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Messages - G

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51
Scripting and Reverse Engineering / XYZI opcode
« on: 2007-04-26 06:47:06 »
Can't understand how works code from STARTMAP

CHAR (00)
PC (00)
RET ()
XYZI (00,00,00,00,00,00,00,00,01,00)
RET ()

and code from first map MD1STIN

CHAR (08)
XYZI (00,00,70,0E,3D,70,36,01,09,00)
DIR (00,40)
IFSW (20,00,00,01,00,04,12)
DIR (00,28)
XYZI (00,00,50,0F,E8,71,37,01,03,00)
DFANM (06,01)
RET ()
JMPB (00)

In the first part of code with setting character it is playing recursively. But in the second part if we already watch start movie, character set in another place

2SynergyBlades: do you can experiment with this opcode to make things clearer.., when it works and when not?

52
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-13 06:44:29 »
hmmm... I am getting confused. Do you saw splash screen logo after start of Q-Gears? Do you try to dump streamed movies and play them in movie player test, if so, is there normal sound, or at least any?

53
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-13 05:33:11 »
Quote
Has anyone succeeded in checking out q-gears on MacOS/X ? I get errors about locked files when I try to...
Tried it again and now it works...
I think you have intel-based Mac, right ;) ?

54
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-10 05:03:05 »
X11 isn't used directly. Every platform supporting SDL should be fine.

55
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-09 11:19:50 »
We need also some macros (I like the ones, used in ffmpeg project) to read from files on big-endian architecture (at least big-endianess  in video and sound code isn't supported).

56
Q-Gears / Re: Compiling with Visual Studio 2005
« on: 2007-04-03 17:22:33 »
Readme added - good work!  :-D

57
Q-Gears / Re: Compiling with Visual Studio 2005
« on: 2007-04-02 18:10:03 »
It would be great if you will maintain them.
Your files added (except 3rdParty - these headers and libraries changes too frequently and size isn't suitable for svn)
maybe we need some kind of "README" about where to download them and  how to make things work in VS2005...

58
Q-Gears / Re: Q-Gears 0.12
« on: 2007-03-30 05:46:16 »
Quote
Hi, I would like to help coding in this project.
I have mac os x and would be nice to make and osx port.
The more operating systems support - the better!
What build system is used on MacOS?
If autotools is supported you can modify build scripts to compile for MacOS.
If it isn't you can create files for build system used in MacOS (me don't know anything about MacOS),
but if you do so we would like you will maintain them in the future
(there was a VS.NET project files, but I removed them as nobody maintained them and it was *very* outdated).
If you have coding skills in C++ - contact Akari - he has a lot of work for everyone =)

59
Q-Gears / Re: Q-Gears 0.12
« on: 2007-03-29 09:41:06 »
Today finally added Linux versions of q-gears-ffvii.
For now just two plain .tar.bz2 archives (for i386 & x86_64) - I have not time for distribution packaging.
If there are anyone who want to maintain .deb's, .rpm's and so on - let me know.

60
Scripting and Reverse Engineering / Re: AKAO
« on: 2007-03-27 11:54:59 »
Quote
Are you saying that the "midi" sequence data is actually in the Akao block?
it's look like it is...
at least I didn't found another "sequence" files...

61
Scripting and Reverse Engineering / AKAO
« on: 2007-03-27 06:29:06 »
some information related to Akao's music:

Of course all of you know, that there is AKAO in field files...
Also every file with extension *.SND on ffvii cd's is Akao's.
I examined 3 files on ff7cd's

Akao header:
Code: [Select]
/-------------------+-----------------------------------------------------------\
|                   |   0x47  |         |   0x03  |                   |0x46|0x05| - ASERI2.SND
|       AKAO        |   0x3b  |         |   0x04  |     0x22181296    |0x45|0x55| -  OVER2.SND
|                   |   0x59  |         |   0x04  |                   |0x46|0x28| - SENSUI.SND
+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+
| 00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 |
+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+
|                   |  seems  |         |         |                   |    |    |
|  magic string :)  |  frame  | frame   |  type?  |      *magic2*?    | ?? | ?? |
|                   |    id   | length  |         |                   |    |    |
\-------------------------------------------------------------------------------/

after header there is <frame_length> bytes of music data.



