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Scripting and Reverse Engineering / Re: [FF7 PC] Full source code reversing project?
« on: 2016-07-24 08:50:23 »
Not interested in unity for rendering triangles and pictures...
The closest to what we want is OGRE and SDL, ff7 needs a renderer, nothing more. And using modern formats is not in any way easy because you have to manually convert the data to the "modern" formats which is not fast/enjoyable either. The amount of LUA you would need for the field scripts in the game exceeds the amount of C code that makes the game run.
For an example nmkin_1 which is a simple field compared to many many others is 1867 lines.
nivgate which is a Nibelheim gate field is 2874 lines and its still a non complex field.
I don't even want to think about the mayor's minigame in Midgar Tower how big it would be...
Lets say on average the each field has 1500 lines of code which is generous. Multiply that by 700, and you got 1,050,000 lines. Not counting savemap scripts, battle scripts, battle AI scripts and world map scripts. Lets face it people, including myself have tried to convert the games data to alternative formats like LUA for use with new engines and have failed many times. Lets try something different and target the engine this time.
Not implying anywhere that unity is not good, its great for making games and physics simulation but not suitable with that we can do here.
The closest to what we want is OGRE and SDL, ff7 needs a renderer, nothing more. And using modern formats is not in any way easy because you have to manually convert the data to the "modern" formats which is not fast/enjoyable either. The amount of LUA you would need for the field scripts in the game exceeds the amount of C code that makes the game run.
For an example nmkin_1 which is a simple field compared to many many others is 1867 lines.
nivgate which is a Nibelheim gate field is 2874 lines and its still a non complex field.
I don't even want to think about the mayor's minigame in Midgar Tower how big it would be...
Lets say on average the each field has 1500 lines of code which is generous. Multiply that by 700, and you got 1,050,000 lines. Not counting savemap scripts, battle scripts, battle AI scripts and world map scripts. Lets face it people, including myself have tried to convert the games data to alternative formats like LUA for use with new engines and have failed many times. Lets try something different and target the engine this time.
Not implying anywhere that unity is not good, its great for making games and physics simulation but not suitable with that we can do here.