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Jul - The Cutting Room Floor - Final Fantasy XIII (Unused/Beta/Early stuff) New poll - New thread - New reply
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VIRGIN KLM
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Posted on 06-11-14 03:28:59 AM (last edited by VIRGIN KLM at 03-22-15 09:31:16 AM) Link | Quote
Hey everybody, first thread here!
I am a long time follower of the site and I thought I'd contribute if I can.

I've searched through the net and surprisingly from what I found I see that either there's not much interest gathering up information about unused/beta stuff for this game, or it's really a tough game to find something.
Well, I'll do my best I to list beta/unused content in this thread that will be potentialy enough to fill a page on the site. I will be adding new content as I'll come accross it.
Let me say that this thread covers stuff I found inside either Retail versions of the game, non-Retail versions of the game (E3 Preview Disc, Demo, etc) or videos that provide concrete proof that something doesn't match the final product.

So let's Start!

Beta Hope
c004.ps3.trb - This model comes from the E3 Preview Disc (the same as the demo just different mastering?) of FFXIII. The filename matches the filename for Hope's cutscene model on the retail versions. He hasn't been shown to the public so far and his model/textures still seem rather simplistic and unfinished. The most obvious difference here is his hair color which is pink instead of lavender blue. His first trailer appearance(s) use a model that's somewhat more near to the final from the neck-down but his face and hair match more this one. The texture for his bandana/scarf has a red stripe too compared to the final one. (The UVs of the model are a bit messed up and I have no idea how to fix them so his trousers and legs textures are off.)

Beta Hope
Facehttp://oi60.tinypic.com/21b7wpy.jpg
Bodyhttp://oi57.tinypic.com/ok8y04.jpg
Image from a game trailer having this hair color (clothes are more finalized though)http://oi58.tinypic.com/xbpxv.jpg
Final Hope (for comparison)
Facehttp://oi58.tinypic.com/5zfryo.jpg
Bodyhttp://oi61.tinypic.com/2po9lvk.jpg

Early Hope
c204.ps3.trb - Another model from the preview disc. The filename matches the filename for Hope's in-battle model on the retail versions. Obviously a really early model (placeholder/draft) for Hope. It has no textures. It is considerably different from the final thing. His hair are shorter and have a part on the opposite side and his jacket is longer with a different style.

Early Hope
Facehttp://oi57.tinypic.com/4t0t3c.jpg
Bodyhttp://oi57.tinypic.com/28i0ozp.jpg

Early Snow
c902.ps3.trb - Once again, another model from the preview disc. The filename doesn't match with the file with the same name on the retail version of the game. The general look of his model is close to the final even though it's obviously different. His hair have more of a wave "inside-down" than a wave "outside-up" in the final, also they are somewhat less in volume.

Early Snow
Facehttp://oi62.tinypic.com/15znmko.jpg
Bodyhttp://oi62.tinypic.com/157zuxw.jpg

*Also note that it seems kinda related in change/revision style to the model used on the beta video (z009_us.ps3-13) that @Mezmorize found here: http://jul.rustedlogic.net/thread.php?id=16737

(Somekind of an early/placeholder) Female Playble Character(?!)
c903.ps3.trb - Once again a model from the preview disc. Really, that's pretty like the only info I have. The fact that she's untextured and the filename doesn't match anything from the retail game doesn't help either. It's under /chr/pc folder which indicates that she is a playable character (there are only playable characters in there). My wild guesses are that, either it's Fang before they had a name or image of her or Nora (Hope's mother, which her final model looks simmilar with this one and this one looks related to Hope's Early untextured model) would once be a temporary playable character like Gadot and Lebreau, atleast until she'd die (sorry for the spoiler) or she wouldn't die at all in the first place (which wouldn't make much sense).

Placeholder Female Playable Character
Facehttp://oi58.tinypic.com/iwn23b.jpg
Bodyhttp://oi60.tinypic.com/2pp0hzb.jpg

Beta Yuj
n027.ps3.trb - Before Yuj would get his famous and unique style, developers couldn't decide what he would look like and instead they used temporarily a generic NPC-ish model for him, something they admitted themselfs on interviews. After he got his visual revamp though the model survived the data of XIII (I'm not sure if the game uses it it though anywhere) and it's been used after as a random NPC on the sequels, Final Fantasy XIII-2 and Lighting Returns: Final Fantasy XIII. (Excuse the quality of the model screenshot, it's again a model with messed up UVs, if you feel that you can fix them, I can send you the model file)

Beta Yuj
Facehttp://oi57.tinypic.com/2iqimfd.jpg
Bodyhttp://oi57.tinypic.com/wul10j.jpg
Beta Yuj InGame screenshothttp://oi58.tinypic.com/2m2gnds.jpg
Final Yuj InGame screenshothttp://oi62.tinypic.com/4rdkjq.jpg


Metal Gigantuar
m255.ps3.trb - Even though he makes his first appearance on the game's sequel, Final Fantasy XIII-2, his model is in Final Fantasy XIII's the data but remains unused, and by the folder he is in (chr/mon) it's obvious that he is a cut enemy. Most possibly cut because of time constrains and was one of the elements were originaly for XIII but shifted directly to XIII-2. Oh, the file matches the one in Final Fantasy XIII-2's data.

Metal Gigantuarhttp://oi60.tinypic.com/2r3zb7b.jpg


Gorgyra
m200.ps3.trb - Another unused/cut enemy that would make it's debut on one of the game trilogy's sequels, Final Fantasy XIII-2. Most possibly cut because of time constrains and was one of the elements were originaly for XIII but shifted directly to XIII-2. The file is a perfect copy of the one present in XIII-2 data. (...and yet another model with slightly messed up UVs)

Gorgyrahttp://oi59.tinypic.com/2u6g38h.jpg


Raspatil
m202.ps3.trb - Yet another unused/cut enemy that would make it's debut on one of the game trilogy's sequels, Final Fantasy XIII-2. Most possibly cut because of time constrains and was one of the elements were originaly for XIII but shifted directly to XIII-2. The file is a perfect copy of the one present in XIII-2 data.

Raspatilhttp://oi62.tinypic.com/ka1j6c.jpg


Ereshkigal
m198.ps3.trb - An unused/cut enemy that would take 2 sequels, to finally be used. It remains unused both in XIII and XIII-2. It's concept art appeared in "Final Fantasy XIII-2 Ultimania Omega". It's intresting to note that according to the trilogy's story Ereshkigal is Bhunivelze's most powerful creature, something that could only fall inside the storyline of Lightning Returns: Final Fantasy XIII so, that's most possibly a hint that if the development team had used all their ideas in XIII or XIII-2 the final battle and the end of the game would match the one on Lightning Returns: Final Fantasy XIII. Another intresting note in the model present in Final Fantasy XIII and Final Fantasy XIII-2 is that the model is combined with somekind of a winged Cie'th (not sure if it appears in the game standalone but it looks very near to Edimmu, Pijavica and Varcolaci but it's design and color scheme doesn't match any of them). When 2 models appear combined in the trilogy's files, it means they have a bonded relationship, like the models of the main characters and Chocobos that are supposed for Chocobo riding. The XIII and XIII-2 versions of the model are identical but the color scheme doesn't match the one used on Lightning Returns: Final Fantasy XIII.

Ereshkigal
XIII/XIII model together with the mysterious winged Cie'thhttp://oi59.tinypic.com/vobls9.jpg
Concept art as in "Final Fantasy XIII-2 Ultimania Omega" http://oi62.tinypic.com/sc4d2x.jpg


(Somekind of)Dummy/Placeholder Summon(s)
s550.ps3.trb and s650.ps3.trb - And that's all the info I have. They appear in the folder responsible for summons (chr/sum). The one could either be the (supposed) high polygon model of the other but it could also be a completely different summon, so I don't know if I should list them as 2 things or 1 thing. The model is similar to the "Test" one(s) on Final Fantasy VII and consist of a simple, untextured double/sided pyramid. Most possibly for testing purposes.

