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Messages - Vanit

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1
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-08 18:57:55 »
@MADDOGG: I've intentionally coded the game in such a way (being built on top of RPG Maker 2003) to make it difficult to port to another platform. Although it would be cool to spread the game around, I think it would also more likely attract the wrath of Square Enix if it could be viewed as potentially harming their business. Will a 2D remake of FF7 mitigate sales of their products if its on PC? Very unlikely. If its on Andriod or iOS on the otherhand...

2
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-07 05:07:23 »
Do you mean running from combat or running in the field? If its the former, then its coming, if its the latter, then no there will be no running. I've drawn the maps to scale with Cloud's size and speed from the original. In this small sample of gameplay it might seem he's moving slow, but when you see how small each area is I think you'll see why there will be no movement speed increases.

3
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-06 08:30:15 »
1) Thats the plan eventually!
2) Its going to be an exact replica, although I will probably correct some of the typos in the script.
3) Its just me.
4) For the full thing? No idea, but its my plan to have atleast 30 minutes of gameplay by the end of the year.
5) Yep! Everytime I get a sizeable chunk of gameplay done I'll be releasing a new version (with all previous content in that version also).

And no problem, I take it as a compliment. :)

4
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-05 13:34:38 »
Thats pretty cool! He hasn't done the whole OST though, and some of the songs don't sound quite the way I'd expect them to (he himself seems to have admitted this). I won't be including anything but the original midis I ripped from the PC version of FF7, but in the next demo I will be including an option that lets people substitute their own MP3s into the game, not unlike what people do with the real FF7 on PC already.

5
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-05 08:22:18 »
Covarr is correct, I built my engine on top of RPG Maker 2003. :)

6
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-04 03:58:01 »
@DarkFang: This is true, but ALL the French sites are saying this is the source, and they only appeared days after I posted here. In future though, I will try to keep a lower profile.

@Lord_james: Thats pretty interesting, but in my video stats on youtube France is showing up in bold green with everything else as extremely pale... so I think its safe to say this is mostly French. :)

7
Releases / Re: [Demo] Final Fantasy VII: 2D Remake
« on: 2011-06-03 16:19:59 »
Thanks for the feedback everyone! I kind of regret putting it up on here now though as it seems to have caught the attention of the French gaming press (google "Un remake de Final Fantasy VII en 2D" and you'll see what I mean). I hope it doesn't get much bigger than this so I can keep working on it relatively unnoticed...

8
Hey guys! I thought it was about time I put together an official thread for what I've been working on for a while now. As the title suggests, I've been workin on a 2D remake of FF7 that aims to not only capture the feel of the original, but also be faithful from a technical standpoint as well. Using TFergusson's thorough documentation, and thanks to some people on this forum I've corresponded with, I've been able to put together this demo with an implementation of the original FF7 mechanics. The battle system is at about 90% complete, and is mostly just missing sprites and animations that I've yet draw. All the pixel art is by myself also.

Most of the bugs have been identified already in the other forums I've posted this, but if you find anything wrong let me know anyway as it may have been something others missed!

Lastly, its a packed exe with Molebox so if your antivirus is complaining about it thats whats causing it. :)

Demo:

Release 1: "Proof of Concept" (8.5mb)

Screenshots:











Video:

A taste of the intro (the whole Midgar shot will be done once I get the bombing mission finished)

The battle system

Also there's a few other vids in my youtube profile that you're welcome to go fishing for if you want to see a more detailed look at the menu/battle system.

9
Basically I'm working on a 2D FF7 remake that uses all the documented algorithms of the actual FF7 engine. Here's a recent example of what I've made: http://www.youtube.com/watch?v=sPtHnwIwHks

I've reached the point where I'm implementing the Recommended and Wait settings for the ATB (until now I've just tested it as Active), and I'm having some trouble defining exactly what the behaviour of the recommended setting is. According to the definition in my FF7 manual it is:

Quote
For moderately skilled players. Time stops while the screen effects are displayed when using Magic and Items.

Quick observation will show that this isn't quite how it behaves and that there are MANY exceptions to what does induce a Wait state. Can anyone shed some light on this? If there's some rule saying how long a screen effect must be until it makes the player wait? Or if its based on the formulas the abilities use or something?

10
I don't suppose you'd know the magic evasion and hit formulas also?

11
Thanks Akari. :)

12
attacker_weapon_critical = Attack%?

Also would you happen to know the evasion and hit formulas?

13
Sadly, there's almost no documentation on this formula. The only thing I've been able to find is this which would be useful for deriving an algorithm. But as for finding out the real one, not so easy.

I'm working on recreating the battle system so I'll be deriving one soon. I'll report back with what I come up with.

14
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-15 03:53:28 »
Update: I've basically been able to come up with a 99% accurate algorithm for time units.

First, I don't think I really described what a time unit is. According to TFergusson's documentation; spells that incur effects over time have a duration equal to an amount of "time units". ie Regen is 32, Barrier/Mbarrier 30 and shield is 17.5. But the real time equivelent of a time unit varies depending on the game settings and whether a character is under the influence of any time spells. At the default battle speed with no time spells, a time unit seems to be about 3 seconds. So regen lasts about 96 seconds, Barrier/Mbarrier 90, and shield 53. I've checked and these numbers seem to check out, with all combinations of battle speed and time spells.

