The current URL is datacrystal.tcrf.net.
Vagrant Story: Difference between revisions
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==Toolset== | ==Toolset== | ||
=== VS Tools === | |||
[https://github.com/morris/vstools https://github.com/morris/vstools] | [https://github.com/morris/vstools https://github.com/morris/vstools] | ||
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---- | ---- | ||
=== VS Viewer === | |||
[https://github.com/MercurialForge/VSViewer https://github.com/MercurialForge/VSViewer] | [https://github.com/MercurialForge/VSViewer https://github.com/MercurialForge/VSViewer] | ||
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The Roadmap and Releases can be found here: [https://trello.com/b/nCwUxluj/vagrant-story-viewer Vagrant Story Viewer Roadmap] | The Roadmap and Releases can be found here: [https://trello.com/b/nCwUxluj/vagrant-story-viewer Vagrant Story Viewer Roadmap] | ||
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=== VS Stat Editor === | |||
[http://www.romhacking.net/utilities/1186/ http://www.romhacking.net/utilities/1186/] | |||
Enemy stat editor allows you to modify enemy stats from zone files | |||
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=== GodHands === | |||
[https://github.com/collinsmichael/GodHands/tree/master/Releases https://github.com/collinsmichael/GodHands/tree/master/Releases] | |||
Enemy Stat and Item editor. Works with MPD and ZND files. Limited support for additional file formats | |||
==Reverse Engineer Reference== | ==Reverse Engineer Reference== |
Revision as of 21:16, 8 January 2021
Vagrant Story | |
Game | Vagrant Story |
Release Dates | PlayStation
(JP)February 10, 2000 (US)May 15, 2000 (EU)June 21, 2000
(JP)August 12, 2009 (EU)December 22, 2009 |
Versions | (US) SLUS-01040
(JP) SLPS-02377 (UK) SLES-02754 (FR) SLES-02755 (GR) SLES-02756 (US) SLUS-01040GH (JP) SLPS-91457 (JP) SLPM-87393 (CH) SLPS-02804 |
Discs | (US)2x CDROM
(PAL)1x CDROM[[Category:PlayStation games with (US)2x CDROM (PAL)1x CDROM discs]] |
Overview
Vagrant Story is an action role playing game developed by Square. It was originally released in 2000 for the Sony Playstation. It was later re-released on the Playstation Network in 2009 for Japan and Europe and 2011 in America.
The game was originally planned to feature a two player mode, but due to time constraints this feature was cut along with over half the planned story line. These cuts are evident in game where the story progresses smoothly through out most of the adventure but in the final areas the story progresses at an accelerated pace. There is also evidence in the data files that bear witness to the cut content. There are unfinished minimap files of various stages of completion, There is a difficulty option that was suppose to be accessible from the title menu. There are plenty of unfinished and broken rooms. Certain characters have animation files for weapons that they never use. Also there are two submenus missing in the final release one has an empty executable associated with it while the other is missing entirely. The menu's executables are numbered sequentially apart from this missing executable.
The game is very mod friendly. The game uses the standard ISO9660 file system rather than a custom virtual file system. All the games content is easily accessible through the use of standard cd image tools, such as CDMage. The game does not use encryption, nor does it make any use of compression. The only file which contains compressed content is the video TITLE.STR. This is a standard requirement for streamed video on the Playstation.
Though the game uses the ISO9660 file system all CD accesses are done through Logical Block Addressing (LBA). This means that the sector numbers and file sizes of the data files are stored in tables. Some LBA tables can be found in the games executables while others are stored in data files. For example the LBA's of the SHP files (3D models) are recorded in BATTLE.PRG. While the SHP files themselves contain a list of LBA's for the SEQ files (animations) which they make use of.
The game contains a number of debug rooms, one of which has inanimate NPC's that have an interactive dialog allowing easy access to rooms through the game world. Other debug rooms appear to be testbeds for game engine mechanics. The debug room is only accessible through the use of cheat codes. Once the teleport ability has been learnt a cheat code can be used to unlock one of the debug rooms. The other debug rooms must be specifically loaded.
Hacks
Translations
- SadNES cITy translated this game into Italian. You can download it here.
Toolset
VS Tools
https://github.com/morris/vstools
Currently supports viewing character and weapon models, as well as basic animation poses. You can also export model geometry (to OBJ) and textures.
VS Viewer
https://github.com/MercurialForge/VSViewer
Inspired by the above tool, VSViewer is built in WPF and DirectX for windows. It's currently a wip with added support for things like animation merging, playback speed, pausing, and frame stepping.
The Roadmap and Releases can be found here: Vagrant Story Viewer Roadmap
VS Stat Editor
http://www.romhacking.net/utilities/1186/
Enemy stat editor allows you to modify enemy stats from zone files
GodHands
https://github.com/collinsmichael/GodHands/tree/master/Releases
Enemy Stat and Item editor. Works with MPD and ZND files. Limited support for additional file formats
Reverse Engineer Reference
Other Pages
These pages are not linked to by any other Vagrant Story pages
External Links
- Wikipedia article
- CodeTwink GameShark Cheat Database