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04-24-22 01:21:48 AM
Jul - The Cutting Room Floor - Final Fantasy XIII (Unused/Beta/Early stuff) New poll - New thread - New reply
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hedgehog89
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Posted on 09-14-14 04:19:03 AM (last edited by hedgehog89 at 09-14-14 04:25:46 AM) Link | Quote
Well, this one is strange.

The offsets 0x3770 and 0x3777 seem to be related.

0x3770, if it have a value higher than 0xFB, it will trigger Nemesis battle otherwise, will trigger a cutsecene of the switches being activated, doors opening, focus on bottom switch, however, this event will NOT happen if the value of 0x3770 is so low that doesn't open the doors (I'm trying to know at which value higher than does it open the doors).

The strange thing is that, if the doors are closed and I fight Nemesis (example offsets: 0x3770 = 0xFF, 0x3777 = 0x50) it will change the dialogue after the battle and, it will not unlock the datalog entries, and will return to the bottom switch and, eerily will focus one of the switches at the beginning.

So far, the behavior of those offsets are quite narrow, actually true or false (or it does 'A' or it does 'B' only), making it impossible to get to the other areas using them.

I think the 7th was meant to work as follows: The switches are portals that, if they weren't broken, would port you to the huge areas. You advance through them and fight a boss (Ereshkigal, Raspatil, Gorgyra, etc). After the battle you would go back to the beginning and the switch will show it was activated. After going through the four ones, the cutscene of they getting activated will happen, open the doors and show you the bottom switch, that leads to the final battle against Nemesis.

I'm thinking there may be more offsets involved, that in order to access the preceding areas require offset 0x3777 to have the doors locked. But I haven't any luck with my attempts yet.

By the way, I wonder what happens on RAM when the switches freeze after activating them, who knows if a clue could be there.

Here is the save with the 'full' map open: http://www.mediafire.com/download/1vko37vy57mcvbi/SEVEN_ARK_MAP.7z
VIRGIN KLM
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Posted on 09-14-14 12:30:11 PM Link | Quote
There may be many things going on in RAM when the switches are activated, but since the game hangs there, whatever is happening it's not really usefull.

First I need to understand what value does what.

It would be a great Idea if you could make me a list of what area represent what in 0x3EAB so I could spot the address everything gets loaded in PS3's RAM.

0x69 represents Seventh Ark

what would be for example the Nathalex and the Orphan's Cradle?
hedgehog89
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Posted on 09-14-14 03:47:32 PM Link | Quote
This is the list, the same of a previos post, but with the 7th and Test map included:


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
EARK - Seventh Ark 0x69
TEST - Test Map 0x6A


Narthex is included in Orphan's Cradle Map.

About the test map, It seems to be impossible to load from a savegame. If you see the script file in \db\script\script00106.wdb the functions text is really small and the functions names somehow tells that is a call to the process that triggers the game's ending. Other areas script files have tons of functions names compared to this one.
hedgehog89
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Posted on 09-14-14 08:23:57 PM Link | Quote
I've translated the text that appears on the switches when they got activated, in the vertical golden light at the right side of them.

It reads "time showing the rest of". I think in order it must be "Showing the rest of time".

http://oi59.tinypic.com/2eoefdv.png
VIRGIN KLM
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Posted on 09-15-14 06:43:09 PM Link | Quote
Originally posted by hedgehog89
I've translated the text that appears on the switches when they got activated, in the vertical golden light at the right side of them.

It reads "time showing the rest of". I think in order it must be "Showing the rest of time".

http://oi59.tinypic.com/2eoefdv.png

Intresting, it may be unrelated but this feels like Lightning Returns: Final Fantasy XIII.
Also there is somekind of text in the Seventh Ark events that refer to a "doom's day", that can't be a coincidence.
VIRGIN KLM
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Posted on 09-16-14 01:04:02 PM (last edited by VIRGIN KLM at 09-16-14 02:13:38 PM) Link | Quote
PS3 RAM Address 44590A1B is equal to 0x3EAB on a savegame. It reacts exactly the same way forcing values to it.
Checking around with the debugger I don't see anything really intresting, I will continue my search though.
I could give you a full memory dump if you want to experiment with it.
4458F930 is the same as 0x2E20 on a savegame
4458F98B and 4458F98C store the name of the map that will be loaded, but just the name.
hedgehog89
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Posted on 09-17-14 03:54:18 AM (last edited by hedgehog89 at 09-17-14 04:00:34 AM) Link | Quote
I don't think I will be able to find something on a memory dump.

