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05-03-22 04:24:18 AM
Jul - Posts by VIRGIN KLM
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VIRGIN KLM
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Posted on 06-08-14 02:56:44 PM, in Final Fantasy XIII - Beta Videos Link
First post!
This is great! I'm currently also working on digging unused/beta stuff Final Fantasy XIII (and more) from retail and non retail versions of the game and I've came across some pretty intresting stuff. I'll gather them all and I'll make a topic with all of them. It will be enough stuff to start up a page tcrf.net for the game. Also I'd like to hae somebody help me in it, I mean 41GB of data is sooo much to handle in one person, also there could be always something I'm missing.
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Posted on 06-09-14 02:20:23 PM, in Final Fantasy XIII - Beta Videos Link
Originally posted by divingkataetheweirdo
Same. I wonder which tools you are using to find the text. I'd say that the text is uncompressed, but I'd like to be corrected on this before I go diving into the game.

Text you mean as the subtitles? I think they are stored inside the event folders. So far I haven't give a look into these, since I guess if there is something intresting, it will be in Japanese (so only in the Jap version of the game) and I don't know Japanese either. What I found so far are beta models (there is a reason I distinct beta from early), early models, unused enemies, dummy monsters/summons/playable characters, some different music than the final version of the game and some debugging stuff (not present in the retail versions of the game). I'm still doing my best to be sore I haven't missed anything, the amount of data in this game is immense to check it file by file by one person.
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Posted on 06-11-14 03:28:59 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 03-22-15 09:31:16 AM) Link
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.
VIRGIN KLM
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Posted on 06-21-14 10:22:03 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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
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Posted on 07-16-14 11:56:49 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 07-17-14 12:04:36 AM) Link
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, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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 11:15:51 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 09-03-14 12:01:33 AM) Link
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...
VIRGIN KLM
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Posted on 09-04-14 12:15:14 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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
VIRGIN KLM
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Posted on 09-05-14 12:26:43 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 09-05-14 12:27:22 PM) Link
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 02:24:56 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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 04:58:49 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 09-06-14 05:49:36 PM) Link
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 06:19:58 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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 07:25:54 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
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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Posted on 09-07-14 01:19:43 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
I'm searching one by one the areas to find Lightning's House but I can't find anything from the ones that are Bodhum related. I had hopes it could be on Gapra Whitewood (since the cutscene happens there) but it's not.

BTW, I found that weird building you found on Gapra Whitewood.
Here's a HQ render (textures must be a bit off though):
http://oi59.tinypic.com/b4ygde.jpg

I have a feeling some storyline order and things must have changed since the E3 build and the final retail version, checking the E3 disc area files hints some changes, plus as a bonus, some of the tmap's data (z106u) are present.
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Posted on 09-07-14 06:24:30 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
We need to make a tool that hacks areas on FFXIII.
Also do you happen to have a hacked PS3? A DEX PS3 with TMAPI would be your answer to all your investigation, and unfortunately I'm still on holidays and I don't have access to all thing I'd want that would help me find more stuff that could help you.
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Posted on 09-08-14 01:19:58 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) (last edited by VIRGIN KLM at 09-08-14 01:36:20 AM) Link
I would like to work and help you more directly than that. Drop me an email if you want. I'm gonna give a look on pretty like everything PS3 stores on RAM.
About flags, there are event flags with the preset of flg_xxx_yyy (or flg_xxx_yy, some of them use 2 digits) where x is a zone (ie gapr) and yy a number.
In the case of Seventh ark it lists continuously from flg_z105_000 to flg_z105_099.
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Posted on 09-09-14 11:35:32 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
OK silly me, I know I'd seen that blue/purple dragon like monster somewhere but I couldn't remember.
It's that monster that attacks the airship the protagonists boarded to exit the Fifth Ark.
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Posted on 09-11-14 09:20:38 PM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
Fully translated lines (subtitled) appear in the game files for the Seventh Ark scenario.
The Japanese voices are still there, I'm comparing the translations I got with a guy with the lines inside the game files to spot the exact official translation:

(txtres_us.ztr files located in "z105u/txtres/ac/ac_eark_001", "z105u/txtres/ac/ac_eark_002" and "z105u/txtres/ac/ac_eark_011". They are not exactly in ASCII but they are kinda readable, the have somekind of weird encoding[?])

Example of surely matching translation:
02ear001101sna0 - Seems a little different from before, no?

I need to find all the special characters on each file using a HEX editor and replace the ones I understand what they are (black are the ones that were the same on the original file and red the ones that I have to "decrypt" and replace)



I am so eager to make this chapter work!
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Posted on 09-12-14 01:09:56 AM, in Final Fantasy XIII (Unused/Beta/Early stuff) Link
Oh man we really need to find a way to resurrect that unused DLC on FFXIII, it should be so amazing!
I really hope someone with the right knowledge and tools could step in the topic and help us!
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