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05-04-22 06:27:56 PM
Jul - The Cutting Room Floor - Final Fantasy XIII (Unused/Beta/Early stuff) New poll - New thread - New reply
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KazukiMutou
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Posted on 10-13-14 10:43:26 PM (last edited by KazukiMutou at 10-13-14 11:03:50 PM) Link | Quote


The values move around quite a lot. Also the addresses you listed 2 posts ago don't apply to my game.

My savepoint string is at 1C9392E0 and area value at 1C93A3C8.

Again: the most accurate way to find XYZ so far is to look for text string ".c201" It should be around the 3rd or 4th entry in the list. Just pick one of around 10 entries in the list, highlight it and hit CTRL+B. Then just move around in game and you'll see a block of bytes that change only when you move. The first row of that is what you need.
VIRGIN KLM
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Posted on 10-14-14 07:15:32 AM Link | Quote
Doesn't work, it seems that if you have a different leader with a savegame that is from a different chapter changes everything. :/
KazukiMutou
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Posted on 10-14-14 08:34:34 AM (last edited by KazukiMutou at 04-16-15 09:02:46 PM) Link | Quote
Alright so here's my save set:


Try loading save 2 and search for .c201 then.

EDIT: Link got taken down.
dbg_01

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Posted on 10-14-14 02:09:21 PM (last edited by dbg_01 at 10-14-14 04:30:32 PM) Link | Quote

bin extractor 4 pc version

https://yadi.sk/d/4-PfLQfCbxLdL
https://github.com/Albeoris/Pulse
hedgehog89
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Posted on 10-14-14 02:52:14 PM (last edited by hedgehog89 at 10-14-14 03:02:39 PM) Link | Quote
Who knows if the x, y and z values could be easily modded by trying to find their pointers, as they seem to dynamically change, however, if that's the case, that might be tricky to do. moreover if they are multipointer, I couldn't go beyond that in the tut, but I will see it on Youtube to understand what I was doing wrong.

EDIT: Thanks for the info dbg_01, it even says it's an editor, not only an extractor. If we had the missing file lists from the extra areas, I wonder if they are present in the FFXIII BLJM67005 japanese version of the game. I think it might be possible to extract the *.trb files without the file list, by a possible lenghty bruteforced process.
VIRGIN KLM
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Posted on 10-14-14 03:10:31 PM Link | Quote
Originally posted by hedgehog89
Who knows if the x, y and z values could be easily modded by trying to find their pointers, as they seem to dynamically change, however, if that's the case, that might be tricky to do. moreover if they are multipointer, I couldn't go beyond that in the tut, but I will see it on Youtube to understand what I was doing wrong.

EDIT: Thanks for the info dbg_01, it even says it's an editor, not only an extractor. If we had the missing file lists from the extra areas, I wonder if they are present in the FFXIII BLJM67005 japanese version of the game. I think it might be possible to extract the *.trb files without the file list, by a possible lenghty bruteforced process.

Let's say that we do, that's not reaaally intresting. What would be really intresting would be inject them back to the PC version and load the actual areas. So many testing areas, and that Bodhum areas is for sure the chapter you would return to Light's home (judging from the audio files).

BTW, one thing that is worth putting in the info about what got unused in the game is that I'm 99,99% sure that you would get to the Seventh Ark after completing the Oerba chapter.
hedgehog89
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Posted on 10-14-14 03:47:30 PM (last edited by hedgehog89 at 10-14-14 04:11:57 PM) Link | Quote
That Pulse extractor says to be a resource editor. What I was trying to say is that, if the filelist file for z009 is present in the JP version we could extract it from there and inject it in the PC version using Pulse to see if it would allow loading the chapter, considering it would be the latest version of the list.

However, if that's not possible, the only way around to get something would be the bruteforce idea.