All sound samples is in SOUND directory on cd's. For all 3 cd's contents all the same.
INSTR.ALL  - 92 main samples from game
INSTR2.ALL - 6 voice samples from One Winged Angel

INSTR*.ALL format is known to me (32-byte header with offset of first sample, maybe. after this there are 16-byte ADPCM encoded frames 22100Hz, mono, between sample frame groups there are 16 bytes of zero's (but there are exceptions))

EFFECT.ALL - for now totally unknown

INSTR*.DAT - some data for INSTR*.ALL (maybe there are relations between EFFECT.ALL and samples from INSTR*.ALL)
INSTR*.DAT contains <INSTR*.ALL sample count> 64-byte frames with some offsets for every sample and 60 bytes of other data, mostly 16-bit numbers.

I wrote utility to decode samples from INSTR*.ALL and now trying to understand AKAO's music format.

if someone know any info about ffvii sound related - post it here.

62
Q-Gears / Re: Compiling with Cygwin... Almost there!
« on: 2007-03-26 04:29:04 »
I am using gcc-4.1.2 (the last :) ), but in Dev-C++ gcc-3.4.2 and everything works fine.
Compiling under windows tested and works using MinGW, if you want to save time to compile this - download Dev-C++ and compile by it... Or I shall try to compile it using cygwin when I have time.

hmmm...

interesting thing - try this: clean project, rename q-gears/src/ffvii/field/Math.h to other name, for example to FieldMath.h and change reference in q-gears/projects/autotools/src/ffvii/field/Makefile.am and in every file which includes it, then run bootstrap again and try to compile! (maybe this sound a bit odd, but try)/ If everything will compile I'll most likely fix that issues
(little warning - copying files from q-gears/projects/autotools in bootstrap script isn't omit .svn directory, but it's not critical for those, who doesn't commit to repository, I will write good script in a near future :) to do this correctly)

63
Q-Gears / Re: Compiling with Cygwin... Almost there!
« on: 2007-03-21 14:18:48 »
Files was touched because I have changed lines #include "../../../something.h" to #include "something.h" but later that day we (me and Akari) decided to use includes of type:
#include "common/utilites/Logger.h" instead of #include "Logger.h" and #include "../../common/Logger.h". I shall change them today.
The sudden reorganization is because I like Makefile.am in every directory :) but Akari doesn't and also I like includes without ../../. And I made changes acceptable to both us (I moved all Makefiles.am to q-gears/projects/autotools and after running bootstrap Makefiles goes to proper places)

64
Q-Gears / Re: Compiling with Cygwin... Almost there!
« on: 2007-03-21 08:22:55 »
Do you mean Visual Studio Files?
I temporarily remove them because they were very outdated and nobody maintains them. You can add them to q-gears/projects if you want, or wait and I will add them later. I just wanted to restructure project files and to clean src directory.

Dumper is in the q-gears/src/utils/scriptdump

65
Q-Gears / Re: Compiling with Cygwin... Almost there!
« on: 2007-03-21 07:00:11 »
Alright! Should work now with updated SVN. run bootstrap from root q-gears directory and then standard GNU build procedure.

66
Q-Gears / Re: Q-Gears 0.12
« on: 2007-03-21 05:18:36 »
id like help with this, ive been watching it from the start and it look so cool now. i havent done much in C++ before so would be fun to start. can i get this to run with just dev c++ and svn ?

To compile & run it under windows you'll need also SDL-devel, iconv, libxml2, zlib development libraries.

67
Q-Gears / Re: Compiling with Cygwin... Almost there!
« on: 2007-03-21 05:15:03 »
Hello Micaelis!
I am recomposing entire autotools system and directory structure of the project.
Sorry, but yesterday I have changed relative include pathes to normal and don't update autotools yet.
I plan to do it today.

68
Q-Gears / Q-Gears 0.12
« on: 2007-03-20 14:19:59 »
Today released version 0.12!
There is a lot of Akari's improvements, and my final code for playing movies and audio.
Check it out: http://sourceforge.net/project/showfiles.php?group_id=165417
Linux binaries I think I'll add today after work (GMT+2 :) ).

Thanks to Akari for finding my stupid bugs, shame on me!

Screenshots:





And of course we need more programmers to develop q-gears, if anyone want to help, you are welcome!
For me next task will be to understand AKAO (C) sound format.