Dummy/Placeholder Summonhttp://oi59.tinypic.com/2vcxfdx.jpg


(Somekind of)Dummy/Placeholder Object
f500.ps3.trb - Same thing/model as the Dummy/Placeholder Summon but appears instead on the folder that contains model data for objects (chr/fa). I believe this was an interactable testing object since it doesn't make sense to be anything else but that if it doesn't have a use.


(Somekind of)Dummy/Placeholder Monster(s)
f540.ps3.trb and f550.ps3.trb - And that's all the info I have for that aswell. They appear in the folder responsible for monsters (chr/mon). The one could either be the (supposed) high polygon model of the other but it could also be a completely different monster, so I don't know if I should list them as 2 things or 1 thing. For some reason I think I saw a similar or the same placeholder/dummy model on an other Final Fantasy game, I think either Type-0 or VIII or VII.

Dummy/Placeholder Monsterhttp://oi61.tinypic.com/nvwaj5.jpg

Dummy NPC
n000.ps3.trb - A very simplistic dummy NPC obviously for testing purposes. It looks mostly like an upside-down exclamation mark with no textures.

Dummy NPChttp://oi61.tinypic.com/huna5y.jpg

Demo Leftovers
gui/resident/title1.ps3.xgr - The file that contains all Demo specific elements is still present on the retail version of the game and it consists of these textures:

Warning screen about non-final version of the gamehttp://oi62.tinypic.com/2r2ptw3.jpg
Final Fantasy Versus XIII logohttp://oi57.tinypic.com/102qdna.jpg
Final Fantasy Versus XIII Trailer Texture 1http://oi58.tinypic.com/2rmkxma.jpg
Final Fantasy Versus XIII Trailer Texture 2http://oi61.tinypic.com/fan9j9.jpg
Final Fantasy Agito XIII logohttp://oi57.tinypic.com/biotc8.jpg
Final Fantasy Agito XIII Trailer Texture 1http://oi57.tinypic.com/8xrbkj.jpg
Final Fantasy Agito XIII Trailer Texture 2http://oi62.tinypic.com/j6r98i.jpg
Demo GUI Elementshttp://oi61.tinypic.com/nzf6yt.jpg

Beta Results Music Track
8000006_music_result.ps3.scd - Present in the preview disc obviously. The final track is actually the early version of the track with added drums, piano, bass and some synth string layers, so it's not like it's a whole new thing.(The files are provide are on ideal filesizes/format/bitrate for streaming)

Results Music Track (Beta)http://www.mediafire.com/download/4gyzy1bocpnphu2/8000006_music_result.mp3
Results Music Track (Final)http://www.mediafire.com/download/uele2k61w70z0w7/Battle+Results+%28Final%29.ogg

Debug Sound Files

1.19_system_syserr.ps3.scd - While the pointer for this file is present in the retail versions of the game, the file itself isn't. On the preview version it 's still there though. From what I understand from checking some other files in the game (which may indicate that the debug menu is still present on them) this sound file would play upon a "soft" error , like doing something that is not possible without messing up the game.
http://www.mediafire.com/listen/7m9tydu7mbd9da8/19_system_syserr2.mp3

2.18_system_syserr.ps3.scd - Once again, while the pointer for this file is present in the retail versions of the game, the file itself isn't and it survived the preview version. From what I understand from checking some other files in the game, this sound file would play upon a "hard" error or better a crash screen after something going REALLY wrong. The sound file is kinda creepy.
http://www.mediafire.com/listen/anbgxbixfowkr8h/18_system_syserr.mp3

(Somekind of)Japanese Voice Acting lines that are not used in any version of the game at all
In the preview disc's data there is a folder (sound/pack/9008) which contains 224(!) of Japanese voice acting files that I'm 100% sure that end up unused in any kind of version (release/pre-release etc) of the game. Let's start by the fact that these filenames indicate dialogs of characters that are not present at all in the preview disc and even compared to the final game the folder is not present at all. But that's not a surprise. The whole reason these files are obvious that were never planned to be used (as they are atleast) is because they are of crappy quality and are recorded in terrible conditions, so they must act as rough takes of the lines. Since I don't know Japanese I have no clue if those lines represent any of the final lines inside the retail Japnese version of the game.

Unused/Rough Voice Lineshttp://www.mediafire.com/download/rh715o0gz1gbmcf/9008.7z


(Somekind of)Debug menu files/data/remnants
In all versions of the game, there is a folder called "db/debug" containing a file (maybe more) that I'm not sure of it's content what they do etc. Also there is a file in "sys/debug" called "version.txt" that simply says:



20091225_000048


It's most possibly a build date.

XBOX360 version data on PS3 version Disc and vice versa
Both versions of the game contain some of the data of the other, most noticeably data assets for the console specific savegame screens/mechanisms.

------------------------------------------------------------------------


And now I'll list some differences with the final version of the game.

Snow's missing engagement pendant and necklaces
In early versions of the game (and the preview disc) all of Snow's models are missing his engagement pendant and his necklaces. That's kinda weird concidering they are intentionally zooming in some cutscenes on his chest to highlight it in some way.

InGame Screenshot of Snow's Chest in a cutscene (Preview)http://oi59.tinypic.com/2ild6wo.jpg
InGame Screenshot of Snow's Chest in a cutscene (Final)http://oi59.tinypic.com/2l95doo.jpg

Early Battle Results Screen
Self explanatory. The results screen has been revamped in the final version of the game.

InGame Screenshot of Battle Results Screen (Preview) http://oi57.tinypic.com/zjgc2q.jpg
InGame Screenshot of Battle Results Screen (Final) http://img3.wikia.nocookie.net/__cb20100722041142/finalfantasy/images/5/5e/Battle_Results_FFXIII.png

Early Versions of the HUD/Battle Mechanism
We all know that the game's HUD and battle mechanism had changed quite alot of times inside XIII's development. I'll list a number of the versions we know about them.

1.E3 2006 Mockup HUD/Battle Mechanism - By that time Square Enix had nothing ingame to show to the crowd so they did a mockup of the whole thing that looks and works nothing like the final version of the game.
Sample Imagehttp://oi58.tinypic.com/2wd12xk.jpg
Video showing it in actionhttps://www.youtube.com/watch?v=B7uwtFpC4iI

2.E3 Preview - That one's pretty near to the final but still not quite. The abilities and the AI are different, also some stuff have different name like the Stagger bar. It feels a bit weird and unpolished and the AI is kinda clucky, I wouldn't call it broken but it's flawed. I attach 3 screenshots showing the HUD and one image explaining the flawed mechanics in the game step by step.
HUD1http://oi60.tinypic.com/124vofk.jpg
HUD2http://oi61.tinypic.com/16c031e.jpg
HUD3http://oi61.tinypic.com/2m2ubz7.jpg
Flawed Mechanicshttp://oi60.tinypic.com/29yqy69.jpg

Early names of Paradigms
Sometime in development Paradigms used to have different names, though they appear to act in the same way as the final versions and the colors are the same. These are:

Gladiator(GLA) = Commando(COM)
Augmenter(AUG) = Synergist(SYN)
Tactician(TAC) = Saboteur(SAB)

Ingame Screenshot with Early Paradigm nameshttp://oi58.tinypic.com/2cgeudu.jpg
Video showing them in actionhttps://www.youtube.com/watch?v=hDjkGUM7skk

----------------------------------------------------------------------------------

Last but not least I want to give a heads up to this amazing find by Mezmorize and those early/WIP cutscenes inside the game data:
http://jul.rustedlogic.net/thread.php?id=16737

Also I'll keep you posted If I find anything else and feel free to add anything you found.
divingkataetheweirdo

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Posted on 06-20-14 10:47:53 PM (last edited by divingkataetheweirdo at 06-20-14 11:42:52 PM) Link | Quote
Those error sounds are rather interesting. It almost makes me wish a debug menu would be found. I would take a look at the text and/or subtitle files of the game, as there appears to be stuff not really well-explained in the game, but it's too large for me humble connection. The character models are interesting too.

Those clips seem like final lines, before cleaning them up to be usable in the final game.

Quite note: The wiki generally doesn't allow JPEG images, unless they're JPEGs directly from the game. Likewise, OGGs> MP3s.

Other than that though, this is getting interesting.

