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FF7/Kernel/Low level libraries

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== PC to PSX comparison ==
The files and data formats used in the PSX version of FF7 and it's PC port are conceptually the same thing, and accomplish the same tasks. That being said, they both have wildly different formats. Both ofwhich , both of which were derived from a third original format that is also somewhat different that to the first two.
The original PSX FF7 was created in part using Sony's Psy-Q development library. This library usescommon uses common formats that are "native" to the PSX. Often times , a toolkit was used to convert commondevelopmentcommon development- based formats, such as a TGA bitmap or a palleted GIF file, to something a little moresuited more suited to Psy-Q, which would be a [[PSX/TIM_format|TIM file]].
During the porting process to the PC, some of the original artwork, (and artists for that matter), wereno were no longer available. This resulted in the port team having to use the Psy-Q versions of many files,which were ill suited for the PC architecture. In our example, the [[PSX/TIM_format|TIM file ]] was converted to a TEX file,which would be manipulated in the PC's video memory a little more efficiently. Sometimes theoriginal the original artwork was available, such as the pictures of the characters within the menu, or the original MIDI files. Most often times it was not. To make things a little more confusing, both systems also archive their data files in different ways, making the extraction and rendering of each file a bit of a bear. For the most part the data within each file is the same thing, just a little switched around. Here, we will cover the more generic files first, and then common files used in each module.
To make things a little more confusing, both systems also archive their data files in different ways,making the extraction and rendering of each file a bit of a bear. For the most part the data within eachfile is the same thing, just a little switched around. This manual will cover the more generic files first,and then common files used in each module.
== Data Archives ==
=== BIN archive data format ===
The BIN format comes as two different types. They both have the same extension, so one must open the file to see which format is which. They are best described as BIN Types and BinBIN-GZIP types. ==== BIN Type Archives ====
==== BIN Types ====These are uncompressed archives. The header is 4 bytes long and gives the length of the file without the header and then the data beyond that.
These are uncompressed archives. The header consists of a 4 byte header that gives the length of the file without the header and then the data beyond that.
==== BIN-GZIP Types Type Archives ====
Unless otherwise noted, these have a 6 byte header. After this are many gziped sections concatenated together.
{| borderclass="0" cellpadding="3" cellspacing="1" style="background: rgb(0,0,0)" align="centerwikitable"! style="background:rgb(204,204,204); width:50px;" align="center" | Offset! style="background:rgb(204,204,204); width:50px;" | Length! style="background:rgb(204,204,204); width:250px;" | Description|-|style="background:rgb(255,255,255);" align="center" | 0x0000|style="background:rgb(255,255,255);" | 2 bytes|style="background:rgb(255,255,255);" | Length of gzipped sections
|-
|style="background:rgb(255,255,204)" align="center" | 0x00020x0000|style="background:rgb(255,255,204);" | 2 bytes|style="background:rgb(255,255,204);" | UnknownLength of gzipped section 1
|-
|style="background:rgb(255,255,255);" align="center" | 0x00040x0002|style="background:rgb(255,255,255);" | 2 bytes|style="background:rgb(255,255,255);" | File numberLength of ungzipped section 1
|-
|style="background:rgb(255,255,255);" align="center" | 0x00060x0004|style="background:rgb(255,255,255);" | Varies2 bytes|style="background:rgb(255,255,255);" | [0x1F8B080000000000...] - Gzip header 1File type*
|-
|style="background:rgb(255,255,255);" align="center" | 0x00000x0006|style="background:rgb(255,255,255);" | 2 bytesVaries|style="background:rgb(255,255,255);" | Length of gzipped sections[0x1F8B080000000000...] - Gzip header 1 and data
|-
|style="background:rgb(255,255,255);" align="center" | Varies|style="background:rgb(255,255,255);" | 2 bytes|style="background:rgb(255,255,255);" | Length of gzipped sectionssection 2
|-
|style="background:rgb(255,255,204);" align="center" | Varies|style="background:rgb(255,255,204);" | 2bytes|style="background:rgb(255,255,204);" | UnknownLength of ungzipped section 2
|-
|style="background:rgb(255,255,255);" align="center" | Varies|style="background:rgb(255,255,255);" | 2 bytes|style="background:rgb(255,255,255);" | File numbertype*
|-
|style="background:rgb(255,255,255);" align="center" | Varies|style="background:rgb(255,255,255);" | Varies|style="background:rgb(255,255,255);" | [0x1F8B080000000000...] - Gzip header 2and data
|-
|style="background:rgb(255,255,255);" colspan="3" align="center" | ...
