11 March 2016 - Forum Rules
Started by Romsstar, February 13, 2011, 05:36:00 PM
Quote from: Romsstar on May 21, 2012, 06:14:05 AM Just a WIP screen of my editor. It will be able to change a lot of ingame values. So far I got only the starters and some stuff is still fuzzy but its getting there.The "Extract SCN" function is new, it will dump the whole script into parts.
Quote from: Fenixbr on May 22, 2012, 11:40:56 AMRomsstar could find the table Digimon World 2. This Super RPG game
Quote from: gledson999 on May 22, 2012, 07:56:47 PM This topic are not for Digimon World 2, but are here http://www.mediafire.com/?ctzk0lpct2lokzr
Quote from: DeltaStrata on June 06, 2012, 12:40:06 AMEmbedded how? Is it layered in haphazard chunks, or is each enemy/group of enemies associated with a specific map? The devs may have decided to write the code such that they only need a branch statement to reach the enemy data for that map, rather than put all the enemy data in the same place and navigate there with a subroutine, which would take longer. Of course, that does mean there's potentially redundant code—and that it's harder to modify said code. =P If you can find the initialization code for map loading, you might be able to base the algorithm around that, so you won't have to find each instance of a given enemy's data to change it.For the Editor UI, it might be nice to have a grid similar to how it's displayed in-game—not necessarily with icons, just in that format. Maybe make it possible to change multiple entries at once; e.g. select row, select column, select all.
Quote from: Ze0N on June 27, 2012, 10:23:43 AMHey, I want to help out with this project.I used to love playing this game on PSX and I recently got it working on an emulator. I wanted to start reverse engineering it for fun and then I found this thread. I know many programming languages but I haven't done much reverse engineering before (apart from a few PC games). I've spent several hours reading up on the PSX and the PS-X EXE format. I also had a look at what people have figured out already such as the TFS files and game font etc.I've started coding a map viewer/editor. I know there is already the TFS viewer, but I think it would be nice to make a program where you give it an IMG/BIN file and then it displays all maps in a treeview. You could export/import the image for each map and then save back to an IMG/BIN file. Maybe it could also link the maps together to show it as one big map if it looks at the player spawn data in the MAP files (I haven't looked at these files yet). I already have the map editor reading the TFS files so I'll post screenshots soon.
Quote from: Ze0N on June 28, 2012, 12:34:40 AMI've found several anomalies while comparing the TFS files to what is displayed in game. It makes me think that the TFS files aren't even used by the game, which is ridiculous because they take up most of the disc space. I'm sure there must be a reason for everything.I'll try to explain the strange things I've noticed...Firstly, for the map MAYO10.TFS, I open it in my map editor and this is the exported image, which is fine:http://i.imgur.com/lLkX1.pngThe TFS file doesn't contain enough blocks to fill the whole image so we are left with some large empty areas. In the game, we don't see these:http://i.imgur.com/1PkHx.pnghttp://i.imgur.com/jPBDI.pngAs you can see, the area is filled in with a similar colour to the water, but... the right corner in the last image only slightly cuts into the waves. On the exported image, the missing block cuts into the waves much more.Secondly, for the map TROP03.TFS, the exported image is:http://i.imgur.com/BGFo4.pngIt is also missing some blocks, and we can see that one of these is missing in game on this screenshot (bottom right corner):http://i.imgur.com/lzF9m.pngBut strangely enough, another one of the missing blocks has actually been filled with an image in game (top right corner):http://i.imgur.com/0Cqvm.pngFinally, I tried to modify one of the TFS files to see if the changes would appear in game. I modified MAYO01.TFS to move the first block onto a new row at the bottom, and to colour in some pixels at the top of that block. This is how it looked after I modified it:http://i.imgur.com/bKZFA.pngBut in game, it seems like nothing has changed:http://i.imgur.com/8hz9G.png EDIT: I coloured in more pixels and I could see the changed pixels in game now (it was cut off by the camera before). But the block is still in it's usual place and not where I moved it to. I think the position of blocks might be loaded by the MAP file and ignored in the TFS file maybe? The MAP files might also contain some collision data, camera bounds data and animation data (like the flashing direction screens). I will investigate.New Modified MAYO01.TFS: http://i.imgur.com/rFUJ1.pngIn Game: http://i.imgur.com/OMpyi.pngEDIT2: I decided to remove the first block from the TFS file and place it right at the end of the file. This was to see if the block positions in the TFS files are ignored and the MAP files (I guess) have a position for each block. I was right.What it should look like: http://i.imgur.com/TbHGE.jpgWhat it looks like in game: http://i.imgur.com/6tMoW.png & http://i.imgur.com/8DspK.pngAlso in the 2nd image, notice how there is a toilet image overlayed on top of the map. This explains why we can walk behind the leaves. I guess this toilet image is also inside the MAP file and placed on top of everything. Maybe the missing block (which appears in game) from TROP03.TFS is also stored in the TROP03.MAP file.So in summary:MAYO10 is somehow filling in a missing section of the map with blue (but the missing section looks different in game).TROP03 is getting a 128x128 block from somewhere other than the TFS file.Modifying the file MAYO01.TFS seems to make no difference in game. I checked that it correctly modified the IMG file.EDIT: Modifying the file MAYO01.TFS to move a block position seems to make no difference in game.EDIT2: The map size and location of each block in the TFS file is ignored by the game engine. These values must be stored in the MAP files.Any ideas?I will keep working on the map editor and I'm going to try and figure out the MAP files.
Quote from: Ze0N on June 28, 2012, 02:56:40 AMYes, I understand.TFS files contain: [map size], [palettes], [blocks/tiles] and [location of each block/tile].But... the game engine ignores the [map size] and [location of each block/tile] in the TFS files. I know this after all of the testing I did. Try changing all of the map sizes in the TFS files to 0 and nothing will change I think. I will confirm this shortly. EDIT: I just replaced the [map size] and every [location of each block/tile] in a TFS file to 0's. The map displayed exactly the same. So, these values in the TFS files are ignored by the game.I haven't looked at the MAP files yet, but like you say, they contain the [map size] so the game engine must use this for the camera bounds at least.MAP files will also contain [location of each block/tile] I'm pretty certain.I'm glad to hear they contain TIM files as that explains the image overlays.They should contain a bunch of other things too. You said enemy data and item data. I'm going to guess collision data too.I understand the whole TFS format. I read a post you made about it in another topic and worked everything else out from there. I didn't know there was a source for TFSViewer. It might have made it easier
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