Some translations in progress:
9008052_01hik011002sza0: "It's something that needs help."
9008085_01gpy000002faa0: "Gran Pulse's Falcie (?)."
9008014_01far001002sza0: "This is dangerous. What is my (?)? (?)"
9008069_01gpc006002sna0, 9008070_01gpc006003sza0, 9008071_01gpc006004hoa0, 9008072_01gpc006002vaa0: "(laughing) This...this...Oooh...This...This is complicated, isn't it? (laughing)"
9008072_01hik019002lta0: "Let's go."

ATM, it seems like 9009068_01gpc006001lta0, 9008069_01gpc006002sna0, 9008070_01gpc006003sza0, 9008071_01gpc006004hoa0, and 9008072_01gpc006002vaa0 are all outtakes from the same recording session.


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VIRGIN KLM
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Posted on 06-21-14 10:22:03 AM Link | Quote
I bet the E3 Demo has the debug menu (not the retail though) because from the build properties references I see that if it wasn't there, all the assets are programmed to be replaced with dummy 0-byte files at the build process, something that applies to the Retail version.

I can assure you that those sound clips were somekind of mics the mocup artists had for reference use. I'm an audio engineer and I've done such quite alot of times. They would record the lines infront of a cutscene that has no facial movement and they will immitate the body movements so their breats etc will match what the models ingame do. Then they would go back to studio and immitate their own voices. Another indicating factor is all those lines are present in the game waaay before characters as Fang and Hope where shown to the public and accompanied with what I found in the models data, I bet there must be atleast something changed there.

As for the images, I have them all as PNG files, tinypic just refuses to keep their original format, same as imageshack and imgur for some uknown reason. Incase you want the originals I could zip 'em up and post them here. Also the mp3 files are simply pulled from the game, I just didn't want to re-encode them and since they are on pretty low bitrates, it thought that either it wouldn't hurt to use them as they are or leave the decision up to the wiki page creator.

Also, I kinda forgot to say that Placeholder Monster, Ereshkigal, Raspatil, Metal Gigantuar and Gorgyra, all have animation data and generaly all the data important to be playable enemies. Two intresting facts though:
Ereshkigal shows that it's an enemy ridden by that Cie'th, like it uses it as a horse or something.
That Placeholder Monster has a couple of animations, like standing, attacking, getting hit and dieing.

Last but not least, I believe that a couple of the contents from the PLUS version of the OST that contain alot of beta/unused music tracks from the game and alot of WIP info about the game should be included aswell:
http://finalfantasy.wikia.com/wiki/Final_Fantasy_XIII:_Original_Soundtrack_PLUS
VIRGIN KLM
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Posted on 07-16-14 11:56:49 PM (last edited by VIRGIN KLM at 07-17-14 12:04:36 AM) Link | Quote
Oh! Spotted randomly from where this untextured early Snow (maybe the rest too?) model comes from! It's from the last revision of PS2 version of the game before development moved to PS3!

Actually I'm not surprised. In Final Fantasy Type 0 there are still the XIII-Agito models from when the game would be released for mobile devices.
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Posted on 08-29-14 05:27:59 PM Link | Quote
Some new stuff:

Wurtzitoise
An unused oretoise-type enemy. I have no idea why it's left unused but it seems that it got removed very late in production because it's Datalog is still present in the game and is fully translated in the Western localizations (can be unlocked with codes or via save editing).It's texture set is still present in the game too but without the model and it doesn't match any of the other oretoises. Thank god the datalog shows us a full view of how it looked like. Plus, we get the datalog of it's left and right leg like the rest oretoises. I shouldn't say anything else, rhe rest can be figured out by the info on the datalog entries.

Main Datalog - http://oi59.tinypic.com/d48c8.jpg
Right Leg Datalog - http://oi61.tinypic.com/nxj4as.jpg
Left Leg Datalog - http://oi57.tinypic.com/2a5nhhw.jpg
Texture set - http://oi62.tinypic.com/2elywcl.jpg

Rotten Tomato
An unused flan-type enemy. Another removed enemy with a datalog entry still remaining in the game's data. It appears to be a larger and more powerful version of Flandragora.

Datalog - http://oi58.tinypic.com/27xqq8w.jpg


BONUS:

Some bosses on FFXIII have more than one version of a model, for example Orphan and the staggered version of Orphan. Even though Orphan is a used enemy the only Datalog you unlock is from it's unstaggered version. On the game data a datalog of it's staggered version is available but there is absolutely no way of viewing it (even checking his stats while being staggered in-battle will show the datalog of the unstaggered version) unless you hack the game to show a full datalog.

Staggered Orphan Datalog - http://oi60.tinypic.com/15etegl.jpg

TO DO:
List all datalog entries that are not viewable without a hack.
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Posted on 09-02-14 03:06:47 AM (last edited by hedgehog89 at 09-07-14 08:27:56 PM) Link | Quote
Hello

I've been visiting TCRF for quite a long time, as it's the best site to learn about games secret and hidden stuff.

About FFXIII, it was my first FF game and I really love it, so much I have played it around seven times.

By having played it a lot I've noticed some areas in the 'hallway' that couldn't be reached, since the game events port you from one location to another leaving small and even big portions of the map behind.

Thanks to BruteForce Save Data and FFXIII Encryptor tools I did hack the savegames in order to be able to access these areas. I've found your post the perfect place to share my findings and hope you will enjoy it. Feel free to spread the info!

The hack is about changing the save point, going to the one before the no return point, with is stored at 0x2E20 in the decrypted save. It is saved as a string of two types, s_point_xxxx_yy for save stations and sp_chpt_xxxx_yy for events, where xxxx is the area code and yy is the save point / event number. It seems the save points have numbers assigned in order, in the same order you reach them.

So far the area code list I've got is

Hanging Edge: hang
Pulse Vestige: hgin
Lake Bresha: hgcr
Vile Peaks: vpek
Gapra Whitewood: gapr
Sunleth Waterscape: snls
Palumpolum: pmpm
Palamecia: hiku
Fifth Ark: fark
Grand Pulse: gpcg
Eden: eden
Orphan's Cradle: lasd

So, the trick is for example in Vile Peaks, where the biggest secret area lies, just after the party splits you start playing with Light and Hope and a huge, unreachable area behind you. It's just about hacking this save to go to the savestation before the party splitting, since that splitting event happened it won't trigger again allowing you to explore the area.

There are rules however, the game manages the events on some kind of checklist, if you hack a save to go to a further point, it will act like the preceding events happened and will continue on. The other rule, you can't go back to savepoints of a preceding chapter, the game will not finish loading the map and freeze.

I do believe there must be some values yet to discover in the save that would allow to go back to areas of preceding chapters and why not believing the possibility of making the game load unplayable maps. It's clear to me that these maps could be played by doing advanced hacking:

Euride Gorge
Bodhum Train Station, where Light and Sazh are boarding the purge train.
Lightning House: Seems to be complete in the game files, appears in Gapra Woods when Lightning remember Serah telling her about being a Pulse l'Cie.
Palumpolum Park, where Hope tries to kill Snow, this area seems huge and is completely unreachable.

It would be interesting to know, if there is a way of getting all the map codes and savepoints list in order to see if there might be one not used in the game that could lead to beta stuff, events, etc.

Edit 09-07-2014: New Revision 2.