The exact relation is as follows:

1 time unit = static_var/([1-Slow, 2-Normal, 3-Haste] * (0x10000 / (((config_speed * 0x1e0 / 0x100) + 0x78) * 2)))

So far as I can tell, static_var = 554, or 0x22A. Why this number? NFI - but it checks out and by the looks of the numbers so far in this read, the programmers liked to use nice round hex numbers, and 0x22A fits this trend as well.

Just posting this documentation here for people who are interested in these equations as afaik they've never been documented before - and are necessary for recreating the battle system. ;)

15
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-14 23:01:51 »
Sweet. Would you be interested in looking into another algorithm for me?

I'm interested in the algorithm that defines a "time unit" - the "flow of time" when in battle. This affects the duration of the spells and their intensity per second. For example under a quick flow of time, Regen restores health quickly, but has a short duration.

I'm guessing the equation to determine how many seconds a time unit is, looks something like this:

1 time unit = unknown_variable/[1-slow, 2-normal, 4-haste] * battlespeed.

16
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-14 16:23:10 »
So are you saying the equation for enemies looks like this:

UPS/120 = Battle Speed * [1-slow, 2-normal, 4-haste] * enemy_dex / player_party_dex

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Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-14 08:53:30 »
Sweet, this seems to check out. Thanks so much for working with me to get to the bottom of this. :D

Also for enemies, is the ATB equation the same - but without the +50 bonus to the character's dexterity and the overall party dexterity? And if this equation does apply to enemies - what constitutes a party for them? Is it the entire field or is it every row?

18
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-13 22:43:33 »
Thanks for looking into it. Could you write out the entire algorithm with an explaination of all the variables again? I wasn't able to reproduce your last numbers so I must still have something wrong, and it would be nice to have a full clarification. :)

19
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-13 07:53:29 »
But 20 seconds is not what you see in application, how do you explain that? There must be something up with this algorithm if the output ingame is different.

20
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-12 08:06:10 »
Would you be able to do a calculation and show me exactly what you mean? ^^;

21
Scripting and Reverse Engineering / Re: FF7: ATB Formula
« on: 2009-05-12 00:02:20 »
All that does is increase party dexterity, which actually just makes UPS even lower, which doesn't fix the equation at all. I'm 99% sure the one you've listed is incorrect, I've put it in a spreadsheet if you want to see for yourself.

As I've said, I've tried messing around with the equation and nothing I've done makes it seem close to accurate. Regardless of the value of Party Dexterity, the Dexterity of the character being calculated for has WAY too much weight on UPS. I've been able to come up with my own approximation of what the real ATB Formula should be (see below, also have a spreadsheet for it), but I'd like to be using the actual one.

UPS/30 = BattleSpeed + Dexterty * 5

Dexterity = 50
Config Battle Speed = 127.
Battlespeed = 32768/(Config Battle Speed* 960/256 + 120) * 3 * [1-Slow, 2-Normal, 4-Haste] = 329.7

therefore, UPS/30 = 329.7 + 50 *5 = 579.7
Time to Full = 65535/(579.7*30) = 3.8s

This equation is within +/- 0.5s of the real equation for all valid values of Dexterity, Config Battle Speed and the Slow/Normal/Haste modifer in any combination. Still would be nice to have the real one though.

22
On the other hand though, SE faces a certain dilemma. Copyright only means something if the holder enforces it, otherwise they risk losing their copyrighted material to public domain.

In anycase I'm definitely keeping my projects off the radar until release now.

23
Moral of the story: don't admit to illegal behaviour in the readme.

24
Actually, there was no need for you to redraw them. The portraits of the characters in the menu are infact from the official character art for the game and are readily available in a much higher resolution, and with their original colours intact (yours seem to be off somewhat).

ie, here's a few:







25
General Discussion / FF7 2D Remake
« on: 2009-05-09 14:56:40 »
Hey everyone. This is a project of mine that I've been slowly working away at for maybe half a year now and I thought it was finally time that I posted my work. I'm attempting to make a 2D remake of FF7 using Rpg Maker 2003, so far I've recreated the menu and all the systems that support it (items, materia, equipment, leveling + stat calculations, etc).

I'm mainly making this thread to gather support in deriving algorithms and mechanics from the game that haven't been previously documented, and I figured Qhimm was the place to do it. So here's a demo of the menu; its a little buggy but you'll get the idea.

Currently I'm working on the battle system and I'm in need of the ATB and general time flow algorithms (how battle speed + slow/normal/haste affect regen, barriers, and other counters).

The menu demo:

Controls:

F4 Full Screen/Window Mode Toggle
F5 Large/Small Window Toggle
F12 Return to Title Screen
Cancel on Title Screen quits the game
Z, X, Shift, 1, 2, 3 are the only keys used in the menu. You should be able to figure out what kind of functions they're bound to and hopefully it will become intuitive after a bit.

Download here (4mb)

Screenshots:




















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