EDIT: I've found how to view the filelists using Pulse. When the program ask for a directory, select a directory that contains 'white_data/sys/' and place inside any file list you have. Then in the app menu select and click the only option, it will show you all the filelists on a tree view. The Bodhum one from the E3 preview seems to only have audio files at that time, no models of any kind. Other filelist doesn't have models but gui textures.
VIRGIN KLM
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Posted on 10-14-14 10:19:44 PM Link | Quote
Originally posted by hedgehog89
That Pulse extractor says to be a resource editor. What I was trying to say is that, if the filelist file for z009 is present in the JP version we could extract it from there and inject it in the PC version using Pulse to see if it would allow loading the chapter, considering it would be the latest version of the list.

However, if that's not possible, the only way around to get something would be the bruteforce idea.

EDIT: I've found how to view the filelists using Pulse. When the program ask for a directory, select a directory that contains 'white_data/sys/' and place inside any file list you have. Then in the app menu select and click the only option, it will show you all the filelists on a tree view. The Bodhum one from the E3 preview seems to only have audio files at that time, no models of any kind. Other filelist doesn't have models but gui textures.


There are 2 problems with that:

1.The extraction of those files will not be correct, the audio files of the PC versions are not equal to the XBOX360/PS3 releases and they have different headers,formats and file sizes, these will get called by the code or extracted
incorrectly which equals to a game hang.

2.The filelists of the E3 disc don't list all the available files contained in the actual map files that go unused, like the Bodhum one, there are more files inside that file that simply they are not on the list, so they can't be extracted. For example, one of the audio files that gets extracted is actually a part of a texture.

I believe there could be a way that we could generate a filelist, even if the files that get extracted have no extension (which can be guessed easily since all files have different headers that are all distinctive). Now, ho's going to make that tool? Not me, I have no idea what kind of encryption these files use, let alone writing a bms script that deals with file filtering.
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Posted on 10-17-14 12:16:49 AM Link | Quote
I think we should start listing/noting which Savegame icons remain unused, since alot of them there is absolutely no way to meet conditions (except party hacking codes) to save in these ares with those characters since either they never appear on these areas or you are unable to switch the active character to save via them as a leader.

Examples:

The Hanging Edge
Unused because it's impossible to use as a leader - Sazh, Vanille
Unused because the characters don't appear in this area at all - Fang

The Gapra Whitewood
Unused because the characters don't appear in this area at all - Snow, Sazh, Vanille, Fang

The Sunleth Waterscape
Unused because the characters don't appear in this area at all - Snow, Lightning (E3 preview dejavu), Hope, Fang
hedgehog89
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Posted on 10-17-14 02:47:21 AM (last edited by hedgehog89 at 10-17-14 02:54:14 AM) Link | Quote
Indeed, it seems they made icons for each character on each area. Other way around to get the save icons without directly changing your party in the save is by having for example, a Grand Pulse save and edit it to go to a earlier chapter, you can change the leader to one not corresponding of that area and save.

The most interesting however are, the Lightning one with the same border used at "The end" screen.

All the Bodhum icons, as the area was removed from the game and you can't save with Snow when you play in his flashback.

All the 7th Ark, as the area ended up being unused.

A savegame icon for chapter 13. The last savegame icon used for chapter beginnings is 12 for the Orphan's Cradle. Maybe if they let Bodhum be, Orphan would get the 13 one.

In the folder for japanese version icons, where the only difference is the katakana text below Final Fantasy XIII and indeed, all are unused in the US version, there is a weird icon with the FFXIII logo upside-down with some strange background that makes me remember the style of The World that Never Was world graphic used in KH2.


hedgehog89
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Posted on 10-18-14 01:21:17 PM (last edited by hedgehog89 at 10-18-14 10:10:50 PM) Link | Quote
Finally Ladies and Gentlemen, FINALLY!!!

I've finally managed to hack the game in order to force it to run the missing events. Here are the instructions, it's EASY

1. Load a 7th Ark save that can press down, then X to fight Nemesis
2. Run Cheat Engine, find exact value of string type, the value is "ac_eark_001"
3. You will see a lot of entries with that string, replace all of them with "ac_eark_011"
4. Press down then X at the switch, instead of the Nemesis battle it will trigger the event when the party's reach the 7th for the first time.

