Chrono Cross File 0000

General Information[edit]

Chrono Cross[edit]

This file is probably the main game executable, and has certain known features of interest.

1. Auto-Accent Information

The short strings used in the generation of auto-accented text are embedded in this executable in relative alphabet format, starting near location 0x51960. They are null-terminated, and appear in blocks giving all versions of one conversational particle, interspersed with blocks of unknown information. The exact number of versions of text in any one block varies, and is not large enough to permit one string being assigned to each character. The blocks appear to be ordered as follows:

  1. generic sentence ender, like Mojo's "-om"
  2. "a" (as in "a monster")
  3. "an"
  4. "the"
  5. "my"
  6. "me"
  7. "you"
  8. "your"
  9. "yes"
  10. affix used with Serge's name, like the "-us" in Sprigg's "Serge-us"
  11. "n't", as in "don't"
  12. "n't you"
  13. "can't"
  14. "can't you"
  15. "won't"
  16. "won't you"
  17. "aren't"
  18. "aren't you"
  19. "'ve" (contraction of "have")
  20. "'ll" (contraction of "will")
  21. "'d" (contraction of "would")
  22. "'d" (contraction of "had")
  23. "t you", as in "don't you" (no, I don't know why they needed an apostrophe-less version)
  24. "'s" (contraction of "is")
  25. "ss" (presumably to provide for lithping pink dogth)
  26. "wha", as in "what"

2. Other Embedded Relative Alphabet Strings

These include:

  • All material names, starting near 0x48320
  • All PC weapon names, starting near 0x48400
  • All armour names, starting near 0x48860
  • All accessory names, starting near 0x489c0
  • All default PC names, starting near 0x48df0
  • All Element descriptions, starting near 0x49b40
  • All Element names, starting near 0x4f010
  • All Key Item names, starting near 0x503d0
  • All enemy names, starting near 0x508a0

3. Embedded ASCII/Shift JIS Strings

Most of these seem to be leftover debug information (often including printf() formatters), or function names. There are a few version or copyright notices mixed in. Also, someone at Squeenix can't spell English (I mean, "WEPON"? "bigest"? One hopes that they're at the Japan and not the NA branch.)

PS-X EXE
Sony Computer Entertainment Inc. for North America area
tpage: (%d,%d,%d,%d)
clut: (%d,%d)
$Id: sys.c,v 1.140 1998/01/12 07:52:27 noda Exp yos $
ResetGraph:jtb=%08x,env=%08x
ResetGraph(%d)...
SetGraphDebug:level:%d,type:%d reverse:%d
SetGrapQue(%d)...
DrawSyncCallback(%08x)...
SetDispMask(%d)...
DrawSync(%d)...
%s:bad RECT
(%d,%d)-(%d,%d)
ClearImage
ClearImage2
LoadImage
StoreImage
MoveImage
ClearOTag(%08x,%d)...
ClearOTagR(%08x,%d)...
DrawOTag(%08x)...
PutDrawEnv(%08x)...
DrawOTagEnv(%08x,&08x)...
PutDispEnv(%08x)...
GPU timeout:que=%d,stat=%08x,chcr=%08x,madr=%08x
LoadImage2
wver.build 5585
at100-4-18 12:3
koukaon
cd mde
C:\work\cdrom2.mde
C:\work\cdrom.mde
cd fid
C:\work\cdrom2.fid
C:\work\cdrom.fid
C:\work\cdrom2.fnd
C:\work\cdrom.fnd
c:/work/cdrom/prog/debug.prg
c:/work/cdrom/prog/title.prg
miyatest
FIELD
FILED
battle(now construction) 1999/3/3
do not select!!!!!
vertex tras = %d
draw = %d
none
CdlReadS
CdlSeekP
CdlSeekL
CdlGetTD
CdlGetTN
CdlGetlocP
CdlGetlocL
CdlSetmode
CdlSetfilter
CdlDemute
CdlMute
CdlReset
CdlPause
CdlStop
CdlStandby
CdlReadN
CdlBackward
CdlForward
CdlPlay
CdlSetloc
CdlNop
CdlSync
DiskError
DataEnd
Acknowledge
Complete
DataReady
NoIntr
CD timeout: 
%s:(%s) Sync=%s, Ready=%s
DiskError: 
com=%s,code=(%02x:%02x)
CDROM: unknown intr
CD_sync
CD_ready
%s...
%s: no param
CD_cw
$Id: bios.c,v 1.86 1997/03/28 07:42:42 makoto Exp yos $
CD_init:
addr=%08x
CD_datasync
VSync: timeout
$Id: intr.c,v 1.75 1997/02/07 09:00:36 makoto Exp $
unexpected interrupt(%04x)
intr timeout(%04x:%04x)
DMA bus error: code=%08x
MADR[%d]=%08x
SPU:T/O [%s]
wait (reset)
wait (wrdy H -> L)
wait (dmaf clear/W)
TRUE!
FALSE
SchedulerTask unlink
vib_l:%x
無効なセマフォーカウンタ減算
Action中にActionStartかけちゃいけません
prog
TRUE!
FALSE
unlink CamTask
target
caster
     set camera by %x
     Projection:   %x
   eye:          %4x,%4x,%4x
   at:           %4x,%4x,%4x
Fatal error in InputBit!
ym effect work
packet buffer
メモリがねぇ!
total %6x
最大    %6x
要求    %6x
絶対メモリがねぇ!
total %6x
最大    %6x
要求    %6x
MCBは存在しません
%x
でかいサイズにresize
free error
cd read
CPU:GPU,FPS=%4d:%4d,%4d-%d/60
start =%B
select=%B
RR=%B
RL=%B
RU=%B
RD=%B
R1=%B
L1=%B
R2=%B
L2=%B
LR=%B
LL=%B
LU=%B
LD=%B
free  %d
miya  %d
yoshi %d
hig   %d
kazu  %d
other %d
ohno  %d
ker   %d
bigest %x
total  %x
debug %B
disp key %B
unlinkResouce
closeresource
CdInit: Init failed
SPU:T/O [%s]
wait (IRQ/ON)
wait (IRQ/OFF)
Error: Can't push matrix,stack(max 20) is full!
Error: Can't pop matrix,stack is empty!
This function is not implemented.
Library Programs (c) 1993-1997 Sony Computer Entertainment Inc., All Rights Reserved.
;0123456789ABCDEF
unknown
techtec1tec2tec3tec4tec5
title
メモリが足りないです。
ポリゴン法線をまだ求めてないです。
頂点法線データのメモリが確保されてません。
Kz_modelGetNormalPolygon()
  頂点法線データのメモリを確保できないです。
Kz_modelSetNormalPolygon()
  頂点法線データが入りきらないです。
Kz_modelCalcNormalPolygon()
  法線データ領域が確保されてません。
Kz_modelGetNormalPolygon()
  ポリゴン法線データのメモリを確保できないです。
Kz_modelSetNormalPolygon()
  ポリゴン法線データが入りきらないです。
OBJHEAD SHADOW
Kz_motionSetNumber(): err000 %x
Kz_motionSetNumber(): err001
Kz_motionSetNumber(): err002 %x
VERTEX BUF
WEPON
WEPON PNORM
WEPON VNORM
GET_ACTOR
GET_TARGET
GET_CASTER
Kz_anmseqSetNubmer(): err000
Kz_anmseqSetNubmer(): err001 %x
Kz_anmseqSetNubmer(): err002 %x %x
Kz_porcCreate()
  空いてるメモリがないです。

3. Dialog font

This font is stored in 1bpp linear, not a TIM file. It can be found at 0x46FBB.

From: Chrono Cross Program Files