I wonder what would happen if for example you force the 44590A1B (3EAB) to be 6A when playing in for example, Sunleth Waterscape, then trigger the scene to go to Palumpolum. Will it load the test map instead? Or trying 69, will it load the 7th, if it were to, it means maybe we should find the RAM offset again and do the same on other versions of the game not supported by FFXIII Encryptor, like the JP. Other try would be going to Grand Pulse's Vallis Media with 69 value from Orphan's Cradle.

Yesterday, I've made a little program for viewing the WDB files. They have a format where you have entries, then the entry's data offset and length. I could see how the data from one savepoint to another vary in savepoint.wdb, I think this could help in knowing exactly how things are managed in RAM (in case the RAM data match the WDB one).

http://www.mediafire.com/download/263su5f6t6b55f6/WDB_Viewer.7z

It may take a while to load certain entries, just wait.

I've still have more things to try. I've noticed when I made the padding attack on the same offsets but with 0x50 that Orphan's Cradle didn't froze and loaded with more stuff than the previous try on the layout offset. I think it froze with 0xFF because it was going to load too much stuff. So, there's another chance of getting the 7th portal to unlock (if it's there that is).
VIRGIN KLM
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Posted on 09-18-14 12:39:54 PM Link | Quote
Originally posted by hedgehog89
I don't think I will be able to find something on a memory dump.

I wonder what would happen if for example you force the 44590A1B (3EAB) to be 6A when playing in for example, Sunleth Waterscape, then trigger the scene to go to Palumpolum. Will it load the test map instead? Or trying 69, will it load the 7th, if it were to, it means maybe we should find the RAM offset again and do the same on other versions of the game not supported by FFXIII Encryptor, like the JP. Other try would be going to Grand Pulse's Vallis Media with 69 value from Orphan's Cradle.



I could do that but I have no savegames from these chapters, if you have please post them.

Originally posted by hedgehog89

Yesterday, I've made a little program for viewing the WDB files. They have a format where you have entries, then the entry's data offset and length. I could see how the data from one savepoint to another vary in savepoint.wdb, I think this could help in knowing exactly how things are managed in RAM (in case the RAM data match the WDB one).

It may take a while to load certain entries, just wait.



I'm not really sure what I'm seeing in these files, for example, z105.wdb makes sense but savepoint.wdb doesn't I have no clue what are those values in the data section, let alone if they are stores in big endian or small endian.

Originally posted by hedgehog89

I've still have more things to try. I've noticed when I made the padding attack on the same offsets but with 0x50 that Orphan's Cradle didn't froze and loaded with more stuff than the previous try on the layout offset. I think it froze with 0xFF because it was going to load too much stuff. So, there's another chance of getting the 7th portal to unlock (if it's there that is).


You need to spot on the data the warp points, I remember I found some but I don't remember if the warp point was Orphan's Cradle.
hedgehog89
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Posted on 09-18-14 05:05:15 PM Link | Quote
Here is a huge collection of saves from a 2012 playthrough. They are actually a save for each savepoint in the game, so they give access to any part in the game.

http://www.mediafire.com/download/3k9bqgtw76ukcmo/COLLECTION.7z

About that savepoint.wdb file, I wonder why I've never tried those rp_xxxx_???? values.