Other values are:

ac_eark_001: The default one, event before Nemesis fight.
ac_eark_002: The event after the Nemesis Battle.
ac_eark_003: Switch Activation Event
ac_eark_011: First event, 7th Ark introduction.
ac_eark_012: Switch Activation Event (Again...)

Those are all the ac_eark values.

EDIT: The changes doesn't need to be forced, just change them. Forcing could break the game.

EDIT 2: Here is the title screenshot on the Seventh Ark:





akafa123
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Posted on 10-19-14 12:46:54 AM Link | Quote
Hello! You have done an amazing work! But when I loaded save, I can't fight nemesis, I used all switches (pressed down and activate). But I can only go back

and can I translate your article to russian for one site? I can credit your thread here and I will give you proof of this ^.^
hedgehog89
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Posted on 10-19-14 03:03:51 AM (last edited by hedgehog89 at 10-19-14 03:04:51 AM) Link | Quote
Maybe I did something wrong when I've counted the bytes after the 'y' of $dummy as I had trouble too, maybe there are more or less bytes. When you have counted the bytes try to fill the entire row with FF values, even four rows up and down, that should make it work.

As for the translation, just add a link to this thread as the original source. As more people gets to know about it we can get more help, for accesing the sealed areas.
VIRGIN KLM
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Posted on 10-19-14 03:50:07 AM (last edited by VIRGIN KLM at 10-19-14 09:52:56 PM) Link | Quote
Amazing job! I just saw the list of events and indeed these are the only ones there (atleast on the ac_ category).
From the files though there seems to be just one more dialog we haven't found, possibly it gets triggered by an other way or the event file doesn't start with an ac_ prefix.

BTW, just saw that there are ac_bodm entries... Such a tease, I wonder what they are or how they get triggered.

'm also curious to see if we can find/trigger any unused event of other areas, maybe the Sunleth Waterscape event with Lightning, the animations are still there.

Also, I was wondering if we are able to trigger somehow a fight with enemies of our desire. For example we could try triggering some of the unused or beta enemies that from what I have seen have full coding (Metal Gigantuar, Dummy enemies), check my first post for all unused enemies and their filenames.

Also I wonder if there is a way to hack the full 7th Ark map on the PC version, plus, a way to have a full Datalog, unused stuff included, maybe even stuff that got overlooked by the FFXIII save editor, like the 7th Ark related entries for example Nemesis.

Also, somebody needs to cover on the wiki page what's going on here more or less (what is solid for now like the unused models/enemies and the presence of 7th Ark as unused DLC data). I started thinking that this game will not have alot to discuss and we pretty like ended up with an ocean of unused/beta stuff that are beyond anything I've seen being found on a game recently, well an unused DLC is not something I have seen to be honest so it's one of a kind thing. Also I want to remind everyone that I was working on FFXIII-2 too and made a pause to work on XIII now that we have so many stuff, I have found a couple of intresting stuff on XIII-2 too.
SkacikPL
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Posted on 10-19-14 10:04:17 PM (last edited by SkacikPL at 10-19-14 10:46:40 PM) Link | Quote
Just a quick heads up.

I did some scouting ahead using the "camera unlocker", as it apparently makes the camera ignore collision.
And it doesn't look too bright, i am not sure how XIII handles occlusion or loading of tiles/parts of level but for the 7th Ark it's all screwed up. Some parts are actually drawn, whilst others aren't.

Here are some shots(warning, heavy!):
http://skacik.pl/images/FinalFantasy/XIII-7thark/10.png
http://skacik.pl/images/FinalFantasy/XIII-7thark/9.png

And i don't think it's just an occlussion issue as driving the camera too far in certain direction causes the initial area to stop being rendered, so in a certain way it's distance based. However as shown below, there are cases when i am in range and it's still not rendered, only thing visible are the spotlights lightshafts.
There are MANY rooms which are not rendered at all, with only indication of them being there being the minimap, areal color correction (pink background instead of black) and said spotlights.

