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04-24-22 03:03:00 AM
Jul - The Cutting Room Floor - Final Fantasy Crystal Chronicles-GameCube~Unused Data New poll - New thread - New reply
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Rinji
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Posted on 08-29-16 11:59:46 PM Link | Quote
I found out a big amount of unused data inside the GameCube "FFCC" game. There are beta textures, early models of playable characters, a LOT of leftover data, etc. I need help to decrypt some files tho. I can't seem to be able to convert all of the .chm model files! I was using this script by drewler (https://github.com/drewler/ffccp).

I know that the "main" Yukes and Clavats all have early version of their models. I can't rip them tho, just their textures ;-; Halp!
BlackFurniture
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Posted on 09-02-16 08:29:29 AM Link | Quote
Hey - I've been working *a lot* on FF:CC. Incidentally, I was the one who did the FF:CC page on TCRF I've made a lot of new discoveries, just need to document them...

Things I've done:
* Converted all models (including debug models) to obj/mat, with textures
* Converted stages (including unused stages in a weird format) to obj, with somewhat working textures
* Converted all textures (also expo textures, debug textures, etc.)
* Converted sequenced BGM files to Renoise, with rendered versions here
* Converted all sound effects to .wav
* Found a debug stage with a debug menu (startmap), will post a code to activate this soon

My code repository is here: GitHub
I'll update this thread with some of the things above soon!
Rinji
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Posted on 09-08-16 11:59:53 PM Link | Quote
Originally posted by BlackFurniture
Hey - I've been working *a lot* on FF:CC. Incidentally, I was the one who did the FF:CC page on TCRF I've made a lot of new discoveries, just need to document them...

Things I've done:
* Converted all models (including debug models) to obj/mat, with textures
* Converted stages (including unused stages in a weird format) to obj, with somewhat working textures
* Converted all textures (also expo textures, debug textures, etc.)
* Converted sequenced BGM files to Renoise, with rendered versions here
* Converted all sound effects to .wav
* Found a debug stage with a debug menu (startmap), will post a code to activate this soon

My code repository is here: GitHub
I'll update this thread with some of the things above soon!



OMG YOU ARE SO AWESOME!!!! that is great to hear!! I found out some models of the 8 main heroes from the races have beta models. Most of them were used as dummy enemies, except for the Cowlick male Clavat and the Long Hair Female clavat, who were used as the dummy heroes. The male clavat model is almost identical to the final one, except that the textures are more simple. I can't rip the female one yet, but the textures are WAAAAAAAY ugly than the final version, and the UV mapping is clearly way different. Leading me to believe the beta model for her is way dfferent as well XDD I will try your script and show if it will work XD Thank you!
Rinji
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Posted on 09-09-16 12:12:50 AM (last edited by Rinji at 09-09-16 12:14:53 AM) Link | Quote
Also, not a beta nor unused thing, I just found it curious that they changed the textures of the Female Shark Eyes Selkie from Crystal Chronicles GC when she was ported for the FFCC: My Life as a King on Wii...It is interesting since of all the characters who were directly ported into the Wii game, she was the only one to get new textures. XD

Rinji
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Posted on 09-11-16 04:44:22 PM Link | Quote


Beta Cowlick Clavat and Final Cowlick Clavat. It looks like the first one was used just as a dummy for the playable character as the game data for him is stored in the same folder as his final version. the textures for the face and expressions are dummies.


BlackFurniture
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Posted on 12-15-17 02:14:56 AM (last edited by BlackFurniture at 12-27-17 07:23:41 PM) Link | Quote
I've been meaning to update this thread, but at least I can share a little of my progress.

I've managed to match the majority of functions from the game.MAP symbol map from the EUR version to the layout of the US .dol file. There is also a game.MAP file on the US version, but this is for a debug build, so it wasn't very useful. For some reason, the EUR symbol map matches the US version better than the EU version, so my guess is that the symbol map is from an early compile of the US version, before they started work on localizing it.

The symbol map matching was done using some clever heuristics, so there are 10~15 functions I couldn't match, but otherwise, it is really impressive IMHO. Resulting map for US version is here, which can be loaded into Dolphin: https://bpaste.net/raw/dc90c3bd12d9.

I'm almost done reverse-engineering the animation file format, just some edgecases to figure out. I've also started exporting to .dae, so now the results can be viewed in Blender:



I've also done some work on visualizing maps, including a very early prototype map...
Hope I'll have time to revisit that soon!

EDIT: Also very cool work Rinji! How did you manage to get eye UVs working, by the way? Haven't looked at that yet :o

EDIT2: I guess I'm going to make this my dumping ground for discoveries I haven't cleaned up yet.

f008.chm prototype

Prototype texture:


f060.chm prototype map

Video: https://gfycat.com/FlickeringDecimalAmbushbug

m000_root.chm debug map

Video: https://gfycat.com/SolidFormalAstarte

m077 early c700 character

(final left, early right)

m078 early c800 character

(final right, early left)
KartMario
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Posted on 12-17-17 03:56:48 AM Link | Quote
Any chance of getting the code to enter startmap?
BlackFurniture
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Posted on 12-28-17 09:32:02 PM Link | Quote
KartMario: Soon, I hope... Need to redo the AR codes since I seem to have lost them.

Also updated the previous post with some very interesting finds. There is still 1 prototype map that I had done some work on, but my model reader seems to break on maps now. Will fix this next!
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Jul - The Cutting Room Floor - Final Fantasy Crystal Chronicles-GameCube~Unused Data 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, 5 query cache hits.
Query execution time:  0.092024 seconds
Script execution time:  0.029819 seconds
Total render time:  0.121842 seconds


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Tidy found 156 warnings and 0 errors!


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Use "white-space: nowrap" to inhibit wrapping in place
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