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Messages - paul

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51
Yea, keep dreaming. It's never going to happen!

What isn't going to happen?

52
Wow pretty interesting stuff!

Also:

"To give you an idea of how far I went, let's say that except for the Battle system (the biggest of all), the Condor Fort system and part of the Menu system related to the battle system, I could reverse all the executable file to C source code (some parts harder to read than others) and recompile to a runnable file. Which means that the fun starts ... now !"

So you can compile your source and get a binary that runs the game - except for battles? Seems quite extreme to go to the level of completely binary compatibility!

53
RE: (though I don't understand why posting reversed data is less infringing than posting reversed code).

I don't know why either since reversed data is a 1:1 copy of the copyrighted data, yet the reversed code is an interpretation of machine code back to something that's more human readable. I.e asm -> c, the c you've come up with can't be covered by copyright.

What format is your data in? I assume you have real or pesudo C code of the reversed functions? My plan was to do something like the RC2 project where we patch the EXE to load a DLL. Then this DLL replaces all of the known functions with a reimplementation. Since the graphics output uses a "driver" system thats probably the easiest part. Perhaps you've already reversed this and the functions for loading resources?

If you ever use IRC you could join the qhimm channel to discuss further?

54
Scripting and Reverse Engineering / Re: FF9 script syntax
« on: 2015-12-14 23:45:38 »
I was going to suggest using LUA style syntax if its fits. Also @halkun are you sure MGS1 used lua? I thought all of the game scripts in MSG1 was hard coded..

55
Honestly, you're better off writing your own engine in 2016 rather than decompiling code from 1995-1996. Take advantage of new technology. This is what QGears is aiming to do, except it's not very active right now.

This would be the best base for something like QGears though. For example when the world map functions are fully reversed then you can replace/extend it in any way you'd like. And you have a full working game. Otherwise everything has to be 100% re-implemented from day 1 to have a fully working game.

Also I'd assume by this point many people already know what a lot of functions in the exe do from all of the previous reversing work?

56
Would anyone be interested in a project like this: https://github.com/OpenRCT2/OpenRCT2

But for FF7 PC? Basically its a hook DLL where by each game function is slowly replaced with C/C++ until the full source of the game is obtained.
 

57
Easy, if you find out that the function is at 0xdead then just write to that address :)

char* buffer = (char*)0xdead;
*buffer = 0x0; // will crash unless you use VirtualProtect first, WriteProcessMemory is overkill because thats for remote processes

58
If it depends on ddraw.dll or dsound.dll or any other dll that it will load from the same dir as the exe then thats an easy way to inject code. Make a proxy version of any of these dlls and then apply your patch in memory during dllmain entry point.

59
Not sure if you figured it out but the reason the UV's seem wrong is due to texture filtering. If you force linear filtering it shouldn't have the problem. Usually in a texture atlas you have to repeat the last couple of pixels to make a border to prevent the texture atlas "bleeding".

60
Completely Unrelated / Re: windows 10
« on: 2015-08-16 22:16:56 »
Only reason for Win10 is for DX12

61
Did you upgrade to a P4 now? ;)

62
Team Avalanche / Re: I guess that's it, guys
« on: 2015-08-11 16:48:46 »
Do you just mean awkward controls wise etc? QGears can fix these things.

63
General Discussion / Re: Anyone got BmCview?
« on: 2015-07-25 22:40:52 »
Wow seriously? Its obviously youre shitty anti virus deleting the file! Upgrade or turn it off, its clearly not malware as verified by virustotal.com

65
Latest built should install texts now too

66
I don't think Tom knows C++ so thats why hes done it this way, fixing Z order is probably easy. Adding dialogs just needs that section of the  field parsing for PC data and integrating in to SUDM. The nil vars in the script need fixing by extracting the save map from kernel.bin in the installer and changing SUDM to read/write banks from this rather than its own named vars. For mods they can use their own locals in lua scripts however they want - but to get stuff working a Read/WriteBank API is probably going to be a lot easier.

Someone just needs to take the time to do these things :) I can provide help as needed about the structure/solution - not "what does int mean" etc level of help.

67
Of course it doesn't freeze else I wouldn't be suggesting to use it would I? This build has more fixes:

http://qgears.itscovarr.com/dd454d2c2884f2d8b1125dfc15f500ddf0a24e7e/windows/

69
Indeed, the converted scripts have runtime errors

71
Probably done like FF7 where this is grid map and optimized for cd loading map?

72
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-11 18:35:04 »
I think it would be a shame to have 30fps FMV after all the effort of redoing it :(

73
You might wanna include what game you're talking about.

74
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-10 08:23:50 »
Nice :D

75
Team Avalanche / Re: [HD Remake] Nibel Mountains
« on: 2015-05-03 12:29:34 »
Seems fairly close - I suppose it won't have to match exactly anyway since there are no 3d models pasted on top of it

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