Perhaps It could be tweaked/fixed later on using tools made by the guy behind XIV 1.0 server emulator.
http://seventhumbral.org/
IIRC XIV 1.0 is the exact same engine as XIII so tools should be uniform (more or less). At the very least he's got tools to preview the zones, which would be handy here.

If anyone is interested in said camera unlocker:
https://www.youtube.com/watch?v=sC1L7WdQW1w

It's not really a full unlocker as the camera still centers on character, which makes it hard to move it around precisely as you want.
hedgehog89
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Posted on 10-19-14 11:51:38 PM Link | Quote
I think what happens.

The game's engine seem to load levels in blocks, they are rendered as the character moves. I've modded the save so I could play with Serah, in the PS3 version the character's code exists but with no model so, it's like a ghost. Somehow the game glitches as it doesn't recognize her as a valid character and stops loading and unloading blocks.

Just by looking at your screenshots maybe the game do render those blocks because it's the same block used where you are.

At least, this demosntrate the sealed areas's layout do exist in the game and, if could put our character there they would render properly.
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Posted on 10-20-14 12:28:47 AM Link | Quote
Great one!
It's ok, it does exactly what most Square Enix games I've seen do: It will render everything in the map that it's intersection model is near you, so that's why you see all those corridors. Because the game's engine have loaded that corridor model file, it's loads it for the rest map too, but their intersections are not, because you are not near a room model that matches that one.
Atleast we can calculate the XYZ levels if we get a tool that let you teleport ignoring collisions. Intresting to see that it's not a flat surface and they are not on the same level, some parts are even elevating.
I have a feeling that 7th Ark outside that area we are has enemies too.
Also, I wonder why Nemesis AI doesn't get loaded or atleast loaded correctly because I bet he has one.
Hitting him with anything else but Blizzard won't attach and casting Saboteur-related magic to him HP/causes damage which is, umm, funny or random! XD Something's going on. Also I bet there is just one more event on 7th ark but is not under the ac_ prefix, but there are so many prefixes that I have no clue what would do what and where!
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Posted on 10-20-14 12:42:14 AM (last edited by hedgehog89 at 10-20-14 12:44:06 AM) Link | Quote
Something is better than nothing!! Here are my shots of the southwest part of the 7th, I've tried to go to that lonesome room on the far east part of the map, but it didn't loaded or I couldn't see it, it would be nice if we could move the camera's viewing angle.

Here they are:


















EDIT: I've forgot to say, it's sad the text of the 7th isn't available in the JP language, too bad.

VIRGIN KLM
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Posted on 10-20-14 12:48:42 AM (last edited by VIRGIN KLM at 10-20-14 01:53:39 AM) Link | Quote
Nice! So I was right, it's not identical to the 5th Ark but rather a remix of the same elements more or less!
I was thinking, shouldn't at the moment you save the game will store your XYZ position too? I can think of alot of Square Enix games that stored your coordinates on the savegame something you could take advantage of, like on Kindgom Hearts.

BTW, in what format are those dialog/sfx sound files? The music/ambient files are OGGs with weird headers (HEX Editing makes them playable) but I tried everything with those dialog/sfx sound files but I can't find in what format they are.

(EDIT, They are somekind of losslessly compressed files, I'm currently reviving the Bodum audio files from z009)
hedgehog89
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Posted on 10-20-14 02:50:40 AM Link | Quote
I doubt it. The game just uses the savepoints and when you load them you will be just in front of it.

FFXIII-2 and LR do use coordinates, in FFXIII-2 however, will not be possible to try on the savegame, as the FFXIII encryptor only decrypts the APP.DAT file and leave those files with strange codes encrypted. I'd bet those other files are for the progress made on each area, and seems each area file is mirrored to prevent possible data loss on power down, etc.

If somehow we could know where in the RAM it stores the default, fixed coordinates we could just modify them before the game loads the collisions in order to appear where we want.

I want to repeat again that, if you change your party's leader before facing Nemesis, the monologue shown after the battle will change according to that leader. It seems this is getting behind the scenes.
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