Final Fantasy Hacktics

Modding => Non-FFT Modding => Topic started by: Valendian on February 23, 2012, 10:27:11 pm

Title: Vagrant Story Tools
Post by: Valendian on February 23, 2012, 10:27:11 pm
Some tools for modding VS. Written by me. All text based. I've used these tools to make this cutscene (http://www.youtube.com/watch?feature=player_detailpage&v=jZGf9WZgEFg). How it works is this:

Get a copy of CDMage (http://cdmage.orconhosting.net.nz/beta.html)
Use this program to extract/import files to/from a cd image of Vagrant Story.

Get a copy of the VSTOOLS (http://www.mediafire.com/?rgq4vv1omczpkfg)
These tools will take the binary files you extracted from the cd image using CDMage and convert them to text files that can be editted and reassembled using FASM. The editted files can then be reinserted back into the cd image using CDMage.

Get a copy of FASM (http://flatassembler.net/)
You'll need this program to convert the text files back into binary files.

You will also need to use the wiki over at datacrystal (http://datacrystal.romhacking.net/wiki/Category:Vagrant_Story) as a reference

Here are some of the things you can do with these tools
Create and modify cut scenes.
Modify treasure chest contents.
Modify the appearance of rooms.
Modify enemy stats.
Modify enemy equipment.
Title: Re: Vagrant Story Tools
Post by: Valendian on February 24, 2012, 09:17:56 pm
I have never actually played a burnt CD on a chipped PS1 (never had a chipped PS1) but make sure that the cd image was ripped RAW and uncorrected. and that the copy is burnt RAW and uncorrected. Sony uses incorrect ECC errors as a form of Copy protection.

Would need to read back up but there is also an issue with streamed data near the end of the disc that will cause an image to be unusable. So keep STRs and XAs in the main body of the image. This should only show up when trying to access those sectors though.

Then of course the license data (sectors 0 through 15 inclusive) must be valid and must maintain any erroneous ECC data. And the CNF file must also be valid and in the root directory and it must specify the correct executable to boot (SLUS-xxx.xx)

And obviously the ps1 needs to be chipped or you will need to perform the disc swap trick.
Title: Re: Vagrant Story Tools
Post by: Valendian on February 24, 2012, 09:42:11 pm
talk to the guys at assemblergames
Title: Re: Vagrant Story Tools
Post by: Pickle Girl Fanboy on February 25, 2012, 03:41:29 pm
Quote from: Valendian on February 24, 2012, 09:17:56 pmI have never actually played a burnt CD on a chipped PS1 (never had a chipped PS1) but make sure that the cd image was ripped RAW and uncorrected. and that the copy is burnt RAW and uncorrected. Sony uses incorrect ECC errors as a form of Copy protection.

Would need to read back up but there is also an issue with streamed data near the end of the disc that will cause an image to be unusable. So keep STRs and XAs in the main body of the image. This should only show up when trying to access those sectors though.

Then of course the license data (sectors 0 through 15 inclusive) must be valid and must maintain any erroneous ECC data. And the CNF file must also be valid and in the root directory and it must specify the correct executable to boot (SLUS-xxx.xx)

And obviously the ps1 needs to be chipped or you will need to perform the disc swap trick.

Damn.  I thought you could get these things working on an unmodded PS1.  My bad.
Title: Re: Vagrant Story Tools
Post by: LastingDawn on March 15, 2012, 10:55:26 am
Did you make this, Valendian? If so you just created the VS equivalent to FFT Patcher!
Title: Re: Vagrant Story Tools
Post by: Valendian on March 24, 2012, 07:30:55 am
We're getting there step by step.