|}
<br />
''*'' This particular value might be ignored by the whatever method is decompressing these archive types. Within archives it declares that the compressed file is a particular type. These values seem to be unique to the particular archive that is being opened and is not consistent between archives.<p />
Example 1: Within the [[FF7/Kernel/Kernel.bin|KERNEL.BIN]] the first nine files are all different data sets so are numbered sequentially 0-8. All remaining files are text types and get labeled as type 9.<br />
Example 2: Within the WINDOW.BIN file there are three files. The first two are type "0" and are textures. The third file is type "1" and not a texture.
=== LZS Compressed archive for PSX by [[User:Ficedula|Ficedula]] Archives === ==== Format ==== The LZS archive has a very small header at 0x00 that has the length of the decompressed file as an unsigned 32 bit integer. After that is the compressed data.  ==== LZS compression ==== FF7 uses LZS compression on some of their files - more properly, a slightly modified version of LZSS compression as devised by Professor Haruhiko Okumura. LZS data works on a control byte scheme. So each block in the file begins with a single byte indicating how much of the block is uncompressed ('literal data'), and how much is compressed ('references'). You read the byte right-to-left, with 1=literal, 0=reference.  Literal data means just that: read one byte in from the source (compressed) data, and write it straight to the output.  References take up two bytes, and are essentially a pointer to a piece of data that's been written out (i.e. is part of the data you've already decompressed). LZSS uses a 4K buffer, so it can only reference data in the last 4K of data.  ==== Reference format ==== A reference takes up two bytes, and has two pieces of information in it: offset (where to find the data, or which piece of data is going to be repeated), and length (how long the piece of data is going to be). The two reference bytes look like this:   OOOO OOOO OOOO LLLL (O = Offset, L = Length) So you get a 12-bit offset and a 4-bit length, but both of these values need modifying to work on directly. The length is easy to work with: just add 3 to it. Why? Well, if a piece of repeated data was less than 3 bytes long, you wouldn't bother repeating it - it'd take up no more space to actually just put literal data in. So all references are at least 3 in length. So a length of 0 means 3 bytes repeated, 1 means 4 bytes repeated, so on. Since we have 4 bits available, that gives us a final length ranging from 3-18 bytes long. (That also means the absolute maximum compression we can ever get using LZSS is a touch under 9:1, since the best possible is to replace 18 bytes of data with two bytes of reference, and then you have to add control bytes as well). Offset needs a bit work doing on it, depending on how you're actually holding your data. If all you have is an input buffer and an output buffer, what you really need is an output position in your buffer to start reading data from. In other words, if you've already written 10,000 bytes to your output, you want to know where to retrieve the repeated data from - it could fall anywhere in the past 4K of data (i.e. from 5904 through to 9999 bytes). Here's how you get it:  real_offset = tail - ((tail - 18 - raw_offset) mod 4096) Here, 'tail' is your current output position (eg. 10,000), 'raw_offset' is the 12-bit data value you've retrieved from the compressed reference, and 'real_offset' is the position in your output buffer you can begin reading from. This is a bit complex because it's not exactly the way LZSS traditionally does (de) compression; it uses a 4K circular buffer; if you do that, the offset is more or less usable directly.  Once you've got to the start position for your reference, you just copy the appropriate length of data over to your output, and you've dealt with that piece of data. ==== Example ==== If we're at position 1000 in our output, and we need to read in a new control byte because we've finished with the last one. The next data to look it is:   0x03, 0x53, 0x12 ..... We read in a control byte: $03. In binary, that's 00000011. That informs us that the current block of data has two compressed offsets (@ 2 bytes each), followed by 6 literal data bytes. Once we'd read in the next 10 bytes (the compressed data plus the literal data), we'd be ready to read in our next control byte and start again. Looking at the first compressed reference, we read in $53 $12. That gives us a base offset of $153 (the 53 from the first byte, and the '1' from the second byte makes up the higher nybble). The base length is $2 (we just take the low nybble of the second byte). Our final length is obviously just 5. Our position in output is still 1000. So our final offset is:  = 1000 - ((1000 - 18 - 339) and $FFF) The 339 is just $153 in decimal.The (and $FFF) is a quick way to do modulus 4096.  = 1000 - (643 and 0xFFF) = 1000 - 643 = 357 So our final offset is 357. We go to position 357 in our output data, read in 5 bytes (remember the length?), then write those 5 bytes out to our output. Now we're ready to read in the next bit of data (another compressed reference), and do the procedure again...  ==== Complications ==== Unfortunately, that doesn't quite cover everything - there's two more things to be aware of when decompressing data that *will* ruin you when using FF7 files, since they do use these features. First, if you end up with an negative offset, i.e. reading data from 'before the beginning of the file', write out nulls (zero bytes). That's because the compression buffer is, by default, initialized to zeros; so it's possible, if the start of the file contains a run of zeros, that the file may reference a block you haven't written... EG: If you're at position 50 in your output, it's possible you may get an offset indicating to go back 60 bytes to offset -10! If you have to read 5 bytes from there, it's simple: you just write out 5 nulls. However, you *could* have to read 15 bytes from there. In that case, you write out 10 nulls (the part of the data 'before' the file start), then the 5 bytes from the beginning of the file.  Secondly, you can have a repeated run. This is almost the opposite problem: when you go off the end of your output. Say you're at offset 100 in your output, and you have to go to offset 95 to read in a reference. That's OK ... but what if the reference length is >5? In that case, you loop the output. So if you had to write out 15 bytes, you'd write out the five bytes that *were* available ... and then write them out again ... then again, to make up the 15 bytes you needed.  The FF7 files use both of these 'tricks', so you can't ignore them! === LGP Archive format for PC by [[User:Ficedula|Ficedula]] === This section explains how the LGP archives from FF7PC are constructed. There's probably no reason why you'd need to know this (Plug: Use my [http://www.ficedula.com LGP Editor] !) but the file format might be useful to SOMEBODY.
Essentially The [[FF7/LZS format|LZS format]] is used throughout the LGP file is split up into four (maybe lessPSX version of Final Fantasy 7, often ending with the .lzs extension. LZS itself stands for Lempel-Ziv-Shannon-Fano, depending Statistical plus Arithmetic. It was originally developed by [http://oku.edu.mie-u.ac.jp/~okumura/index-e.html Professor Haruhiko Okumura] based on how you count it) sectionsthe work of [http://www.hpl.hp.com/about/bios/abraham_lempel.html Abraham Lempel] and [http://www.marconifoundation.org/pages/dynamic/fellows/fellow_details.php?roster_id=23 Jacob Ziv].
# File header/Table of contents
# CRC code
# Actual data
# File terminator
==== Section 1: File Header =LGP Archives ===
This contains two parts: A header The LGP file format is only used for the PC port of Final Fantasy 7. These are large "volume" type archives that hold most of the game's data. These archives can hold thousands of fixed sizefiles. Unlike the BIN or LZS type files, then this archive does reference the table of contentsdata within it by filename. Its file format is explained [[FF7/LGP format|here]].
The first item is 12 bytes containing the file creator. This is a standard string, except it is "rightaligned". In other words the blank space comes BEFORE the actual text, not after. Oh: In FF7 it's always "SQUARESOFT" preceded by two nulls to make it 12 bytes. The only other thing you might see is the header "FICEDULA-LGP", which I use to indicate a file is an LGP *patch* one of my programs has constructed, not a complete archive.== Textures ==
Next A texture is just a fourpicture that is placed into video memory. It is later manipulated by the engine and displayed on the screen. The native format of a texture was the Psy-byte integer saying how many files Q [[PSX/TIM format|TIM]] (Texture Image Map). This is used as the native format for the PSX version as well, with a few caveats explained below. The file can hold multiple color look up tables. This was one of the reasons why a video card on the archive containsPC that could do palleted data at high color depths was needed.