Finally, a link to the hacked savegames: http://www.mediafire.com/download/4c8osk7sr2y5572/HASVGFF13_REV2.7z

The areas available are:

#17 Bresha Ruins (Lake Bresha) 01: Garuda Battle Zone, it's huge.
#9 Vile Peaks 01: Dreadnought Battle Area
#8 Vile Peaks 02: Party's Splitting Area, The biggest secret area.
#11: Vile Peaks 03: Light & Hope Camping Area, there is a secret area to the right.
#14: Vile Peaks 04: Sasz & Vanilla Camping Area, although never seen in the cutscenes, there is a well rendered landscape displaying an huge lake.
#22: Gapra's Wood 01: End, if you get the most close as posible to the end and look to the right you will see and interesting building of sorts.
#54: Sunleth Waterscape 01: The Terminal to Nautilus. (Rev 2)
#28: Palumpolum 01: A small alley where Snow and Hope have a call.
#32: Palumpolum 02: Ushumgal Battle Zone
#33: Palumpolum 03: A small street before getting to Felix hieghts.
#34: Palumpolum 04: Ushumgal Battle Zone 2
#37: Nautilus 01: Chocobo Park, the second most huge secret area.
#42: Palamecia 01: Door where Sazh and Vanille leave the zone.
#43: Palamecia 02: Kalavinka Battle Zone.
#49: Fifth Ark 01: Go all the way down to the pulsian ship. (Rev 2)
#21: Seventh Ark. (Rev 2)

I hope you will have fun with them. I didn't make videos or anything as I lack HD capturing equipement for doing so.
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Posted on 09-02-14 11:15:51 PM (last edited by VIRGIN KLM at 09-03-14 12:01:33 AM) Link | Quote
Good work! I'm gonna give a test as soon as I'll be able to access my PS3.

I think I can find more areas with what I saw once on the RAM.

Try also these and give me a responce if you find anything:




000
asre
bodm
eark
eden
fark
gpda (or gpda23)
gpoc (or gpoc30)
gpst (or gpst20)
gptk (or gptk24)
gptt (or gptt26)
gpwo (or gpwo27)
gpyu (or gpyu22)
hmob
lasd
local
nati
stst
test
tttt
vpek



Also give a try of these random stuff here:




s_point_zjump
sv_point_z100_1
sv_point_test_00



I'll keep mining...
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Posted on 09-03-14 02:17:20 PM (last edited by hedgehog89 at 09-03-14 02:22:07 PM) Link | Quote
Thanks for the info.

I did test most of the codes and, while not able to load hidden areas, I found something.

The codes asre, hmob, stst and tttt aren't recognized by the game and so it freezes.
The codes bodm and test are recognized, by being part of the 1st or an unknown chapter number that shares the same loading screen (where the chapter number and description is shown) background, the Hanging Edge one.
The code that gave the prize, eark, did react, showing an unused loading background that displays a Berserker in an area that looks like Fifth Ark Hibernatorium.

You can see it here http:// i59. tiny pic .com/24eqqmc.jpg

So by the code I can assume there was an Eight Ark, that could have been the Seven Ark according to this article http://www.escapistmagazine.com/news/view/103997-Final-Fantasy-XIII-Producer-Wants-a-Sequel and this is the background displayed when loading it.

The other gpXX codes are Grand Pulse codes.

gpda (or gpda23) Archylte Steppe
gpoc (or gpoc30) This one freezes
gpst (or gpst20) Faultwarrens
gptk (or gptk24) Yaschas Massif
gptt (or gptt26) Taejin Tower
gpwo (or gpwo27) Oerba
gpyu (or gpyu22) Mah'habara

I will try to find where does the game in the save, stores what seem to be a coordinate or map number that tells the game where to look into when loading maps. If you find any file that says eark, it might be related to the eight ark. It might even be interesting to look on the files that store the chapters and subchapters descriptions that appear on the loading screen, maybe there is stuff about the eight ark too.
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Posted on 09-04-14 12:15:14 AM Link | Quote
This is the full list of save point filenames that get loaded on RAM with their last values ascending, I'm 100% sure there is no other save points present in the game data except these (listed in the same order as on RAM) :

s_point_bodm_00 until s_point_bodm_09
s_point_eark_00 until s_point_eark_09
s_point_eden_00 until s_point_eden_10
s_point_fark_00 until s_point_fark_11
s_point_gapr_00 until s_point_gapr_09
s_point_gpcg_00 until s_point_gpcg_09
s_point_gpda_00 until s_point_gpda_09
s_point_gpoc_00 until s_point_gpoc_09
s_point_gpst_00 until s_point_gpst_09
s_point_gptk_00 until s_point_gptk_00
s_point_gpwo_00 until s_point_gpwo_09
s_point_gpyu_00 until s_point_gpyu_09
s_point_hang_00 until s_point_hang_09
s_point_hgcr_00 until s_point_hgcr_09
s_point_hgin_00 until s_point_hgin_09
s_point_hiku_00 until s_point_hiku_12
s_point_lasd_00 until s_point_lasd_09
s_point_nati_00 until s_point_nati_09
s_point_pmpm_00 until s_point_pmpm_14
s_point_snls_00 until s_point_snls_09
s_point_test_00
s_point_vpek_00 until s_point_vpek_15
s_point_zjump

zjump reminds me by the way the folder that the Jump Festa Kingdom Hearts 3D event files were stored in Kingdom Hearts BBSFM. So it's possibly somekind of Jump Festa thing?

Anyway, on the mapset on the RAM these 3 weird entries appear:

mset_000_001
mset_000_002
mset_eark_00
mset_gpoc30_st
mset_stst_all
mset_test_btl
mset_tttt_255
mset_vpek_bt01
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Posted on 09-05-14 12:46:14 AM (last edited by hedgehog89 at 09-06-14 05:43:41 PM) Link | Quote
Thanks, I really appreciate your help.

Finally, I've managed to discover the value that needs to be changed in order to go back or forward in a chapter map.

It's located at the offset 0x3EAB. Each map code have it's own value. So far this is the value list:

EDIT: The list had errors, codes 0x06 and 0x16 are NATI and GPYU respectively.


HANG - Hanging Edge 0x10
HGIN - Pulse Vestige 0x11
HGCR - Lake Bresha 0x02
VPEK - Vile Peaks 0x04
GAPR - Gapra Whitewood 0x0F
SNLS - Sunleth Waterscape 0x0A
PMPM - Palumpolum 0x08
NATI - Nautilus 0x06
HIKU - Palamecia 0x03
FARK - Fifth Ark 0x12
GPCG - GP - Vallis Media 0x15
GPDA - GP - Archylte Steppe 0x17
GPST - GP - Yaschas Massif 0x14
GPYU - GP - Mah'habara 0x16
GPTK - GP - Sulyya Springs 0x18
GPTT - GP - Taejin Tower 0x1A
GPWO - GP - Oerba 0x1B
GPOC - GP - Faultwarrens 0x1E
EDEN - Eden 0x13
LASD - Orphan's Cradle 0x1D


This allowed me to make savegames that allow exploration of the Terminal at Sunleth Waterscape and to go all the way down to the Pulse ship in the Fifth Ark.

Now, if we analize the codes in order, this is the list, being GPOC 0x1E the one with higher value:


0x00
0x01
0x02 HGCR
0x03 HIKU
0x04 VPEK
0x05
0x06 NATI
0x07
0x08 PMPM
0x09
0x0A SNLS
0x0B
0x0C
0x0D
0x0E
0x0F GAPR
0x10 HANG
0x11 HGIN
0x12 FARK
0x13 EDEN
0x14 GPST
0x15 GPCG
0x16 GPYU
0x17 GPDA
0x18 GPTK
0x19
0x1A GPTT
0x1B GPWO
0x1C
0x1D LASD
0x1E GPOC


So what do I have there?, The need of finding what code should I put there in order to make the codes EARK, BODM, TEST and ZJUMP (shows hanging edge background too) and the others I haven't tested yet to load. If there were files for those codes they might end up being loaded.

What I will do now is to bruteforce the code with eark, from 0x00 to 0xFF. I have tested to 0x24 so far. 0x00 freezes the game in a way that you have to power down yor ps3 manually and hear the double beep when games crashes badly.

It's interesting to note that, when bruteforcing, if there's nothing the game will never end loading but, if there's something the game reacts just like when changing the save point with one of another chapter, it will end loading faster and 'freeze' with a black screen and a map, only allowing to pause without chance of going to title screen.

Edit: I was wrong here.


Codes 0x06 and 0x16 have reacted in this way, but eark, test, bodm and zjump didn't worked with them.

This leads me to your save point info. Sunleth Waterscape only have 4 but in the RAM have 9. However when trying the 5th one, it behaves like when trying a save point of another chapter so, I should try all the codes with 0x06 and 0x16 to see if something happens.