Although I've never have saw any of those on a savegame, they do work. The sad part is, there's only one for the 7th, rp_eark_ac002 and it only loads the game in front of the bottom switch at the beginning. I've of course, tried all of the Orphan's Cradle, they dind't unlock the 7th gate but, rp_lasd_ev310 loads the game just before the second fight against Orphan and rp_lasd_ev320 before the last Orphan battle, isn't that awesome!. The last one, rp_lasd_ev370 just behaves like when loading from another area, maybe there was a fourth battle against the Orphan?
VIRGIN KLM
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Posted on 09-18-14 05:49:41 PM (last edited by VIRGIN KLM at 09-18-14 05:52:14 PM) Link | Quote
BTW, Final Fantasy XIII is about to get released very soon on Steam.
http://store.steampowered.com/app/292120/
Pray that they haven't removed anything, possibly we could continue our investigation from there.
Dickson
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Posted on 09-18-14 08:16:10 PM Link | Quote
A bit surprised Vanille's nude model hasn't been documented. Square went out of their way to render nipples.
VIRGIN KLM
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Posted on 09-18-14 09:04:40 PM Link | Quote
Originally posted by Dickson
A bit surprised Vanille's nude model hasn't been documented. Square went out of their way to render nipples.

It's not unused.
hedgehog89
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Posted on 09-20-14 02:55:45 PM Link | Quote
It's awesome it will be released on pc!, I've heard of them saying they would do it, but I've never expected they to actually do it.
hedgehog89
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Posted on 09-21-14 04:14:00 AM (last edited by hedgehog89 at 09-21-14 09:40:43 PM) Link | Quote
New findings in the 7th:

If you change the party's leader before facing Nemesis, after you win the cutscene and dialogue will change according to the leader, as the leader is the one who speaks his/her point of view about it.

This led me to a discovery, a Party's Leader Change Glitch on the heavily padded (00 replaced with FF) savegame. It might take two o three tries to make the new leader get brutally warped (it does it fast without black screens or effects) inside the Berseker statue, making it impossible to go out. It even does it being further on the bottom switch. This however doesn't happen on a non padded savegame.

The replaced 00 goes from offset 2E60 to 2FB9,
then from 2FD0 to 3EA7 to avoid freezing with the 3EAB value,
now from 3EB0 to 46AE,
next 4EC0 to 1BE09, stooping here for another freezing,
finally from 1BE87 to 1C0DE.

The attempts were huge, there are more attempts going backwards, but I don't think the Leader Change Glitch offsets are there so I will try if I fail finding them there.

This brings more hope, as this could allow warping to the unreachable areas by changing the offsets values. Seeing the mset_eark values on the WDB file, they are the same for all entries so I think everything is just a single map.

I'd think the offsets might be just one value that tells the game to put the leader on a warping point (of a list) or maybe three values for x, y and z coordinates.

I'd think the offsets are between 1BE09 to 1C0DE as doing test by changing no 00 values to 08 made changes to the party's layout (their pictures on the menu changed to the wider ones when you play only using two characters), so I will search for them backwards.

EDIT: So far it seems the glitch comes from an unknown offset, unrelated to the padded ones, it will take a time to find out where it is, by copying and pasting sections of the glitched save to the other to see when it will appear.
hedgehog89
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Posted on 09-27-14 05:10:37 PM Link | Quote
I've began playing with the memory dump. I've wanted to see if I could get the event offset (they're two bytes at 0x2e62 in the savegame) values list.

When I've researched those, I couldn't find any pattern on them, just that they go increasing from the beginning of the game until the end, showcasing some gaps between chapters (marked with ***).


hang 01 2C 06 19 C8 gpyu 31 6A
02 E4 pmpm 19 DC gptk 00 32
---------- 1A F4 gptt 32 64
01 04 4C 1B D0 gptt 33 2C
hgin 04 88 1C 70 gpwo 34 8A
06 F4 1D 38 gpwo 35 20
---------- ----**---- --******--
02 08 34 07 21 34 11 4E 20
hgcr 08 AC nati 21 48 eden 4F 7E
0A 1E 22 74 50 AA
---------- ---------- 51 D6
03 0C 1C 08 23 8C 52 08
vpek 0D 20 hiku 23 A0 53 66
0D D4 24 40 ----------
0E B0 26 0C 12 53 98
---------- ---------- lasd 53 CA
04 10 04 09 27 74 54 60
gapr 10 0E fark 27 7E ----------
11 BC 28 A0
---------- ---****---
05 13 EC 10 2E E0
snls 13 F6 gpcg 2F 76
15 2C gpst 30 D4


