Vagrant Story: Difference between revisions

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<div id="catlinks">The following article is a game for the [[Sony Playstation]].</div>
{{Bob
{{clear}}<br>
|bobscreen= Vagrant Story Title.png
|screenwidth= 320px
|developer= Square Product Development Division 4
|publishers= {{publisher|Square}} (JP/EU), {{publisher|Square EA}} (US)
|system= PlayStation
|japan= {{date|2000|February|10}}
|usa= {{date|2000|May|15}}
|europe= {{date|2000|June|21}}
|tcrf=Vagrant Story
}}
{{PSX| title = Vagrant Story
|image = [[File:Vagrant Story Title.png|center]]
|game = Vagrant Story
|developer = Square
|designer = Yasumi Matsuno
|artists = Akihiko Yoshida
Hiroshi Minagawa
|composer = Hitoshi Sakimoto
|released = PlayStation
(JP)February 10, 2000


[[Vagrant_Story:text conversion table|Text conversion table]]
(US)May 15, 2000


[[Vagrant_Story:Level data|Level data]]
(EU)June 21, 2000


[[Vagrant_Story:Main exe|Main exe]]


[[Vagrant_Story:RAM_map|RAM map]]
PlayStation Network


[[Vagrant_Story:items list|Items list]]
(JP)August 12, 2009


(EU)December 22, 2009
|discs = (US)2x CDROM
(PAL)1x CDROM
|versions =(US) SLUS-01040


[[Category:Sony Playstation games]]
(JP) SLPS-02377
[[Category:Not_Extensively_Hacked]]
 
[[Category:Vagrant_Story]]
(UK) SLES-02754
{{stub}}
 
(FR) SLES-02755
 
(GR) SLES-02756
 
(US) SLUS-01040GH
 
(JP) SLPS-91457
 
(JP) SLPM-87393
 
(CH) SLPS-02804
}}
 
==Sub-pages==
{{namespaces}}
 
==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==
* [http://www.youtube.com/user/Valendian2009 Valendian] created a minor texture swap mod called BloodSin.  You can download it [http://www.zophar.net/hacks/playstation/vagrant-story/BloodSin-Patch-670.html here].
 
 
 
==Translations==
* [http://www.sadnescity.it/ SadNES cITy] translated this game into Italian.  You can download it [http://www.sadnescity.it/traduzioni/vs/vs.php here].
 
 
==Toolset==
=== VS Tools ===
[https://github.com/morris/vstools 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 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: [https://trello.com/b/nCwUxluj/vagrant-story-viewer Vagrant Story Viewer Roadmap]
 
----
=== 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
 
----
VS Tools (Command Line)
[VS Tools http://www.mediafire.com/file/rgq4vv1omczpkfg/VSTOOLS.ZIP/file]
 
These are a set of command line files that disassemble ZND and MPD files to text files for editing. The text files can be converted back into ZND and MPD files by assembling them with FASM [https://flatassembler.net/download.php https://flatassembler.net/download.php]
 
----
=== 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==
[[Vagrant Story:Level data|Level data]]
 
[[Vagrant Story:Executables|Executables]]
 
[[Vagrant Story:File formats|File formats]]
 
[[Vagrant Story:Lists|Lists]]
 
[[Vagrant Story:Data Structures|Data Structures]]
 
[[Vagrant Story:Mechanics|Game Engine Mechanics]]
 
 
==Other Pages==
These pages are not linked to by any other Vagrant Story pages
* [[Vagrant Story:skill hit% prereqs]]
* [[Vagrant Story:skill hit% calc]]
 
 
==External links==
* [http://en.wikipedia.org/wiki/Vagrant_Story Wikipedia article]
* [http://cheats.codetwink.com/psx/view/2113/ CodeTwink] GameShark Cheat Database

Latest revision as of 18:02, 28 January 2024

Title Screen

Vagrant Story

Developer: Square Product Development Division 4
Publishers: Square (JP/EU), Square EA (US)
Platform: PlayStation
Released in JP: February 10, 2000
Released in US: May 15, 2000
Released in EU: June 21, 2000


RAMIcon.png RAM map
TextIcon.png Text table
Cactisprite.png TCRF
Vagrant Story
Game Vagrant Story
Release Dates PlayStation

(JP)February 10, 2000

(US)May 15, 2000

(EU)June 21, 2000


PlayStation Network

(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]]


Sub-pages

Read about prototype versions of this game that have been released or dumped.
RAM map
Read about prerelease information and/or media for this game.
Text table

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

  • Valendian created a minor texture swap mod called BloodSin. You can download it here.


Translations


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


VS Tools (Command Line) [VS Tools http://www.mediafire.com/file/rgq4vv1omczpkfg/VSTOOLS.ZIP/file]

These are a set of command line files that disassemble ZND and MPD files to text files for editing. The text files can be converted back into ZND and MPD files by assembling them with FASM https://flatassembler.net/download.php


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

Level data

Executables

File formats

Lists

Data Structures

Game Engine Mechanics


Other Pages

These pages are not linked to by any other Vagrant Story pages


External links