Following this is the table of contents (TOC): One entry per file. Each entry in the TOC has the following structure: {| border="0" cellpadding="3" cellspacing="1" style="background: rgb(0,0,0)" align="center"! style="background:rgb(204,204,204); width:80px;" align="center" | Offset! style="background:rgb(204,204,204); width:200px;" | Length|-|style="background:rgb(255,255,255);" | 20 bytes|style="background:rgb(255,255,255);" | Null terminated string, giving filename |-|style="background:rgb(255,255,255);" | 4 byte integer|style="background:rgb(255,255,255);" | Position in this file where TIM texture data starts for the file|-|style="background:rgb(255,255,255);" | 3 bytes|style="background:rgb(255,255,204);" | Some sort of check code. Normally seems to be<br />14,0,0 but it does vary. Unsure about this. |} Simple! ==== Section 2: CRC Code ==== This code is used to validate the LGP archive. The bad news is I have no idea how to make it (I've figured out how to decode it, ie. find out whether the archive is valid ... but I can't create my own). The good news is you don't need to! The ONLY thing this CRC is based on is the number of files in the archive (maybe the filenames too ... haven't checked that). Anyway, the TOC is the only thing this check relates to. So if you're replicating an archive from FF7 for use in the game with the same number of files and filenames (and what ELSE would you use LGP archives format for?) you can just copy the CRC section from an existing file. Cheap but effective :) Normally it's 3602 bytes long. I think one archive was different? Maybe MAGIC.LGP - can't remember. Anyway, one normally-safe way of calculating the CRC size is to find the end of the TOC and the beginning of the first file. Anything in between is probably CRC code. (Not guaranteed to work! It works with "official" archives but editors - such as mine - can screw around with the TOC to achieve extra things).  ==== Section 3: Actual Data PSX ==== The data from the files. However it's not that simple: the TOC doesn't list how long each file is (somewhat useful!). It's done here. The offset in the TOC is actually the position of yet another file header. Format is:  {| border="0" cellpadding="3" cellspacing="1" style="background: rgb(0,0,0)" align="center"! style="background:rgb(204,204,204); width:80px;" align="center" | Size! style="background:rgb(204,204,204); width:200px;" | Description|-|style="background:rgb(255,255,255);" | 20 bytes|style="background:rgb(255,255,255);" | Null terminated string, giving filename |-|style="background:rgb(255,255,255);" | 4 bytes|style="background:rgb(255,255,255);" | File length|-|style="background:rgb(255,255,255);" | Varies|style="background:rgb(255,255,204);" | The file data itself|}
Simple!The [[PSX/TIM_format|TIM files]] are found both on raw format and also within several archives, including [[FF7/Kernel/Low_level_libraries#BIN_archive_data_format|BIN]], [[FF7/Kernel/Low_level_libraries#LZS_Archives|LZS]], or even MNU. The format proper has the ability to contain 24 bit bitmaps, but is not used in FF7. The format was created because the PSX does not have direct access to it's VRAM, and must go through the [[PSX/GPU|GPU]] for any graphic access. [[PSX/TIM format|A TIM file]] is a clean way to load a texture and color look up table into VRAM.
==== Section 4: Terminator =TEX texture data format for the PC ===
After the last piece of data comes the file descriptor. This is a simple string, except instead of being null-terminated it's terminated by the end of TEX files are texture files for the filePC. It's "FINAL FANTASY 7" The format for all archives, except LGP patches, where it's "LGP PATCH FILE"these files are located [[FF7/TEX format|here]].