And with a lot of luck I've got my prize and even more booty than I've expected. The events databank starts at offset 0x4650370

The event values list are stored in databanks that have a format like this:


000033B0 00 12 00 00 44 65 FA 41 03 00 00 00 00 00 00 00 ....DeúA........
000033C0 00 00 2E EA 00 00 00 00 01 00 00 00 00 00 00 00 ...ê............
000033D0 00 12 00 00 44 65 FA 55 03 00 00 00 00 00 00 00 ....DeúU........
000033E0 00 00 2F 12 00 00 00 00 01 00 00 00 00 00 00 00 ../.............
000033F0 00 12 00 00 44 65 FA 69 03 00 00 00 00 00 00 00 ....Deúi........
00003400 00 00 2F 44 00 00 00 00 01 00 00 00 00 00 00 00 ../D............


In the first row we have a value that starts with 'D', 0x44, then other letters, these go increasing. The second row have an integer with the event value, those are events from Grand Pulse using the other list of values. Sadly, there are no codes for the 7th.

After these group of rows a bunch of text strings appears, separated by two null characters 0x00 bytes.

The second row doesn't appear always so, the value should be on the same row or after the text as those DXXX strings appear there too.

I've tried to take out the second row, leaving only the DXXX rows and then, have the strings from the text area on a list put them side by side. I've noticed there where string like EV_BTL_ that seemed incomplete and this left me to the awesome booty. Japanese strings enconded in UTF-8. Having now the correct list of strings paired with the DXXX rows, they do match, telling me exactly what means each event offset.

There are a lot more, around hundred databanks there. The 7th ark related databank lies at offset 0x4A43BA0.

Here is some of the japanese text I've got:

From the 7th Ark databank (0x4A43BA0)

--進行選択-- (This seem to describe the debug menu of the 7th Ark)
最初から|訪問2回目以降|全カリキュラムクリア状態から|全滅コース デフォルト|全滅コース 敵配置A|全滅コース 敵配置B|特定全滅コース デフォルト|特定全滅コース 全ボム|特定全滅コース 全非ボム|ワープコース デフォルト|ワープコース 全正解|アイテムコース デフォルト|アイテムコース 全出現|ac_eark_001直前|ac_eark_003直前|ac_eark_012直前
--エンカウント有無--
アリ|ナシ
--冒頭メニュー有無--

I will be adding more in this same post.

hedgehog89
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Posted on 09-27-14 05:26:49 PM (last edited by hedgehog89 at 09-27-14 05:29:29 PM) Link | Quote
Databank 02 0x4619960

全部見る|ここは見る|デバッグ|ここだけ飛ばす

Databank 07 0x46378F0

ほげほげ
イベント名
ゾーン名
選んでください
常駐|イベント
どれ?
バトルメンバーを再設定しますか?
しない|する
選んで?
赤|おれんじ|青

Debug menu stuff again. I bet it does exist and can be activated, knowing the exact memory offset and value.