I tried too one of the weird entries, mset_vpek_bt01, but it behave like the code asre, it doesn't put a loading background and freezes with black screen.
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Posted on 09-05-14 12:26:43 PM (last edited by VIRGIN KLM at 09-05-14 12:27:22 PM) Link | Quote
I really like where this is going!

Anyway I'm sure that there is atleast one unused map on the game's data, which is a test map.
It goes with the name "z106u".
It's preety simplistic, it consists of 3 models which look to me like somekind of land areas that is surrounded by water or something and somewhere in the map (possibly the sky?) you can see "tmap" model indicating that it's a test map.

Water and Sky(?) z106u/bg/loc106/m000/bin/block000.ps3.trb - http://oi60.tinypic.com/8yxgzl.jpg
Land (?) z106u/bg/loc106/m001/bin/block001.ps3.trb - http://oi57.tinypic.com/vx1zd3.jpg
tmap model z106u/bg/loc106/m002/bin/block002.ps3.trb - http://oi59.tinypic.com/2q09aar.jpg

Now I need to check RAM and see how I could possibly warp to that area. I will need alot of luck with it. XD
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Posted on 09-06-14 05:47:41 AM Link | Quote
Well Ladies and Gentlemen, I've finally managed to access the Seven Ark!!

It is posible by hacking a savegame that must have completed the game, otherwise it might make the game crash when loading.

The savepoint string at offset 0x2E20 must be changed to s_point_eark_00 and the byte at offset 0x3EAB must be changed to 0x69.

A savefile ready for the seventh, is available here: http://www.mediafire.com/download/7pa9xuvzhrd9spy/SEVEN_ARK.7z

So far, only one save point works, the 00. It only seems to have a room that is identical to Fifth Ark Hibernatorium, with a Beserker that doesnt fight, a door with a passage that leads to a portal without inner background that port you in front of the Nathex portal in Orphan's Cradle and, four switches that when activated start spinning and immobilize your character, freezing the game. The portal and switches doesn't display any kind of text when close to them and activating them.

None of this would have been possible without VIRGIN KLM's info. That z106u file helped me notice the relation between the zXXu decimal value in the disc filesystem and the hex value in the 0x3EAB offset.

However, it seems it might not be possible to access the test map. No matter what savepoint I put in, just by having the value 0x6A (106) makes the game to cancel the loading process, then asks for pressing X and when doing so it plays the game's ending, so it only leaves me with a savegame that can let me watch the ending without fighting Orphan!!

However the hope is not lost. Maybe there are some flags in the save that must be activated somehow and will allow loading the test map.

Maybe that can be tried by having a complete list of these strange values in the save, that seem to be flags, they appear around offset 0x46F0, and doesn't have a fixed place to appear. Examples are


IP_gpst02
PV_gpst_02_3a
IP_gpyu10_0101
PV_gpyu_17all3
PV_gpda_16_3b
IP_gptk01
PV_gptk_01_3a
IP_gptt06_03
PV_gptt_18_3a
PV_gpwo_02_3b
PV_gpoc_00_3b
IP_eden01_0103
PV_eden_add00c
IP_lasd05
PV_lasd_12_3b


Those appear on a finished savegame, in saves of 1-11 chapters only appear 2 or 3 maximum. Anything that says test, bodm, eark, zjump and of course, debug, dbg or something would be of great help to try out.

About the maps, I can tell you z06u, z16u, z105u (Seventh Ark) and z106u are likely the maps with unreleased stuff, please take a peek on them too.
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Posted on 09-06-14 02:24:56 PM Link | Quote
PV = Party Voices so I guess it's just and indicator for loading the voice files for the game.

I have no idea what's IP, but I'll give a search.

WOW, an ondisc DLC that went unused! Also the game contains some placeholder strings for possible future DLC areas that obviously go unused.
Seventh Ark represent if I'm not wrong z105u which is a trong indicator that is unused.
Also it made me notice that there are unused savegame icons inside the game's data, for example, it has save icons for Fang on Hanging Edge and Lightning on Sunleth Waterscape (E3 2006 Reveal Trailer anybody?!).
Another intresting thing is that Seventh Ark contains a full event coded inside the game's data, and not only that, I bet it's fully working! There is still Japanese voice act files on the game's data on the z105u that are lines from the events that would happen in the Seventh Ark, we need somebody to translate them.

http://www.mediafire.com/download/0xwgf4og1o0tdmq/Seventh+Ark+Voice+Lines.zip

Some Saventh Ark Japanese Voice Lines that I think I understand:

02ear000102hob0 - (Hope) It's too quiet
02ear000102snb0 - (Snow) So what now?

Seventh Ark loading screen texture - http://oi58.tinypic.com/2yyyx06.jpg

Originally posted by hedgehog89
None of this would have been possible without VIRGIN KLM's info.

Thanx but I really don't think I am the one doing anything here!
Well I want to help you more but I don't know how, just tell me what you want me to search and I will.
The only sure thing I have concrete proof is that actually what you are doing in savegames it's just loading the map that contains the save point and it doesn't load the AI, event scripts and warp points of the area which is the reason the enemies don't react to your presence and no events get triggered when you reach points that have a boss fight or they warp you to the next area, which was what you took advantage of to explore areas that are unexplorable in normal means. So why do I say that? Well if you go to the Seventh Ark using the savegame you provided, it will load the actual area but the enemy will stay still since it's AI won't load. Now if you check there are 4 objects on the sides that do something, if you activate them, they do nothing because the event file of the area is not loaded and the game will become unresponsive the same way it becomes when you would fail to load an area. Now if you go to the exit on the back side, you can exit the area, upon exiting the area, it will show a short sequence of the camera rotating on one of the sides of the area which looks to me like it's the sequence file that shows your players jump on the air and get teleported outside the Narthex. What solidifies my idea, is that after exiting the area you get back to the Orphan's Cradle outside the warp point of the Narthex. This matches to what would happen if you haven't modified the savegame to load the Seventh Ark area, it would load the Narthex area, it would show a sequence when you exit the area and you would warp to Orphan's Cradle. So in the savegame there is somewhere -something, call it a flag or whatever- that indicates what set of files it has to load when you go that area which is a full set of AI files, event files, warp zone areas. I may add that I also have a feeling that it will fail to load an area if the amount of warp zones don't match, not sure though. So if you would replace the warp zone to warp into an other area, possibly you could reach an area without the need to have a savepoint, simmilarly to how you do it in Kingdom Hearts games. This way you could access the test map.

Tell me what you want me to mine from the data or the RAM and I'll do it, just tell me every idea that passes through your mind.
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Posted on 09-06-14 03:09:53 PM (last edited by hedgehog89 at 09-11-14 12:45:24 AM) Link | Quote
I will be trying more ideas and continue the analysis that let me find the 0x3EAB offset. The analysis was made by having a savegame on Sunleth Waterscape, then, without fighting or making changes to inventory, etc, went forward to Palumpolum. Then, it was about comparing the two saves to get the offsets where it changed, going one after one, changing save B with original data on Save A until I got it, but I've stopped there.

For example, I don't know what offset to change in order to put the title "Seventh Ark" and the chapter description on the loading screen.

I will try carefully analysing all these changed offsets on the cluster of saves I have, to see if the values have a pattern and so, begin trying.

The offsets are these:


0x2E62, 0x2E63, 0x2E67
0x31AA, 0x31AB, 0x31AE, 0x31AF
0x3AA3
0x3EAB (I've stopped here)
0x3EF3
0x46B0 to 0x4700 (Those IP PV values)
Edit: 0x4723 to 0x4727
0x4733
0x4874
0x56F0


There are others, starting from 0x1BE20, but they look like the data log info.

The info I would like to have, is the same one you gave me of the z106u map, but from z105u and specially, z06u and z16u. Maybe by looking at the land layout we could guess the code and savepoint number that could make these two load (For example if it looks like Bodhum or Euride Gorge). While z06u doesn't have music when loading, z16u plays the music from Vile Peaks, Mah'habara.

By the way, you can get the tool I'm using for decrypting the savegames here at 360haven forum. Bruteforce savedata doen't decrypt them well, but at least can resign them with another user info. I hasn't tested it with my JP version saves, but I'm afraid it will not work with those. Who knows if the JP could have more hidden content.