==== Notes ====
The game is remarkably flexible about LGP archives. So long as the TOC and the CRC data is intact it'll accept just about anything.== File formats for 3D models ==
* Example 1: The filename in During the TOC and in development process, 3D models contain a good deal of information needed by the actual file header don't have to match. It only checks artist every time they save or load the TOCmodel. * Example 2: You can point two entries in When the TOC at the same data model is finished, it is often exported and it worksbroken up into smaller files with many unneeded attributes stripped from them. * Example 3: You can have ANY junk in When the models for FF7 were created, they were exported into Psy-Q's 3D library formats. These include [[PSX/RSD|resource data section so long as all the TOC entries point to a valid file header(. Not every piece of RSD)]], polygon data has to be "accounted" for by the TOC(.PLY), polygon groups (.GRP), materials (.MAT), [[PSX/TIM_file|textures (.TIM)]], [[PSX/HRC|skeletal hierarchy (.HRC)]], and animation (. There can be data not usedANM).
My LGP Editor uses this to its advantage The models are handled differently between modules. The models in the Advanced Editor. If you want to replace "battle" modules have a file in an LGP archive with your own copy, it just sticks different animation system than the file on field models. When the end of models were converted to the LGP, writes a new file terminatorPC version, and updates they were taken from the TOC Psy-Q formats to point at the new file. (Advantage: Fast)a more PC-friendly one. It Some are even lets you link two TOC entries to the same data :) or have "inactive" original, uncompiled, Psy-Q files in the archive that aren't referenced by any TOC entry.
I don't know whether the file terminator has to be intact, but === Model formats for safety's sake my editor preserves it. The CRC DEFINTELY has to be present and correct. Also, if you're replacing an archive with you're own custom version make sure it has filenames in the TOC matching the ones in the old one, ne?PSX ===
Oh: The game doesn't check archive sizes so long as all filenames Playstation models are presentstored in the following directories, \ENEMY1 \ENEMY2 \ENEMY3 \ENEMY4 \ENEMY5 \ENEMY6 (battle models), \FIELD (field models and field character models), \MAGIC (Summon magic), and \STAGE1 \STAGE2 (battle scenes). So if you want Battle model names for special characters and party characters are stored in \ENEMY6, you could replace all models of this type end in an archive containing 95 files .LZS extension. The same goes with summon magic used they are stored with there animations etc. in \MAGIC with a 98-file archive.LZS extension. The only exception to this extension is the FIELD models, so long as 95 of those 98 names matched those present in which use the original 95-file archive! (There's no point in doing this - after allextensions BSX and BCX for scene models and character models respectively. The [[FF7/Playstation Battle Model Format|Playstation battle model format]], is different than the game won't use any files OTHER than [[FF7/Field/BSX|Playstation field model format]], also the 95 it's expecting [[FF7/Playstation battle scene format]], is similiar but not identical to find)the [[FF7/Playstation Battle Model Format|Playstation battle model format]]. The [[FF7/Playstation magic model|Playstation magic model]] format is a work in progress.
Other point: I've heard reports on Qhimm's message board that once you've f***ed an archive and the game refuses to read it, it won't EVER read it until you reinstall - even if you fix the problem/restore from a backup. The idea was generally scorned and ignored, but I'll mention it because something like that happened to me. Then again, it COULD have been because I upgraded basically everything in my === Model Formats for PC; so no solid conclusion to be drawn here.===
Further point: (due to changes The PC models are stored in my the LGP Tools/Cosmo programs) Sometimes, there are data "gaps" files in the file that don't appear to be referenced by any file - even by an inactive file/DATA directory. This happens due to The names for the way my programs update archivesmodels were obfuscated a little. If you're only using The data can be found in the TOC method to get at [[PSX/HRC|Hierarchy files (the easy way.HRC) then you won't notice this anyway. However]], if you're stepping through the file header by header, even reading the unused ones, this can cause problems[[PSX/RSD|Resource data files (. If you use my program to update a file with one that's smaller than the original (can happenRSD) then it writes it in]], but leaves a gap after it and [[FF7/P|Polygon files (of course). However, to help you out, after the end of the file, it writes a 4 byte integer saying how much more space to skip over to reach the next file header. This really doesn't affect many things - only tools (like my Advanced LGP EditorP) that bypass the TOC to construct their own file lists. FF7 never notices a thing]].