-- ロケ選択 --
ハングドエッジ|ディテクタファルシ内|ビルジ湖|ヴァイルピークス|ガプラ|サンレス|パルム|ノーチラス|グランパルス|ボーダム|リンドブルム|
フィフスアーク|ヤシャス山|セントラルグランド|マハーバラ|アルカキルティ大平原|スーリヤ湖|テージンタワー|サムドラヴィジャ|オチュー洞
窟|エクストラアーク|エデン|ラスダン|ゾーン100|ゾーン101|テスト|数字入力
-- SeelctLocation --
01:ハングドエッジ|02:下界のファルシ|03:ビルジ湖|04:ヴァイルピークス|05:ガプラ樹林|06:サンレス水郷|07:パルムホルム|08:ノー
チラス|09:聖府艦隊|10:フィフス・アーク|11:グラン=パルス|12:聖府首都エデン|13:ラストダンジョン|EX:セブンス・アーク
zone番号を入れてね(999でキャンセル)
-- WHERE --
Zone000|Zone001|Zone002_Bilge|Zone003_Hiku|Zone004_VileP|Zone005_BtlTest|Zone006_Nautilus|
Zone007_GunShu|Zone008_PalumP|Zone009_Bodhum|Zone010_Sanres|Zone015_Gapra|Zone016_HangedE|
Zone017_Pulse|Zone018_FifthArk|Zone019_Eden|Zone020_GranHaji|Zone021_GranTyuo|Zone022_GranYuri|
Zone023_GranDai|Zone024_GranMizu|Zone025|Zone026_GranKyoto|Zone027_GranSiro|Zone028|Zone029 lastD|Zone030_GranOtyu|Zone031|Zone032|Zone033|Zone034|Zone035|Zone100_FieldTest|Zone101_FieldJava|
Zone102_Ohtasan|Zone103_shadow|Zone104_BtlTest2|Zone105_exArk|Zone106|Zone107_Oyamadasan|
Zone111_Buchisan|Zone200_kashitanisan|Zone201_Tateishisan|Zone202|Zone203|Zone204|Zone205|
Zone206_Sound1|Zone207_Sound2|Zone208_CutScene|Zone209_IK|Zone210_Sindou|Zone255

ライトニング編
スノウ編
---BootMenu(Now TgsMode)----
----BootMenu(Now AlphaMode)----
----BootMenu(Now E3Mode)----
【起動モード】@r現在のGameModeはE3モードです
----BootMenu----
TokyoGameShow-Mode
FinalFantasyXIII 起動メニュー
FFXIII起動|ロケセレクタ|フィールドテスト|バトルテスト|ロールテスト|イベントテスト|ムービーテスト|キャラテスト|モーションテスト|CrystalToolsと通信|オートキャプチャ|オプション
----FieldMenu----
イベントなし|イベントあり
----NoMenuMenu----
冒頭メニュー出す|出さない
----自動レベルアップ設定----
有効|無効
ムービーファイルがありません
オプション
パーティLv|オプティマデッキ構築|戻る
パーティLv
mon yomikaeta yo!!
cam kaijo tujo!
cam kaijo bai!
cam kaijo half!
zone change!!
vfx stop!
vfx call!
vfx show!
vfx hide!
map yomikae masuta!!
camera change da!!
cam hukki!
-- TESTEvent選択 --
-- ハングEvent選択 --
-- ディテクタEvent選択 --
-- ビルジEvent選択 --
-- ヴァイルピークスEvent選択 --
-- ガプラEvent選択 --
-- サンレスEvent選択 --
-- パルポルEvent選択 --
-- ノーチラスEvent選択 --
-- 艦隊戦Event選択 --
--farkEvent選択 --
--earkEvent選択 --
-- ボーダムEvent選択 --
-- レインズ艦Event選択 --
-- エウリーデ(今bodm)Event選択 --
-- 中央台地Event選択 --
-- 大平原Event選択 --
-- ゆりかごEvent選択 --
-- はじまりEvent選択 --
--スーリヤEvent選択 --
--テイジンEvent選択 --
--最果てEvent選択 --
--オチューEvent選択 --
--エデンEvent選択 --
--ラスダンEvent選択 --
OPN:パージ列車:ev_comn_000
FMV:下界のファルシ搬入:ev_hang_225
CRC:コクーン軍総攻撃開始:ev_hgin_295
PLS:ルシの契約:ev_hgin_345
VIN:巨獣のヴィジョン:ev_hgin_355
CRS:ハングドエッジ崩壊:ev_hgin_365
FRW:花火大会のスノウとセラ:ev_bodm_045
VIX:巨獣フラッシュバック:ev_hgcr_035
HOT:ハングドエッジ脱出:ev_hgcr_215
GRV:グレイブ不時着:ev_hgcr_235
FNG:スノウ乗船飛空艇帰還:ev_hiku_495
SRA:ファルシに入るセラ:ev_bodm_345
PPM:ロッシュの通信:ev_pmpm_005
ABS:絶体絶命:ev_pmpm_065
NTS:サンレス観光船:mv_nati_000
PRD:召喚獣パレード:ev_nati_035
TAK:連行されるサッズとヴァニラ:ev_nati_155
BSA:聖府艦隊:ev_hiku_005
BSB:着艦:ev_hiku_045
BSC:ワイバーンに乗って:ev_hiku_210
PRO:旗艦脱出とロッシュ迎撃:ev_hiku_245
GTO:グランパルスへ:ev_fark_145
LAS:セラを迎えに:ev_gptk_015
GSO:コクーン外観:ev_gpwo_065
GRP:コクーン祝賀祭:ev_eden_015
END:終幕:ev_comn_010
--Movie選択 --
-- 召喚/TESTAc選択 --
-- ハングAc選択 --
-- ビルジAc選択 --
-- ヴァイルピークスAc選択 --
-- ガプラAc選択 --
-- サンレスAc選択 --
-- パルポルAc選択 --
-- ノーチラスAc選択 --
-- 艦隊戦Ac選択 --
--earkAc選択 --
-- ボーダムAc選択 --
-- レインズ艦Ac選択 --
-- エウリーデEvent選択 --
-- 中央台地Ac選択 --
-- 大平原Ac選択 --
-- ゆりかごAc選択 --
-- はじまりAc選択 --
--スーリヤAc選択 --
--テイジンAc選択 --
--最果てAc選択 --
--オチューAc選択 --
--エデンAc選択 --
--ラスダンAc選択 --
test系
hang/ハングドエッジ
hgin/ディテクタ
hgcr/ビルジ湖
vpek/ヴァイルピークス
gapr/ガプラ
snls/サンレス
pmpm/パルム
nati/ノーチラス
hiku/艦隊戦
fark/フィフスアーク
eark/エクスアーク
bodm/ボーダム
hiku/レインズ艦
eurd/エウリーデ(今はbodm)
gpcg/中央
gpda/大平原
gpyu/ゆりかご
gpst/はじまり
gptk/スーリヤ
gptt/テイジン
gpwo/最果て
gpoc/オチュー
eden/エデン
lasd/ラスダン
eurd/エウリーデ
hedgehog89
Member
Level: 19