69
Q-Gears / Re: Is Q-Gears Dead?
« on: 2007-03-19 17:20:51 »
 :-D of course nothing is dead. I finished my work on videos + music, cleaned up the code. There is some problems on windows platform, but it will be fixed, maybe even today :). I am also in the middle of beginning work on AKAO's audio data and instruments...

I try to update svn frequently, those of you who wants to be on bleeding edge - use the source!  8-)

70
Q-Gears / Re: new LOGGER->Log syntax and some progress
« on: 2007-02-24 07:00:10 »
Quote
To add some sanity, we also need to have some assertion checks so that if there is a fatal error, q-gears dies gracefully
I thought about it, but I don't know, where to add it: adding to Logger class is a bad idea, task of Logger is logging...
When file isn't found, class File produce only warning - we can die there, but there can be other situations, where file not found isn't critical problem

71
Q-Gears / new LOGGER->Log syntax and some progress
« on: 2007-02-24 05:34:35 »
I modified class Logger:
    void Log(MessageType logType,const char* logText, ...);
MessageType is:
enum MessageType {LOGGER_INFO, LOGGER_WARNING, LOGGER_ERROR, LOGGER_OTHER};
Message types are in format X-Window system used:
"(II)" - informational messages
"(WW)" - warning messages
"(EE)" - error messages
"(--)" - other messages


I have added also command line switches:
Usage: ./q-gears-ffvii [options]

Basic options:
     -h, --help
          display this help and exit

     -v, --verbose
          set logging to console

     -d, --debug
          set logging to file

If we want to duplicate log messages in game.log to console - we start q-gears-ffvii -v


Added Akari's FF Tactics code to Linux makefiles.


Found out, that on my 64-bit Linux system there is a white screen in place of q-gears logo (I thought, that it's good, but yesterday I compiled q-gears on my notebook  :|)

72
Q-Gears / Re: New ISO image access routines + Other
« on: 2007-02-22 15:33:30 »
Quote
Some of the movie files in FF7 are 2K sectors some aren't
STR movie sectors are 2K because of the ordinary STR files are multiply of 2048 - it's a concatenations of XA video frame data sectors.

73
"windows supports mode2form2 sectors fine, else it wouldn't be able to play videoCD movies!" - yes, but windows is a thing, where you never can now whats are doing on the system... Actually clean windows isn't always support copying that files, but when you install for example Nero or other multimedia software - this software installs filter for that mode2form2 files. But one no - if you copy *.MOV files in your windows without problems means that your windows have that filter and this filter add to beginning of your *.MOV file RIFF-header (look in hex-viewer), which totally confuses me - what relation can have RIFF header with PSX sectors? Anyway after that header we have raw sector dump. Of course can skip this header...

74
Q-Gears / Movie-related code added - update your projects!
« on: 2007-02-21 20:16:11 »
Hi everyone. At last I add code for movie decoding. Updated only Linux makefiles. Please update your project files, added:
q-gears/src/common/movie/PSXMDECDecoder.h
q-gears/src/common/movie/PSXMDECDecoder.cpp
q-gears/src/ffvii/screentest/MovieTest.h
q-gears/src/ffvii/screentest/MovieTest.cpp

Currently I added to MovieTest module only plain STR files from CD1 - it's enough to copy them from PSX CDROM to data/MOVIE directory - don't try to play *.MOV files! - those one is copied incorrectly in Linux, in windows may not be copied at all. I write a dumper utility for them - but it isn't yet supports real *.MOV filenames and works only for CD-images. Later I'll modify it and add to svn.
Now I am working on using SDL_mixer XA-audio for movies (use something other than SDL_mixer? someone can do this better? - tell me... :) - I'll send the code I have [I combined from some sources of the internet console utility to play specified channel of XA file] )
Check out movies - it taked a lot of my time and nerves to figure out how to play them!

75
Q-Gears / Re: STR, XA, FF7STR??
« on: 2007-02-19 13:02:40 »
Back to topic:
I cleaned up my code related to decode and play movies. Now I want to add it to q-gears. I have created new module in testscreen (not in SVN yet). Already wrote player using sdl-output.
Now I have a question: is there any methods in q-gears I can use to output movie frames onto main window? (in sdl I have used SDL_Surface & BitBlit it to root surface). Spend many time yesterday to do this, got successfull output directly through sdl in my screentest module, but after finish playing movie I have got corrupted graphics (there was not any text in menus and some other things).

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