Hey hey, we've got a major breakthrough to tell everyone about! The pic should provide a neat summary;
CLICK IT!Way back in October 2007,
Ramsus tweaked the tools developed by
Terminus Traductions for dumping individual files from the Chrono Cross game image, and recompiled these tools for ease of use by Kajar Labs frequenters.
Gemini thereafter showed us how to find battle model textures, which were in a modified TIM format normally undetectable by graphics hacking tools like PSicture and TIMViewer. From that point forward, the following team members embarked on a Manhattan Project-style effort to uncover the principles by which Chrono Cross character battle models are interpreted by the Playstation graphics driver and import these models into Blender, a freeware model viewing/editing/animating program:
Luminaire85: Interpreted the model file headers and subheaders, and assisted in divining the meaning of various sections of the model data; coded the import plugin, essentially transforming the various discoveries regarding Chrono Cross character models into the tangible results you see above.
halkun: A qhimm regular and expert on the principles according to which 3D PSX models operate; led us to the discovery of Chrono Cross' "UV maps," which are the instructions according to which the PSX graphics driver folds a 2D model texture over the 3D model itself. Provided advice throughout the project.
MDenham: Singlehandedly figured out how several of the most complex sections of the model should be interpreted, busting us out of a jam on several occasions and greatly speeding progress.
Cyberman: Also a model expert from qhimm, Cyb identified the vertex pool - the section of model data that specifies the 3D coordinates that make up polygon vertices - and provided guidance and clarification throughout.
yaz0r: A legend in PS2 hacking, yaz0r created standalone programs to view the models of FFX, FFX-2, and Kingdom Hearts. For this project he investigated the weapon model data and provided guidance in numerous areas.
ZeaLitY: Archived the textures and answered any questions that came up regarding them, and reminded us that the Springtime of Youth drives every fan accomplishment. His discovery of the Chrono Cross Debug Room will come in handy for any overworld character model testing that needs to be done, since the Debug mode has a model resizing feature that will allow for easy gathering of experimental evidence. Also conducted preliminary investigation of 3D battle environments.
FaustWolf: Tinkered with lots and lots and lots of hex code and confirmed theories offered by the experienced advisors; wiki scribe for the model viewing project.
The extraction and viewing of Chrono Cross models outside the game itself is a major accomplishment in the history of videogame and Chrono fandom. Aside from the Final Fantasy titles, Resident Evil titles, and early games that use the general .TMD model format, very few PSX games have received considerable attention in this regard. This effort is proof that when you're in the Springtime of Youth, absolutely anything is possible.
The project is still ongoing! Next steps include reconciling any structural differences among character battle models and enemy battle models, then moving on to weapon models and 3D battle environment models before finishing with overworld models. Pertinent utilities for viewing these models on your own will be released once everything is figured out and documented.
Interested in all the nitty-gritty particulars of the Chrono Cross model format? Everything we know is being transcribed
here.