« on: 2016-04-15 18:35:19 »
Huh. That is an actual, working? full decompile of FF9. Its something we talked about doing for FF7 but someone actually did it. I'm not sure what this will do for us exactly but it sure is pretty impressive.
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Per DLPB's request, I'm filing a bug report for 1.2.1. Upon attempting to compile a heavily modified battle.lgp that will be 1.04Gb or larger, it throws the error "the volume for a file has been externally altered so that the opened file is no longer valid". However, using a compiled version of Aali's code from http://forums.qhimm.com/index.php?topic=8641.0 will compile it just fine (though in instances like barret's attack, his shells will no longer appear. and there are a few other texture errors). Your version has fixed whatever that problem is, it just won't compile it if it's too big it seems.
Also tried compiling the 1.04Gb battle.lgps using Aali's code and using 1.2.1 to then dump that. It errors saying battle.lgp cannot be found
FrameLimiter ( byte fps )
Entrytime = timegettime
while( true )
if ( ( 1000 / fps ) >= ( timegettime - Entrytime ) ) break;
here is my upscaled version of bugin1b. The file bugin1b_0_00000516.png is there but if you try to import it into palmer 0.8b or earlier versions Palmer just ignores that file and says its missing. Again the only reason I can guess is because the file size is sub 2 kb.
I guess I need to search for my test shadow field model and make some tests to see if I understand what you say right...
Maybe I got you wrong but this is the result of my tests:
I have tried to replace the shadow texture with its external counter part, but no matter which setting I use it doesn't use the correct alpha blending:
As you can see I need to change the status for the shadow part to average to get alpha blending to work, but that's not as I had planed that it should look like. I wasn't sure if I replaced the shadow texture right, so I painted an big red A on it. Well I had done it right...
Here is the same with the driver built before and that's what I expected the shadow should look like. Though I still need to set the blending for the part to average:
So would you have to write the shaders by hand or is it theoretically possible to procedurally generate them based on the code in the field scripts? Either way it seems like a lot of work. Also, if current hardware doesn't support paletted textures how do the originals show up correctly in game. Just trying to wrap my head around this.
Under Windows platforms, Microsoft strongly discourages using the TSC for high-resolution timing for exactly these reasons, providing instead the Windows APIs QueryPerformanceCounter and QueryPerformanceFrequency