FromSoft are seriously some of the craftiest programmers, their trick for this one was to multiply the vertex indices by 8, so it would point to bogus data in the rest of the file... Caught on when I saw it loading a value of 4096, which is 1.0 in a fixed point 16-bit float. It was loading a normal as a vertex.
Great job! are you sure the data is obfuscated? I kind of got that impression when I worked with Master of Arena's data. But at the same time, I felt like, if their data is purposely obfuscated, that it was so only because of mandate by Sony, or lawyers, in order to demonstrate the data is is not just freely available like a public document. I mean that, it's so simple that it doesn't actually pose a challenge to art historians.
I'm elated by your success... mainly that I don't have to sit down to scrutinize the disc myself! Believe me, I've done nothing but work like this full time for many years, so I'm glad to be able to share the workload for a change. I'm glad you're doing truly beneficial work also.
It's also absolutely crucial to use ePSXe 1.9.25
I see, all the more reason to port this artwork to SOM as fast as our legs can carry us then. I will give you an ISO for the Japanese disc after I have a CD-ROM handy.
On King's Field, I have indeed found the level data, or some form of it. So I spent the night writing a T extractor and TMD viewer so I could be sure... Unfortuently I'm not entirely sure if it's a tileset or some kinda BSP tree system, because FromSoft have done their age old trick of sticking their hands into the Sony SDK and changing the way the files work... They're essentially a TMD file, but they've done something to mess with the vertices:
Yes, this was my experience with the Armored Core disc. If you are having difficulty I can give you the changes to its TMD files, so you can see if they are the same. I programmed a little thing to convert the "files" to standard TMD format.
For what it's worth, SOM's binaries have some strings that mention a "BSP Tree" but I've never found anything in SOM that looks like a BSP tree. But I may yet. I think if it does have anything like that, that it's a very simple maze building system on a 2D grid. Not a true BSP algorithm, but a way to mask walled off dungeon like areas. But it's possible KF is more elaborate than SOM, since a lot of SOM seems to be dumbed down. It uses brute force a lot. You get the impression that it started out like a copy of the PlayStation work From Software must have built up, but that the staff realized that wasn't robust enough for an all purpose level designer, that they felt laypeople shouldn't have to fuss with things. And it's true, that PCs are capable of brute forcing a lot of things by then that PlayStation developers could not have taken for granted.
On the subject of DLL injection... there are a lot of ways that can appear to work, but are not truly reliable. I developed more robust code for SOM over time, as chinks in the armor appeared. So if there is a good candidate for injection, then I can give you hardened code for doing it right. Basically to do it right, you need to use the debugging/breakpoint APIs and suspend the executing thread, insert a breakpoint at the main entrypoint, so that all of the static translation units get initialized before you do the injection, but before the program itself begins. In the case of an emulator, you might have more freedom, since it doesn't launch right into the game, but you may or may not run into conflicts if not in complete control.
Has anyone forked this static version of the PS emulator? It seems pretty dumb to not use static memory for an emulator. Injecting analog controls and things into games is far more valuable than merely running them in my estimation, because that's what keeps them from being truly enjoyable. King's Field 2 is no less beautiful than any game that I know, but the controls can be a stumbling block. I think the glitches are lamentable, which is why I want to see it ported/preserved in my lifetime.
P.S. The second game on my calendar after KF2 is Armored Core: Master of Arena. I think that it will be some time before I can begin working AC features into SOM, but it's definitely something I want to pursue. It will be a big project, but I think it can be a good thing for SOM, because it has a very much a competitive/versus element, which can attract people who are not strictly story/art minded people. I mention it because you clearly have the experience and inclination to make an impact. We may use this (
https://www.facebook.com/pg/moratheia/photos/?tab=album&album_id=1391005644250188) raven model from Moratheia as a mascot for a "Project Raven" expansion to SOM, in the coming decades in order to have some cross over among SOM's family of products, which will also exist as databases of artwork for developing new/novel stories/scenarios.
While Master of Arena has a story campaign, it is the last in the PlayStation trilogy (it along with KF were From Software's core in house efforts/labors of love) and so carries over all of the robotic body parts from the original and second volume of its trilogy, and that's why it's an ideal candidate for historical preservation, since the competitive/versus element is my primary objective. Unlike KF, Armored Core is pretty consistent, so that if the story campaign was to be preserved, I think that you'd want to do so for every PlayStation game, starting with the first. But if you are only interested in the "versus" element, then the third/final volume is all that there is to consider.
I can't resist adding that I think that while AC has been a good series up until the last numbered volume (AC's name/streak may be ruined) I always felt like there was something about the PlayStation game that got lost in translation in the PS2 era... mainly because it had a very interesting way of evading the FCS (fire control system) that relied on using the digital d-pad, and it just seemed like a more nimble, engaging experience, that I always wanted to return to, except at the same time, PS era games always feel a little bit suffocating to me, even though it's my favorite era for commercial games, because of the limits of the then technology, and television screens, that can feel like playing games through a keyhole with eyes half closed. I wonder if we can kind remaster these games to make them more comfortable, if they would be markedly superior to the games of today.