Posts: 26/75
EXP: 34313
For next: 1464

Since: 09-02-14


Since last post: 7.1 years
Last activity: 6.7 years

Posted on 09-27-14 05:37:48 PM Link | Quote
Databank 08 - The events databank - 0x4650370

Events with japanase names
SF_ハングドエッジ終了
SF_ディテクタファルシ終了
SF_BT_HGCR_シ骸バトル終了
SF_MV_ラグナロクフラッシュバック終了
SF_EV_HGCR_水棲登場終了
SF_BT_HGCR_守護獣戦終了
SF_BT_HGCR_ワイバーン戦1終了
SF_BT_HGCR_ワイバーン戦2終了
SF_BT_スノウ大立ち回りバトル終了
SF_BT_シヴァバトル終了
SF_ビルジ湖終了
SF_BT_ヴァイルボスバトル終了
SF_BT_オーディンバトル終了
SF_BT_オーディンチュートリアルバトル終了
SF_ヴァイル終了
SF_BT_ガプラボスバトル終了
SF_ガプラ終了
SF_BT_サンレスボスバトル終了
SF_サンレス終了
SF_BT_翼竜戦1終了
SF_BT_飛竜戦1終了
SF_BT_飛竜戦2終了
SF_BT_パルポルラストバトル終了
SF_パルポル終了
SF_BT_ファランクスバトル終了
SF_ノーチラス終了
SF_艦隊戦終了
SF_フィフスアーク終了
SF_BT_アレキサンダー戦_END
SF_BT_ヘカトンケイル戦_END
SF_BT_ダハーカ戦_END
SF_BT_ダイスリー戦_END
SF_グランパルス終了
SF_BTL_EDEN_ベヒー戦_END
SF_BTL_EDEN_ロッシュ戦1_END
SF_BTL_EDEN_アダマン戦_END
SF_BTL_EDEN_ロッシュ戦2_END
SF_BTL_LASD_ラストバトル1_END
SF_BTL_LASD_ラストバトル2_END
SF_EV_LASD_仲間戦_END