And thanks to HxD Hex Editor I can modify the saves and easily compare two of them.
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Posted on 09-06-14 04:58:49 PM (last edited by VIRGIN KLM at 09-06-14 05:49:36 PM) Link | Quote
It's z006u and z016u, not z06u and z16u, dunno if it's just a typo/oversight you do here.

z006u has the loading image of Nautilus Park, I can also see the models of the areas, one of them was also in on the savegame with the Chocobo Park.
z016u has the loading image of the Snow's part of Hanging Edge, it also contains the party images of Gagot and Lebreau.

This is a full list of maps on the game (that their data still remain, there are a couple that I don't understand exactly what they are and how they work, they have a pointer but not an actual map file, they could either be a part of a an other map file just a different area or something removed or whatever, I list those with a "*")

z000 * - Still present in the E3 disc I have, contains all the game's data including the early models but even the pointer is missing on this release, except a couple of random mentions here and there.
z001 * - No idea what it was
z002 - Lake Bresha/Bresha Ruins
z003 - Palamecia
z004 - Vile Peaks and Bodhum (?)
z005 * - No idea, loads "mset_test_btl" (?)
z006 - Nautilus Park
z007 * - No idea, loads "mset_hmob_0405" (?)
z008 - Palumpolum
z009 * - No idea, loads "mset_bodm_0102" (?)
z010 * - No idea, loads some snls and bodm files
z015 - Gapra Whitewood
z016 - Hanging Edge
z017 - Pulse Vestige
z018 - Fifth Ark
z019 - Eden
z020 - Yaschas Massif
z021 - Vallis Media
z022 - Mah'habara Subterra
z023 - Archylte Steppe
z024 - Sulyya Springs
z025 * - No Idea, loads "mset_grap_25"
z026 - Taejin's Tower
z027 - Oerba
z028 * No clue, loads "mset_000_001"
z029 - Orphan's Cradle
z030 - Faultwarrens
z031 * - No idea, loads "mset_local_31"
z032 * - No idea, loads "mset_local_32"
z033 * - No idea, loads "mset_local_33"
z034 * - No idea, loads "mset_local_34"
z035 * - No idea, loads "mset_asre_0102"
z100 * - No idea, loads "mset_local_101"
z101 * - No idea, loads "mset_local_101"
z102 * - No idea, loads "mset_local_102"
z103 * - No idea, loads "mset_local_103"
z104 * - No idea, loads "mset_local_104"
z105 - Seventh Ark
z106 - tmap
z107 * - No idea, loads "mset_local_107"
z111 * - No idea, loads "mset_local_111"
z200 * - No idea, loads "mset_local_200"
z201 * - No idea, loads "mset_local_201"
z202 * - No idea, loads "mset_local_202"
z203 * - No idea, loads "mset_local_203"
z204 * - No idea, loads "mset_local_204"
z205 * - No idea, loads "mset_local_205"
z206 * - No idea, loads "mset_local_206"
z207 * - No idea, loads "mset_local_207"
z208 * - No idea, loads "mset_local_208"
z209 * - No idea, loads "mset_local_209"
z210 * - No idea, loads "mset_local_210"
z255 * - No idea, loads "mset_test_255"

Also you say that the Seventh Ark area is identical to Fifth Ark's Hibernatorium, which is not true (?)
I don't remember any area looking identical to this one, very vaguely on the same style maybe but not identical.

The file of the model used in that area is z105/bg/loc018/m021/block021.ps3.trb which matches but it's not identical to the z018/bg/loc018/m021/block021.ps3.trb one.
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Posted on 09-06-14 05:57:55 PM Link | Quote
It seems this list solves the puzzle. It made me notice I was wrong with 0x06 and 0x16, with are z006u and z022u, not z016u. Indeed, they are Nautilus and Mah'habara. I already edited the earlier post with the codes list.

z004u loads Bodhum right, it's because I am really sure the actual Lightning House, complete map, lies there. It appears in the cutscene when Lightning remembers Serah giving her the knife she later shares with Hope.

z010u is Sunleth Waterscape and is of interest seeing it loading bodm files. Maybe they are part of a cutscene in Bodhum, I think it was a cutsecene of Sazh remembering being there with Dajh.

Those who loads mset_something seem to be removed stuff. When I tried most of these codes the game never ends loading.

About the event at Seventh Ark, I've tried the save point of style s_chpt_eark_00, those appear on saves that when loaded trigger events and cutsecenes, but it wasn't recognized by the game and freezed with black screen, no loading background. Maybe you should try looking for these s_chpt_ values.
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Posted on 09-06-14 06:19:58 PM Link | Quote
Originally posted by hedgehog89
Maybe you should try looking for these s_chpt_ values.

Eeeasy one! :p

sp_chpt_eden_00
sp_chpt_fark_00
sp_chpt_gapr_00
sp_chpt_gapr_01
sp_chpt_gp_00
sp_chpt_hang_00
sp_chpt_hgcr_00
sp_chpt_hgcr_01
sp_chpt_hgin_00
sp_chpt_hgin_01
sp_chpt_hiku_00
sp_chpt_lasd_00
sp_chpt_lasd_01
sp_chpt_nati_00
sp_chpt_pmpm_00
sp_chpt_pmpm_01
sp_chpt_snls_00
sp_chpt_vpek_00
sp_chpt_vpek_01
sp_chpt_vpek_02

and for some reason on that list also

sv_point_z100_1
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Posted on 09-06-14 07:01:15 PM (last edited by hedgehog89 at 09-06-14 07:11:19 PM) Link | Quote
I've tried the sv_point_z100_1, but the game doesn't recognize it and freeze with black screen.

This may be a little off-topic but I think it's worth to show.

It seems that, when you reach Grand Pulse for the first time, and after you get to Archylte Steppe for the first time (and maybe after winning the first mission) if you go back to Vallis Media and just before reaching the bridge you must stop and look to the front, moving your camera a little up, you will see a Purple Dragon passing by in around 2 seconds (it's really fast).

So what about it? This only happens once in the game, after it passes if you save it will never pass again. Due to the place it flies by, it seems most players never see it and only hear it's scream. Most even seeing it a little believe it's fal'cie Dahaka, as he appers on other GP areas, but it's not.

This purple dargon seems to be a fal'cie, it's metallic and have amethyst crystal throghout it's body.

Here is a link to a savegame where it can be seen. http://www.mediafire.com/download/vho8n6euw7qr3aq/PURPLE_DRAGON.7z

Just after it loads, go back to Vallis Media, stop before the bridge and look up to see it.

So far I hasn't found information about it.

Edit, best pictures I could get:

Picture 1: http://i62.tiny pic.com/2niy4gj.jpg
Picture 2: http://i62.tiny pic.com/vcxxzo.jpg
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Posted on 09-06-14 07:25:54 PM Link | Quote
I'm gonna give it a shot and find it's model in a bit.

BTW, I checked all Bodhum map areas and I can't find Lightning's house, it's not present in the game's data.
All cutscenes are pre-rendered, the are could have been removed in development.
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Posted on 09-06-14 08:35:24 PM Link | Quote
OK Here's that monster you found, he is not on the monster list, he is on tha misc model folder together wth objects and random stuff.
I have no idea what it is, but for sure it's poorly programmed, it's animation is kinda buggy, at the time it's about to go to the other side and leave your sight, just a bit before it pops and dissapear out of nowhere with a pretty silly way.

