Author Topic: CHRONO CROSS FILE EXPLORATION THREAD  (Read 67554 times)

Cyberman

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #720 on: July 26, 2008, 01:46:01 pm »
Vehek more than I have done at least!

Now a more serious question (heh)
Battle model textures, although it's all fine and dandy to convert the TIM to the proper format for people or take the TIM of the texture and create it by hand then import that for the model, I would rather make my code do this itself, initially I will have to do what is currently being done.  However as stated my prefered method is to DIY in the code. So now the question, what is the association between a battle model and it's texture in the CC data files? Put differently, how do I find the battle models associated texture?

Luminair, I don't hate Python but it is a bit frustrating since I am use to C/C++ etc.  It's probably better to use Python for several reasons. When I finish the texture conversion feature you will be able to add that to the blender import script is one such reason.  Erstwhile I have to learn Python (in my case trial by error first then do things the normal route).

Cyb

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #721 on: July 26, 2008, 05:18:12 pm »
This shows that the texture of a battle model is the file before the battle model.

Luminaire85

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #722 on: July 26, 2008, 06:14:54 pm »
Musing here: Since one of the end goals of this work may yet be a Chrono Cross editor, perhaps us coders ought to decide on a single language to use so as to cut down on some of the work. Does this seem like a good idea to anyone else?

MDenham

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #723 on: July 26, 2008, 07:37:19 pm »
Musing here: Since one of the end goals of this work may yet be a Chrono Cross editor, perhaps us coders ought to decide on a single language to use so as to cut down on some of the work. Does this seem like a good idea to anyone else?
Sticking with a single language isn't going to be absolutely necessary (this is part of why I'm personally using C#) - just choose a language that can compile to the CLI (in practice, this normally means C#, C++, and VB; however, there are other languages that have CLI compilers as well).

Specifically in your case, I think you might be interested in looking at IronPython (though you'll probably want to wait on actually using it until October or so).

Cyberman

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #724 on: August 13, 2008, 10:43:14 pm »
I've attached my 'datalist' of disc 1 for chrono cross
The application creates a list of 'files' and I want to be sure it has the correct data.
The list (datalist.csv) file is in CSV format with
Item, LSN (in hex), Size (decimal), type
If anyone could check a few of the items with the tools they have to verify it's reading the information correctly it would be appreciated.
I've tried to decipher how to find the last file with little success.  Suggestions anyone?

I've decided to take a different tactic to generating POV data. First get the data then extract it using a program source I'm familiar with (C++).

Is there more information in the compendium about the file types in chrono cross?

I would like to improve my VFS system enough to be able to drag files out of the file list into a real file system or something like that.  The other alternative is to read the file and convert it to a selected type (IE model to a model TIM to a PNG or BMP that can be either used as a texture or whatever).

Anyhow attached is a rar'd file of it (yes it's kind of long)

Cyb
addendum 1:
Was able to verify files are listed somewhat correctly.
Now I need to
  • Find model files
  • Extract model files
  • Create proper textures
addendum 2:
More fun, I found the difference in the number is the fact I include NULL records from the base directory this likely accounts for the difference in what I have and what is listed in the compendium.  As usual things get complicated.
addendum 3:
#'s rectified I am currently redoing the hex viewing in order to view VFS files in it.  This should make it easier for me to extract the textures from the battle archives.  I noticed the play battle models use ID 118 and enemy use ID 186. However I've noticed that these #'s do not always correspond exactly to 188 == TIM (and the above is not ALWAYS correct either).

Cyb

[attachment deleted by admin]
« Last Edit: August 21, 2008, 07:45:44 am by Cyberman »

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #725 on: August 28, 2008, 03:37:33 am »
The table at 0x834 in 0004.out seems to be related to battle.

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #726 on: August 30, 2008, 08:26:30 pm »
I've been looking at battlescript lately. During this, I may have found data related to Elements.
Using Cyberman's datalist, file_2669 (and maybe file_43; they're identical) contains this data. I think each Element is 0x2C bytes.

Information so far on this data:
0x04: Targeting
0x05: Element color?
0x10 of each Element's data: appears to be visual effect.
« Last Edit: August 31, 2008, 05:19:24 pm by Vehek »

MDenham

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #727 on: September 01, 2008, 06:27:26 am »
I've been looking at battlescript lately. During this, I may have found data related to Elements.
Using Cyberman's datalist, file_2669 (and maybe file_43; they're identical) contains this data. I think each Element is 0x2C bytes.

Information so far on this data:
0x04: Targeting
0x05: Element color?
0x10 of each Element's data: appears to be visual effect.
Any chance of giving a .out file number for this? :D  I can probably confirm if it's the right length (if it's elements only, it'll have ~130 entries; if it's got techs as well, it'll be more like 300+ entries).

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #728 on: September 01, 2008, 02:20:02 pm »
I don't know which .out it would be. I'm pretty sure it also contains techs. If it contains all the elements/techs listed in the script, then it's more like 512.
First two entries:
01 01 00 00 80 20 01 00 0C 00 00 00 14 00 00 00 26 00 77 00 FF FF FF FF 00 00 00 00 08 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00
01 01 00 00 80 20 03 00 14 00 14 00 14 00 00 00 2A 00 55 00 FF FF FF FF 08 00 00 00 08 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00

Captain A

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #729 on: October 25, 2008, 10:42:31 pm »
so, how is this coming along? I just popped in here after awhile and wanted to see what you guys have done so far.
if you have any questions about Blender go ahead and ask.

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #730 on: December 26, 2008, 10:04:54 pm »
I'm still not absolutely sure which OUT the Element/tech data I found is in, but I think it might be in OUT 2541 or so.
(The hex data I posted earlier from it is not the exact beginning of the file.)
« Last Edit: December 26, 2008, 10:43:49 pm by Vehek »

FaustWolf

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #731 on: December 27, 2008, 12:36:43 am »
The graphical aspect of Elements and techs seem to be housed in the file range 3979-5597 on Disc 1 if that helps any; I'm wondering if there are pointers to any of these files in the data you guys are examining currently.

ZeaLitY

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #732 on: December 27, 2008, 02:28:30 am »
If anyone has spare time, I'd like shots of these models for miniaturizing into rank icons:

  • Grobyc
  • Harle
  • Toma XIV
  • Van
  • Miki

Vehek

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #733 on: December 27, 2008, 03:56:59 am »
I don't really know how to use Blender. Is there an easy way to move or remove the tool Toma carries?


Shadow D. Darkman

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Re: CHRONO CROSS FILE EXPLORATION THREAD
« Reply #734 on: December 27, 2008, 04:28:41 am »
Isn't Miki in the Magical Dreamer rank?