Menues again

全部見る|ここは見る|デバッグ|ここだけ飛ばす
シナリオフラグ値:
音楽制御値:
人目を選んでください
人目:
誰も設定してませんが、このまま進んでよいですか?
進む|再設定する
この設定でよいですか?
はい|再設定する
hedgehog89
Member
Level: 19


Posts: 28/75
EXP: 34313
For next: 1464

Since: 09-02-14


Since last post: 7.1 years
Last activity: 6.7 years

Posted on 09-27-14 06:35:56 PM Link | Quote
This is the tool I've made, Bin 2 UTF8, to quickly get the Jap strings, just make a new file with the binary data that have the text, then open it with the tool.

http://www.mediafire.com/download/mhjbhh55f8fmh88/Bin2UTF8.7z

Now, about the debug menu, in the events databank there are these strings:

FINAL_GLOBAL_DEBUG_FLAG
FINAL_VALUE_DEBUG_NO_DEBUG
FINAL_VALUE_DEBUG_DEBUG
FINAL_VALUE_DEBUG_SKIP
...
FINAL_GLOBAL_ROOT_DEBUG_FLAG
FINAL_VALUE_ROOT_DEBUG_MODE
FINAL_VALUE_ROOT_PLAY_MODE

If the match I've made is right (most event codes do match with their string counterparts), then the entries of these strings are these or should be nearby these at 0x46509C0, then at 0x4650A40:


00000650 00 17 00 00 44 65 DA DE 03 00 00 00 00 00 00 00 ....DeÚÞ........
00000660 00 00 00 FF 00 00 00 00 01 00 00 00 00 00 00 00 ...ÿ............
00000670 00 1A 00 00 44 65 DA F7 01 00 00 00 00 00 00 00 ....DeÚ÷........
00000680 00 17 00 00 44 65 DB 13 01 00 00 00 00 00 00 00 ....DeÛ.........
00000690 00 16 00 00 44 65 DB 2C 01 00 00 00 00 00 00 00 ....DeÛ,........
...
000006D0 00 1C 00 00 44 65 DB 77 03 00 00 00 00 00 00 00 ....DeÛw........
000006E0 00 00 00 FE 00 00 00 00 01 00 00 00 00 00 00 00 ...þ............
000006F0 00 1B 00 00 44 65 DB 95 01 00 00 00 00 00 00 00 ....DeÛ•........
00000700 00 1A 00 00 44 65 DB B2 01 00 00 00 00 00 00 00 ....DeÛ²........
VIRGIN KLM
Member
Level: 21


Posts: 31/89
EXP: 45037
For next: 4906

Since: 06-07-14


Since last post: 6.3 years
Last activity: 6.0 years

Posted on 09-27-14 08:28:15 PM Link | Quote
I was kinda sure there was a debug menu, but I doubt it's still there on the Retail version because the audio files I found on the E3 Disc are missing from the retail version. Now I kinda bet it's still there on the E3 Disc.
If there is any RAM editing you'd want me to do, or have any idea of something just tell me.
VIRGIN KLM
Member
Level: 21


Posts: 33/89
EXP: 45037
For next: 4906

Since: 06-07-14


Since last post: 6.3 years
Last activity: 6.0 years

Posted on 10-02-14 03:39:52 PM (last edited by VIRGIN KLM at 10-11-14 12:21:06 PM) Link | Quote
Another video showcasing a more mature build than the E3 one but still having the early battle mechanics.

Direct link from Sony's server:
http://poseidon.dl.playstation.net/cdn/EP0082/NPEL00120_00/FREE_CONTENTvSmLQdeSi67EIM92Y7BH/Final_FantasyXIII_Trailer_1080p.mp4
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 Next newer thread | Next older thread
Jul - The Cutting Room Floor - Final Fantasy XIII (Unused/Beta/Early stuff) New poll - New thread - New reply


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:  0.081856 seconds
Script execution time:  0.030823 seconds
Total render time:  0.112679 seconds


TidyHTML vomit below
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line 1128 column 142 - Warning: <img> proprietary attribute value "absmiddle"
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line 1114 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 294 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