Vagrant Story: Difference between revisions

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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.
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 games executables are only loaded as and when needed. Thus many executabels share RAM address ranges. The first executable to be loaded is the psx exe file. This would be SLUS_010.40 for the North American version. This file contains libraries, such as PsyQ. This file remains in memory throughout runtime. The main executable is BATTLE.PRG, this executable is the game engine. It shares an address range with TITLE.PRG and ENDING.PRG. The menu interface is controlled by various executables. The main menu is controlled by MAINMENU.PRG which shares an address range with INITBTL.PRG. All of the sub menus have an executable associated with them. They are all loaded to the same address and once finished they are left there until there is a need to load a new PRG file.
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.





Revision as of 18:52, 13 November 2011

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]]



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


Reverse Engineer Reference

Level data

Executables

File formats

Lists

Data Structures

Game Engine Mechanics


External Links

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