Here's a better In-Game image of it:


And here's is model:
http://oi60.tinypic.com/a4c1vq.jpg

Also, the only thing I found from Lightning's house is the present box (Worst birthday ever) that contained the knife Serah gave to her:
http://oi57.tinypic.com/wqq8n8.jpg
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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 17 query cache hits.
Query execution time:  0.106021 seconds
Script execution time:  0.050223 seconds
Total render time:  0.156244 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 2 column 301 - Warning: unescaped & or unknown entity "&page"
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
line 118 column 10 - Info: <table> previously mentioned
line 120 column 11 - Warning: missing <tr>
line 120 column 119 - Warning: missing </font> before </td>
line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
line 120 column 11 - Info: <tr> previously mentioned
line 125 column 68 - Warning: missing </nobr> before </td>
line 141 column 68 - Warning: missing </nobr> before <tr>
line 147 column 35 - Warning: missing <tr>
line 147 column 50 - Warning: missing </font> before </td>
line 148 column 37 - Warning: unescaped & or unknown entity "&id"
line 147 column 215 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 97 - Warning: unescaped & or unknown entity "&page"
line 149 column 130 - Warning: unescaped & or unknown entity "&page"
line 149 column 163 - Warning: unescaped & or unknown entity "&page"
line 149 column 196 - Warning: unescaped & or unknown entity "&page"
line 149 column 229 - Warning: unescaped & or unknown entity "&page"
line 149 column 262 - Warning: unescaped & or unknown entity "&page"
line 149 column 295 - Warning: unescaped & or unknown entity "&page"
line 149 column 328 - Warning: unescaped & or unknown entity "&page"
line 149 column 361 - Warning: unescaped & or unknown entity "&page"
line 149 column 395 - Warning: unescaped & or unknown entity "&page"
line 149 column 430 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 467 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 177 column 102 - Warning: unescaped & or unknown entity "&postid"
line 368 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 370 column 9 - Warning: missing <tr>
line 388 column 13 - Warning: missing <tr>
line 389 column 102 - Warning: unescaped & or unknown entity "&postid"
line 410 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 412 column 9 - Warning: missing <tr>
line 430 column 13 - Warning: missing <tr>
line 431 column 102 - Warning: unescaped & or unknown entity "&postid"
line 447 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 449 column 9 - Warning: missing <tr>
line 467 column 13 - Warning: missing <tr>
line 468 column 102 - Warning: unescaped & or unknown entity "&postid"
line 475 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 477 column 9 - Warning: missing <tr>
line 495 column 13 - Warning: missing <tr>
line 496 column 102 - Warning: unescaped & or unknown entity "&postid"
line 524 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 526 column 9 - Warning: missing <tr>
line 544 column 13 - Warning: missing <tr>
line 545 column 102 - Warning: unescaped & or unknown entity "&postid"
line 613 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 615 column 9 - Warning: missing <tr>
line 633 column 13 - Warning: missing <tr>
line 634 column 102 - Warning: unescaped & or unknown entity "&postid"
line 677 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 679 column 9 - Warning: missing <tr>
line 697 column 13 - Warning: missing <tr>
line 698 column 102 - Warning: unescaped & or unknown entity "&postid"
line 726 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 728 column 9 - Warning: missing <tr>
line 746 column 13 - Warning: missing <tr>
line 747 column 102 - Warning: unescaped & or unknown entity "&postid"
line 789 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 791 column 9 - Warning: missing <tr>
line 809 column 13 - Warning: missing <tr>
line 810 column 102 - Warning: unescaped & or unknown entity "&postid"
line 898 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 900 column 9 - Warning: missing <tr>
line 918 column 13 - Warning: missing <tr>
line 919 column 102 - Warning: unescaped & or unknown entity "&postid"
line 934 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 936 column 9 - Warning: missing <tr>
line 954 column 13 - Warning: missing <tr>
line 955 column 102 - Warning: unescaped & or unknown entity "&postid"
line 998 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1000 column 9 - Warning: missing <tr>
line 1018 column 13 - Warning: missing <tr>
line 1019 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1047 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1049 column 9 - Warning: missing <tr>
line 1067 column 13 - Warning: missing <tr>
line 1068 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1100 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1102 column 9 - Warning: missing <tr>
line 1120 column 13 - Warning: missing <tr>
line 1121 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1190 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1192 column 9 - Warning: missing <tr>
line 1210 column 13 - Warning: missing <tr>
line 1211 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1224 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1226 column 9 - Warning: missing <tr>
line 1244 column 13 - Warning: missing <tr>
line 1245 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1276 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1278 column 9 - Warning: missing <tr>
line 1296 column 13 - Warning: missing <tr>
line 1297 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1321 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1323 column 9 - Warning: missing <tr>
line 1341 column 13 - Warning: missing <tr>
line 1342 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1350 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1352 column 9 - Warning: missing <tr>
line 1370 column 13 - Warning: missing <tr>
line 1371 column 102 - Warning: unescaped & or unknown entity "&postid"
line 1386 column 17 - Warning: missing <tr>
line 1386 column 17 - Warning: discarding unexpected <table>
line 1389 column 35 - Warning: missing <tr>
line 1389 column 97 - Warning: unescaped & or unknown entity "&page"
line 1389 column 130 - Warning: unescaped & or unknown entity "&page"
line 1389 column 163 - Warning: unescaped & or unknown entity "&page"
line 1389 column 196 - Warning: unescaped & or unknown entity "&page"
line 1389 column 229 - Warning: unescaped & or unknown entity "&page"
line 1389 column 262 - Warning: unescaped & or unknown entity "&page"
line 1389 column 295 - Warning: unescaped & or unknown entity "&page"
line 1389 column 328 - Warning: unescaped & or unknown entity "&page"
line 1389 column 361 - Warning: unescaped & or unknown entity "&page"
line 1389 column 395 - Warning: unescaped & or unknown entity "&page"
line 1389 column 430 - Warning: unescaped & or unknown entity "&page"
line 1389 column 50 - Warning: missing </font> before </td>
line 1389 column 467 - Warning: missing </font> before </table>
line 1391 column 35 - Warning: missing <tr>
line 1391 column 50 - Warning: missing </font> before </td>
line 1392 column 37 - Warning: unescaped & or unknown entity "&id"
line 1391 column 215 - Warning: missing </font> before </table>
line 1393 column 17 - Warning: discarding unexpected </textarea>
line 1393 column 28 - Warning: discarding unexpected </form>
line 1393 column 35 - Warning: discarding unexpected </embed>
line 1393 column 43 - Warning: discarding unexpected </noembed>
line 1393 column 53 - Warning: discarding unexpected </noscript>
line 1393 column 64 - Warning: discarding unexpected </noembed>
line 1393 column 74 - Warning: discarding unexpected </embed>
line 1393 column 82 - Warning: discarding unexpected </table>
line 1393 column 90 - Warning: discarding unexpected </table>
line 1395 column 9 - Warning: missing </font> before <table>
line 1407 column 25 - Warning: discarding unexpected </font>
line 1416 column 58 - Warning: discarding unexpected </font>
line 1394 column 1 - Warning: missing </center>
line 120 column 63 - Warning: <img> lacks "alt" attribute
line 125 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 125 column 93 - Warning: <img> lacks "alt" attribute
line 141 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 141 column 98 - Warning: <img> lacks "alt" attribute
