Author Topic: [FF7 PC] Full source code reversing project?  (Read 8335 times)

Kranmer

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Re: [FF7 PC] Full source code reversing project?
« Reply #75 on: 2016-07-31 18:21:22 »
Seems 0.14 source is no where to be found
You can still get it at the original location
https://sourceforge.net/p/q-gears/code/ci/default/tree/media/version_old/
0.14 src is the 2nd from bottom file named "2007-05_q-gears_v0.14r_src.zip"

KnifeTheSky77

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Re: [FF7 PC] Full source code reversing project?
« Reply #76 on: 2016-07-31 18:38:59 »
Why regress all the way back to 2007 codebase? Looks like Ogre has a new version out, api docs are still wack

paul

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Re: [FF7 PC] Full source code reversing project?
« Reply #77 on: 2016-07-31 19:01:17 »
Because as discussed in this thread the old version uses the original formats and is far more progressed than then current "generic" version. Also Ogre is a massive dependency to carry, it takes 20 mins to compile latest version compared with about 3 mins of the old.

Tom

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Re: [FF7 PC] Full source code reversing project?
« Reply #78 on: 2016-08-05 08:54:37 »
Exactly, paul is right, there is a lot of progress in that version on the original formats

Zervox

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Re: [FF7 PC] Full source code reversing project?
« Reply #79 on: 2016-08-05 09:42:50 »
compile ogre as a library or as a dll that way you do not have to recompile Ogre source every time you make changes to the things which can be handled through inheritance or components.

paul

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Re: [FF7 PC] Full source code reversing project?
« Reply #80 on: 2016-08-05 14:38:23 »
Ogre is still far more complex than SDL2 when FF7 engine its self is so simple. On things like Travis-CI you do have to compile it everytime or come up with somewhere to store it because its so large. Where as compling SDL2 on travis-CI takes 1 min. This does matter in open source projects that need free CI.


Edit: Oh btw the 20mins figure is for travis to build QGears when ogre is prebuilt!

Hellbringer616

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Re: [FF7 PC] Full source code reversing project?
« Reply #81 on: 2016-08-09 01:03:34 »
What about modability? I'm unfamiliar with SDL2 but ogre accepts a wide range of formats does it not? Would make it easier than trying to maintain an old undocumented format.

Not thay I'm promoting we convert anything to a new format, more like OpenMW where it accepts the old format as well as new formats.

KnifeTheSky77

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Re: [FF7 PC] Full source code reversing project?
« Reply #82 on: 2016-08-09 06:23:14 »
This proj should be approached from a feasibility pov at this point, go for it you madmen

paul

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Re: [FF7 PC] Full source code reversing project?
« Reply #83 on: 2016-08-09 07:04:27 »
Yeah loading a a png or whatever is easy enough, seems the code will need some clean up though. Its still using SDL1, immediate mode OpenGL etc. Another striking issue is everything being global :)

Tom

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Re: [FF7 PC] Full source code reversing project?
« Reply #84 on: 2016-12-18 20:13:47 »
Paul any progress with that?

Anyone else got any news on FF7 source code decompilation or remake?

paul

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Re: [FF7 PC] Full source code reversing project?
« Reply #85 on: 2016-12-18 22:45:47 »
I believe re-creating just the field module via hooks in to the existing game is probably a viable starting point. That way if nothing else is completed at least there is a standalone end-to-end working field.

Tom

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Re: [FF7 PC] Full source code reversing project?
« Reply #86 on: 2017-01-25 16:26:14 »
Any updates on that or similar projects?