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Messages - Snowy

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1
Q-Gears / Todo
« on: 2007-07-13 07:08:56 »
Hey everyone,

Sorry to see you go Akari!  But on that note, Q-gears has to go on... I am willing to help, with the programming part, but what I need to know is, where are we in the project, what still needs to be implemented?  Is there a list of some kind that exists allready?

Greets,
Snows

2
Q-Gears / Hi guys, me again...
« on: 2007-01-19 14:20:45 »
First of all, great work on the engine so far! Hell, I'm following every bit of it!  I haven't been able to compile it lately.  I'm using visual studio 2003 .net, so it's not compatible with the 2005 edition.

Is there any other way to compile it on windows platform?

Btw, I got all the libraries :-P thanx

Maybe I should just install gentoo linux again :-)

Thanx
Snows

3
Woah, great post! thanx ;-p That helped a lot...

Snows

4
Thanx Cyberman, I'm trying to figure some of those fieldscript opcodes ;-)

5
What psx emulator do you use so that you can view the hex/memory dumps? currently i'm using epsxe, but that doesn't have something like that built-in... halkun, you said that you run it in a sandboxed environment, how?

Greets
Snows

6
Q-Gears / Re: Q-Gears Revision 62
« on: 2006-07-16 21:46:29 »
aah, okay.

Great  :mrgreen:

7
Q-Gears / Re: Q-Gears Revision 62
« on: 2006-07-16 21:12:42 »
Code: [Select]
   // Line no: 55 in script.cpp
   if (IsWait() == true)
    {
        return scriptPosition;
    }

u8 entity_id; // Added these
u8 priority;    // Same here
u8 script_id;  // This too ;)

    for (u32 i = scriptPosition; i < mLength;)
    {
        switch (*(mpBuffer + i))

Also, had to remove all the u8's before entity_id and so on...
eg:

Code: [Select]
case REQ:
            {
                entity_id = GetU8(i + 1);
                priority  = GetU8(i + 2) >> 5;
                script_id = GetU8(i + 2) & 0x1F;
                fieldModule->
mScriptManager.RequestRun(entity_id, priority, script_id);
                printf("REQ(entity=%x, priority=%d, script=%x)\n",
entity_id,priority, script_id);
                i += 3;
            }
            break;

And, ofcourse the i++ counters need their ;

That's it...

8
Q-Gears / Re: Q-Gears Revision 62
« on: 2006-07-16 20:54:35 »
lol, sorry halkun  :-D

That script file is HUGE :-P I'm lost already! hahaha

9
Q-Gears / Q-Gears Revision 62
« on: 2006-07-16 20:45:06 »
In revision 62, in the script.cpp file, some of the semi-colon's after i++ is missing, also, these variables:    

u8 entity_id;
u8 priority;
u8 script_id;

needs to be declared before the switch, otherwise redefinition occurs.  Just pointing this out, cause I needed to fix this to get it compiling under windows.

Great work Akari!
 8-)

10
Q-Gears / Re: Compressed fieldmap files?
« on: 2006-07-16 16:40:30 »
Fielddump's output looks great, I must say, the engine is being developed quicker that i thought :-P  That's a good thing, things to keep us busy!

11
Q-Gears / Re: Compressed fieldmap files?
« on: 2006-07-15 17:20:44 »
Heya halkun, As soon as I get all the data correctly, I'll see what I can do, i've been reading through the q-gears sourcecode since last weekend, I'll let you know when i'm ready...  can't wait to start ;-)

ps: mad programming skills :-P hahaha, i've been coding for a good few years now in c/c++ on both windows and linux, and on the graphics api's i know opengl and directx9

12
Q-Gears / Compressed fieldmap files?
« on: 2006-07-15 16:08:42 »
Hey again,

It looks like i'm finally making some progress of getting up to date with the work you've done so far on the engine.  Great work btw! I've compiled the fieldscript dumper by halkun, and wilst using the pc fieldmap data.  I figure it must be compressed, what util do you use to do that?  Sorry if it's covered somewhere else already...

Thank you  :-P

13
Q-Gears / Re: PC or PSX data?
« on: 2006-07-08 19:13:20 »
Damn, so I need to get the psx version somewhere ;P  Oh well, thank you.  I'll see what I can do, maybe I can figure something with the .tex files.  Good luck on the project.

14
Q-Gears / Re: PC or PSX data?
« on: 2006-07-08 18:40:28 »
Thanx for the reply Cyberman,

I read the document you specified, I'm just trying to get mine running like the screen shots.  But I had to convert my FF7 pc .tex files in /data/MENU to .tim files to get it to work.  So I guess a system is still needed to check if the textures are .tim or .tex, and then load accordingly?

Oh, and sorry if I didn't specify much info, i'm just trying to understand the current state of the engine, so that maybe I can help...

Thank you again, I'll play with it some more.
Snows

15
Q-Gears / PC or PSX data?
« on: 2006-07-08 17:45:11 »
Heya,

I must really be doing something wrong, what data should I use, from the PSX or the PC version?  I only have the PC version available, and when I added the savemap, it doesn't work correctly.  It crashes when I go to the Fieldmap module.  I've put the Startmap.dat in the correct place...  Maybe any advice for me?

Thank you  :-)

16
Q-Gears / /data/savemap question
« on: 2006-07-07 22:08:25 »
Hey all,

Today I svn'ed q-gears and was quite impressed, my compliments on all of your efforts.  I'm just having a little problem with the field module.  Where can I get a pregenerated /data/savemap file?  I would like to get mine, like in the screenshot somewhere on this forum, where cloud is standing at the train station (startmap.dat).

Thank you very much, and I hope I can join the development team soon.

See ya
Snows

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