Character creator/benchmark test

I'm sure PSO2 will get a US version some time this century. Meanwhile there is a patch and this is the forum where you can discuss it and get help with issues.

Character creator/benchmark test

Postby Agrajag » Thu Apr 05, 2012 8:41 am

Not as lucrative as hoped, they neglected to include most of the UI files.

On the other hand, the exe strings have been fascinating!

Techs:
Thunder:
Zondiel (may be a corruption/reinterpretation of Zodial? who knows!)
Wind: (yeah, they have them now)
Zan
Gizan
Razan
Sazan
Sezan

Weapons:
Wand (confirmed YET AGAIN)
Tmachinegun (oh yes)

Subclasses:
EquipEnableHunter
EquipEnableRanger
EquipEnableForce
EquipEnableFighter
EquipEnableGunner
EquipEnableTecher

Areas: (these are probably not helpful!)
AreaID_MyRoom
AreaID_Playground (note: this was for test areas before, if I'm not mistaken!)
AreaID_SharedServerLobby (could be like PSO1's lobbies, or could be a place for people on different ships to interact)
AreaID_Lobby
AreaID_Esthe (I don't know)
AreaID_Skit (skits are tutorials)
AreaID_Campship
AreaID_None (probably just in case of errors)
AreaID_DungeonStart
AreaID_DebugZone

Areas (from debugging text)
0007: ShaderPlayground
0009: Playground
0010: BlueBack (it sounds like, get this, it's a blank blue background)
0101: TestCity (lobby area for testing)
0150: CampShip
0190: MyRoom (not sure why this one's here, 1000-1001 is MyRoom)
021*: NewUrban/Urban (it's called both)
0290: Stadium (new areas suggest that this is in fact a boss arena)
031*: Forest
032*: IceWall
033*: Ruin (THIS IS A NEW AREA)
039*: DarkFalzSeal (yes, this means it's on Naberius)
041*: Desert (this area appears to have been worked on since alpha 1, it has a FirstHalf and LastHalf now)
042*: Bord (this is actually "tunnel"; see note on Desert)
0490: DesertBoss (NEW)
051*: Cave
052*: DragonLand (see desert)
0590: DragonLandBoss (NEW)
090*: RareMap (no idea, but sounds like it could be interesting!)
100*: MyRoom

Enemies:
SoldierAnt
SoldierAntElite
QueenAnt
Snail
Spider
SoldierAnt2
SoldierAnt3
SoldierAnt4
SoldierAnt5
SoldierAnt6
AntEgg
NativeBeast
NativeBeastThrower
FishShield
FishShieldReverse
FloatageFishA
FloatageFishB
FloatageFishTeam
HologramRobot
ZombieRobot
ZombieRobotUpper
ZombieRobotLower
ZombieRobotCore
ZombieRobotB
ZombieRobotTeam
PterosaurA
WolfA
WolfB
WolfTeam
WolfSnowA
WolfSnowB
WolfSnowTeam
ArmadilloA
BigBeastA
YetiA
YetiB
YetiTeam
RagRappyA
RagRappyB
Rappy
Mammoth
DragonRaptor
DragonRizardmanA
DragonRizardmanB
DragonRizardmanC
DragonRizardmanTeam
DragonRizardmanUniq
DragonWolfA
DragonWolfB
DragonBeast
DragonWorm
Doodlebug
DoodlebugNeedle
DoodlebugTeam
Locust
MimicA
MimicB
MimicC
AntReaper
FishBigBeastA
FishBigBeastB
TransformMechaA
BossMechaA
BossMechaMine
BossUrban
DragonMagma
DragonMagmaUniq
DragonCrystal
DragonCrystalUniq
PantherA
PantherB
PantherSnowA
PantherSnowB
PantherTeam
PantherSnowTeam
Canadin
GormaA
GormaB
GormaC
DpHuman
Totoro
Crab
DragonWyvern (note: PSP2 called all of its PSO dragon reskins "wivern", although obviously plenty of other things use that name as well))
Char01_Maskman
CannonRobot
VerificationEnemy (test enemy, nothing to see here)


Will add more if I find it.

