not get a chance to look at this stuff too in-depth for awhile.
« Last Edit: October 21, 2007, 03:21:29 pm by FaustWolf »

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #108 on: October 21, 2007, 03:38:51 pm »
BTW, Luminaire, did you use Ramsus' first corrected version of dump.exe? I couldn't get the second or third versions to work for me without crashing.

ZeaLitY

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Re: Okay, Chrono Cross Textures
« Reply #109 on: October 21, 2007, 03:44:59 pm »
Guys, guys, make sure that what it dumped aren't just the scripts!

Luminaire85

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Re: Okay, Chrono Cross Textures
« Reply #110 on: October 21, 2007, 03:46:57 pm »
Yeah, I used the original dump.exe that Ramsus posted. I've been following the discussion since I posted before, but I've been distracted so I've always been a step behind you guys.

I should point out that there's 605 MB of data in these .out files. And that's just disk 1.

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #111 on: October 21, 2007, 03:56:11 pm »
Yeah, its 605MB, so it's not just scripts. I think...

Zeality, check your PMs for my cursory findings so far.

ZeaLitY

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Re: Okay, Chrono Cross Textures
« Reply #112 on: October 21, 2007, 03:57:21 pm »


YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH










Ramsus

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Re: Okay, Chrono Cross Textures
« Reply #113 on: October 21, 2007, 03:58:32 pm »
The script is probably in there somewhere, but here's a breakdown of what it's supposed to be:

BF = 2415-2513 BattleFields
BS = 2543-3054 Battlescript
CD = 75- 125 Character Descriptions
CF = 25-  74 Character Faces
CTF = 1993-2084 Character talking face
MISC =  0-   24 Misc
MISC = 179- 185 Misc
MISC = 190- 203 Misc
MISC = 332- 355 Misc
MISC = 1967-1977 Misc
MISC = 2085-2416 Misc
MISC = 2514-2542 Misc
MISC = 3054-3707 Misc
MISC = 3760-5597 Misc
OAM = 322- 331 OverWorld Alternate Models
OMCM = 204- 321 OverWorld Main Characters Models
ROT = 126- 178 Rare objects TIM
ROT = 186- 189 Rare objects TIM
Rooms = 356-1966 Rooms
SCL = 3708-3759 Small Character Layer
WF = 1978-1992 Windows frame
V = 5598-5918 Video

The numbers just correspond to the order of the files on the disc (so there should be 5619 files starting at file 0). When I have an ISO to work with I'll go back over the code and compare it to the data and double-check/possibly fix/improve a few things.

ZeaLitY

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Re: Okay, Chrono Cross Textures
« Reply #114 on: October 21, 2007, 04:02:05 pm »
Compendium life without Ramsus would be impossible! All riiiiiight. I'm still plagued with coursework, but rest assured, I will rush out an update later tonight based on the findings of this afternoon. I'm also going to test the method I used to access the Hydra Marshes and get that debug menu to see if we can replicate it.

I spoke to LiquidManZero, who hacked the room modifier code. It's been a long time, but he did give us some suggestions for debugging emulation tools (if we still have a need).

http://psxemulator.gazaxian.com/

http://www.romhacking.net/?category=&Platform=17&game=&author=&os=&level=&perpage=20&page=utilities&utilsearch=Go&title=&desc=

Ramsus

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Re: Okay, Chrono Cross Textures
« Reply #115 on: October 21, 2007, 04:23:44 pm »
From the samples, I'd say it worked.

To Luminaire: Please install hashtab, then right click your ISOs and check the Properties. Go to the "File Hashes" tab and post the MD5 and SHA1 hashes of your ISOs.

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #116 on: October 21, 2007, 04:28:50 pm »
Ramsus, would you be able to take a look at Yazoo's decompressors for these files when you've got some spare time? I've attached all his tools here. BTW, what compiler are you using? I've been having the worst time with the .CPP scripts Yazoo made for some reason.

Oh, and, ahem...



EDIT: For what it's worth, I've got some hash checks for the Disc 1 .bin file I used for the dump:
MD5: 3B29EE931DF29F51ECF0817F30E103D7
SHA1: 91CE7726D264111C068A0BEE89784F6EBD42AC54

I've also got hash checks for the Disc 1 .iso that failed to work because it's the wrong file size for Yazoo's dumper:
MD5: 8A20EEA3B210A92AD38B7E823A1BB5EF
SHA1: F5A69127713F4290791AD6E9FE9FC46D88F80AEA




[attachment deleted by admin]
« Last Edit: October 21, 2007, 04:49:15 pm by FaustWolf »

Luminaire85

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Re: Okay, Chrono Cross Textures
« Reply #117 on: October 21, 2007, 04:45:15 pm »
Disc 1:
MD5 = 1205C5FFD905D42278AE399A23360405
SHA1 = 22906F9A2FD102FEE62CDC7389B26EC6F51DEE56

Disc 2:
MD5 = 6463D040AAE5156AC146D34402A7988D
SHA1 = 0AD65D093B36AE9ECF02AA9ABB15952503CB5ADF

FaustWolf

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Re: Okay, Chrono Cross Textures
« Reply #118 on: October 21, 2007, 04:51:35 pm »
Does it matter that our hashes are so different, Luminaire, or does the hash signature vary with each copy of a file?

Ramsus

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Re: Okay, Chrono Cross Textures
« Reply #119 on: October 21, 2007, 04:54:57 pm »
I'm using the Digital Mars C, C++, and D compilers.

Yazoo's code should just work as C++. He was aiming for plain ANSI C, but there's a few syntax and feature differences he missed since he was using a C++ compiler. Anyway, since he avoided using any C++ stuff, his code should pretty much work as is (Fortunate for us too, because C++ had a lot of feature/syntax/library changes several years back, and so new major compiler releases are always breaking old code, especially on other platforms, and it took forever for programmers and software books to catch up to the new standards...).

When I get an ISO to play with, I'll run through the code and fix any loose ends and make the code more portable and reliable, as well as buildable in any C89 compiler. I'll also probably use Luminaire's checksums to determine whether or not the right file is used and which disc it is.


FaustWalf: If two files have the same contents, the hashes should match. That's what hashes are used for. It seems that Luminaire has the same format and version of the games that Yazoo had, and that your copy is different.