line 148 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 162 column 11 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 372 column 11 - Warning: <img> lacks "alt" attribute
line 373 column 22 - Warning: <img> lacks "alt" attribute
line 373 column 63 - Warning: <img> lacks "alt" attribute
line 373 column 112 - Warning: <img> lacks "alt" attribute
line 373 column 161 - Warning: <img> lacks "alt" attribute
line 374 column 11 - Warning: <img> lacks "alt" attribute
line 384 column 15 - Warning: <img> lacks "alt" attribute
line 407 column 1373 - Warning: <img> lacks "alt" attribute
line 415 column 22 - Warning: <img> lacks "alt" attribute
line 415 column 63 - Warning: <img> lacks "alt" attribute
line 415 column 112 - Warning: <img> lacks "alt" attribute
line 415 column 162 - Warning: <img> lacks "alt" attribute
line 416 column 11 - Warning: <img> lacks "alt" attribute
line 426 column 15 - Warning: <img> lacks "alt" attribute
line 452 column 22 - Warning: <img> lacks "alt" attribute
line 452 column 63 - Warning: <img> lacks "alt" attribute
line 452 column 112 - Warning: <img> lacks "alt" attribute
line 452 column 162 - Warning: <img> lacks "alt" attribute
line 453 column 11 - Warning: <img> lacks "alt" attribute
line 463 column 15 - Warning: <img> lacks "alt" attribute
line 471 column 264 - Warning: <img> lacks "alt" attribute
line 480 column 22 - Warning: <img> lacks "alt" attribute
line 480 column 63 - Warning: <img> lacks "alt" attribute
line 480 column 112 - Warning: <img> lacks "alt" attribute
line 480 column 162 - Warning: <img> lacks "alt" attribute
line 481 column 11 - Warning: <img> lacks "alt" attribute
line 491 column 15 - Warning: <img> lacks "alt" attribute
line 529 column 22 - Warning: <img> lacks "alt" attribute
line 529 column 63 - Warning: <img> lacks "alt" attribute
line 529 column 112 - Warning: <img> lacks "alt" attribute
line 529 column 162 - Warning: <img> lacks "alt" attribute
line 530 column 11 - Warning: <img> lacks "alt" attribute
line 540 column 15 - Warning: <img> lacks "alt" attribute
line 618 column 22 - Warning: <img> lacks "alt" attribute
line 618 column 63 - Warning: <img> lacks "alt" attribute
line 618 column 112 - Warning: <img> lacks "alt" attribute
line 618 column 162 - Warning: <img> lacks "alt" attribute
line 619 column 11 - Warning: <img> lacks "alt" attribute
line 629 column 15 - Warning: <img> lacks "alt" attribute
line 682 column 22 - Warning: <img> lacks "alt" attribute
line 682 column 63 - Warning: <img> lacks "alt" attribute
line 682 column 112 - Warning: <img> lacks "alt" attribute
line 682 column 162 - Warning: <img> lacks "alt" attribute
line 683 column 11 - Warning: <img> lacks "alt" attribute
line 693 column 15 - Warning: <img> lacks "alt" attribute
line 731 column 22 - Warning: <img> lacks "alt" attribute
line 731 column 63 - Warning: <img> lacks "alt" attribute
line 731 column 112 - Warning: <img> lacks "alt" attribute
line 731 column 162 - Warning: <img> lacks "alt" attribute
line 732 column 11 - Warning: <img> lacks "alt" attribute
line 742 column 15 - Warning: <img> lacks "alt" attribute
line 794 column 22 - Warning: <img> lacks "alt" attribute
line 794 column 63 - Warning: <img> lacks "alt" attribute
line 794 column 112 - Warning: <img> lacks "alt" attribute
line 794 column 162 - Warning: <img> lacks "alt" attribute
line 795 column 11 - Warning: <img> lacks "alt" attribute
line 805 column 15 - Warning: <img> lacks "alt" attribute
line 903 column 22 - Warning: <img> lacks "alt" attribute
line 903 column 63 - Warning: <img> lacks "alt" attribute
line 903 column 112 - Warning: <img> lacks "alt" attribute
line 903 column 162 - Warning: <img> lacks "alt" attribute
line 904 column 11 - Warning: <img> lacks "alt" attribute
line 914 column 15 - Warning: <img> lacks "alt" attribute
line 939 column 22 - Warning: <img> lacks "alt" attribute
line 939 column 63 - Warning: <img> lacks "alt" attribute
line 939 column 112 - Warning: <img> lacks "alt" attribute
line 939 column 162 - Warning: <img> lacks "alt" attribute
line 940 column 11 - Warning: <img> lacks "alt" attribute
line 950 column 15 - Warning: <img> lacks "alt" attribute
line 1003 column 22 - Warning: <img> lacks "alt" attribute
line 1003 column 63 - Warning: <img> lacks "alt" attribute
line 1003 column 112 - Warning: <img> lacks "alt" attribute
line 1003 column 162 - Warning: <img> lacks "alt" attribute
line 1004 column 11 - Warning: <img> lacks "alt" attribute
line 1014 column 15 - Warning: <img> lacks "alt" attribute
line 1052 column 22 - Warning: <img> lacks "alt" attribute
line 1052 column 63 - Warning: <img> lacks "alt" attribute
line 1052 column 112 - Warning: <img> lacks "alt" attribute
line 1052 column 162 - Warning: <img> lacks "alt" attribute
line 1053 column 11 - Warning: <img> lacks "alt" attribute
line 1063 column 15 - Warning: <img> lacks "alt" attribute
line 1105 column 22 - Warning: <img> lacks "alt" attribute
line 1105 column 63 - Warning: <img> lacks "alt" attribute
line 1105 column 112 - Warning: <img> lacks "alt" attribute
line 1105 column 162 - Warning: <img> lacks "alt" attribute
line 1106 column 11 - Warning: <img> lacks "alt" attribute
line 1116 column 15 - Warning: <img> lacks "alt" attribute
line 1195 column 22 - Warning: <img> lacks "alt" attribute
line 1195 column 63 - Warning: <img> lacks "alt" attribute
line 1195 column 112 - Warning: <img> lacks "alt" attribute
line 1195 column 162 - Warning: <img> lacks "alt" attribute
line 1196 column 11 - Warning: <img> lacks "alt" attribute
line 1206 column 15 - Warning: <img> lacks "alt" attribute
line 1229 column 22 - Warning: <img> lacks "alt" attribute
line 1229 column 63 - Warning: <img> lacks "alt" attribute
line 1229 column 112 - Warning: <img> lacks "alt" attribute
line 1229 column 162 - Warning: <img> lacks "alt" attribute
line 1230 column 11 - Warning: <img> lacks "alt" attribute
line 1240 column 15 - Warning: <img> lacks "alt" attribute
line 1281 column 22 - Warning: <img> lacks "alt" attribute
line 1281 column 63 - Warning: <img> lacks "alt" attribute
line 1281 column 112 - Warning: <img> lacks "alt" attribute
line 1281 column 162 - Warning: <img> lacks "alt" attribute
line 1282 column 11 - Warning: <img> lacks "alt" attribute
line 1292 column 15 - Warning: <img> lacks "alt" attribute
line 1326 column 22 - Warning: <img> lacks "alt" attribute
line 1326 column 63 - Warning: <img> lacks "alt" attribute
line 1326 column 112 - Warning: <img> lacks "alt" attribute
line 1326 column 162 - Warning: <img> lacks "alt" attribute
line 1327 column 11 - Warning: <img> lacks "alt" attribute
line 1337 column 15 - Warning: <img> lacks "alt" attribute
line 1355 column 22 - Warning: <img> lacks "alt" attribute
line 1355 column 63 - Warning: <img> lacks "alt" attribute
line 1355 column 112 - Warning: <img> lacks "alt" attribute
line 1355 column 162 - Warning: <img> lacks "alt" attribute
line 1356 column 11 - Warning: <img> lacks "alt" attribute
line 1366 column 15 - Warning: <img> lacks "alt" attribute
line 1377 column 503 - Warning: <img> lacks "alt" attribute
line 1392 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 1392 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 1392 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 1401 column 25 - Warning: <img> lacks "alt" attribute
line 1406 column 267 - Warning: <img> lacks "alt" attribute
line 1386 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 389 column 27 - Warning: <nobr> is not approved by W3C
line 431 column 27 - Warning: <nobr> is not approved by W3C
line 468 column 27 - Warning: <nobr> is not approved by W3C
line 496 column 27 - Warning: <nobr> is not approved by W3C
line 545 column 27 - Warning: <nobr> is not approved by W3C
line 634 column 27 - Warning: <nobr> is not approved by W3C
line 698 column 27 - Warning: <nobr> is not approved by W3C
line 747 column 27 - Warning: <nobr> is not approved by W3C
line 810 column 27 - Warning: <nobr> is not approved by W3C
line 919 column 27 - Warning: <nobr> is not approved by W3C
line 955 column 27 - Warning: <nobr> is not approved by W3C
line 1019 column 27 - Warning: <nobr> is not approved by W3C
line 1068 column 27 - Warning: <nobr> is not approved by W3C
line 1121 column 27 - Warning: <nobr> is not approved by W3C
line 1211 column 27 - Warning: <nobr> is not approved by W3C
line 1245 column 27 - Warning: <nobr> is not approved by W3C
line 1297 column 27 - Warning: <nobr> is not approved by W3C
line 1342 column 27 - Warning: <nobr> is not approved by W3C
line 1371 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 299 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md