EDIT: Textures that were interesting in other builds (but not here):
ui_appearance
ui_maincrop
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Re: Character creator/benchmark test

Postby Vashyron » Thu Apr 05, 2012 1:29 pm

Tmachinegun

I am now content on the future weapon selection.
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Character creator/benchmark test

Postby schlagwerk » Thu Apr 05, 2012 4:50 pm

Agrajag wrote:0010: BlueBack (it sounds like, get this, it's a blank blue background)

Excuse the spam but...
OMG Konami tie-in confirmed!!!!!
Hydrogen Blueback



:P
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Re: Character creator/benchmark test

Postby M3rror » Fri Apr 06, 2012 12:23 am

subclasses more than hunter, ranger, force.... oh no.
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Re: Character creator/benchmark test

Postby Qwerty » Fri Apr 06, 2012 1:19 am

More likely that hu/ra/fo are only the designation for main types, and fighter/gunner/techer are the subclass equivalents. I don't think we're looking at 6 potential subclasses here.
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Re: Character creator/benchmark test

Postby Agrajag » Fri Apr 06, 2012 7:17 am

That's how I imagine it, yes. Your "force/fighter" (read: FOmar/FOmarl by PSO's standards) may be able to use Psycho Wand and Club of Laconium and Soul Eater but not Tsumikiri J-Sword, while your "hunter/techer" (read: HUnewearl by PSO standards) may be able to equip Tsumikiri J-Sword and Soul Eater and Club of Laconium but not Psycho Wand. Assuming you're restricted to one main class and one non-matching subclass, this means there's 6 possible combinations. It would also have the side effect of probably making everyone a hybrid of some sort, considering how much of a stat bonus you can get from the various skill trees.

File list is here. The same de-icer as before works fine.

One of the archives had .lps files (these contain the common info for a given area; music, map names, etc) for a lot of places. A couple are kind of surprising (NOTE: most areas have two variants; for instance, forest 0310 has different textures from forest 0311):
0007 (Playground)
0009 (ShaderPlayground)
0010 (BlueBack)
0100 (I believe alpha 1 had this identified as the lobby area)
0101 (TestCity)
0102 (?)
0150 (CampShip)
0160 (?)
0170 (?)
0190 (MyRoom)
0210 (NewUrban--first version)
0211 (NewUrban--second version)
0212 (NewUrban--third version? only area with three like this)
0290 (Stadium)
0310 (Forest--first version)
0311 (Forest--second version)
0320 (IceWall--first version)
0321 (IceWall--second version)
0330 (Ruin)
0390 (DarkFalzSeal--first version)
0391 (DarkFalzSeal--second version)
0400 (unknown, but it's on Lillipa--first version)
0401 (unknown, but it's on Lillipa--second version)
0410 (Desert--first version)
0411 (Desert--second version)
0420 (Tunnel--first version)
0421 (Tunnel--second version)
0490 (DesertBoss)
0510 (Cave--first version)
0511 (Cave--second version)
0520 (DragonLand--first version)
0521 (DragonLand--second version)
0590 (DragonLandBoss)
0900 (actually lacks a .lps, but has an object associated with it)
0901 (RareMap?--first version)
0902 (RareMap--second version?)
1000 (MyRoom--first version)
1001 (MyRoom--second version)
9000 (?)

The same archive has .lat files for various map objects. Seeing how the actual object files weren't included, about all I can say about them is that icewall, desert, and tunnel have quite a few (desert and tunnel even have rivers), most areas have fewer. 0212 (newurban 3rd?) only has one object and a river, stadium, ruin, and darkfalzseal have 3 objects apiece, 0400 (Lillipa mystery area) has 2, desertboss has 4, dragonland has 3, dragonlandboss has 2, 0900 (raremap?) has 1, 0901 (raremap?) has 3, 0902 (raremap) has 1, and 9000 has 1. Somewhat suggests that the next areas to be revealed will likely be the snow mountain area, desert, and tunnel.

EDIT: Tsumikiri.
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Re: Character creator/benchmark test

Postby M3rror » Fri Apr 06, 2012 7:33 pm

ahh so it's just a way for them to justify the various characters. Yeah, I can see that. As what you've posted just says EquipEnable.
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Re: Character creator/benchmark test

Postby Agrajag » Fri Apr 06, 2012 8:08 pm

Most likely "EquipEnable(x)" is the name they're using for various bitflags. PSU had similar ones; it's how armor like Rabol Cuesta was type-restricted, as well as how they handled the "master classes can't use non-S-rank gear" thing. Obviously, if it's not enabled, it's disallowed.
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Re: Character creator/benchmark test

Postby Tycho01 » Sat Apr 07, 2012 2:55 am

The Zan from the wind techs might refer to the Sino-Japanese reading of 斬 (to cut) -- it'd make sense.
AreaID_Esthe would be that place for visual makeovers (the Japanese エステ would be a corruption of aesthetics).

The fact this game allows multiple glasses and glasses on gundams makes me so happy. ;_;
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Re: Character creator/benchmark test

Postby Tycho01 » Sat Apr 07, 2012 11:57 am

Excuse my ignorance, but where can I find that deICEr?
Also, too bad there's no RSS feeds on here. :( (though that Notify-for-replies function might work as well, I guess)
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