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Messages - paul

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Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-09-13 23:06:45 »
Yeah in QGears it should be easy enough to do. On the wm side of things the wm0 can be rendered - I need some spare time to carry on working on it. A decompiler to decompile the scripts to QGears WM lua is the next step.

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-09-13 20:31:12 »
Well... the scope of this work doesn't really depend on the status of Q-Gear. The fields I make already work on the current engine.
To be honest I am not sure what the possible benefits of Q-Gears would be like, as far as the fields are concerned. I am curious - It would be nice if somebody could fill me in.

No limits on animations etc, and the image file could be used as-is instead of converted to that strange "block" format. Also you could use 3D field files rather than static renderings. This is probably possible with the current engine too using the custom hook/driver/rendering engine as it could simply render the mesh itself and not draw the 2D field images.

Edit: Actually I have been wondering, wouldn't it be cool to add 2D lighting to the current engine like in the "the swapper" game?

See here: this is all 2D

Team Avalanche / Re: Midgar Revival
« on: 2014-08-07 17:49:46 »
Is this the one that will be used for the intro movie? Has anyone thought about rendering out new FMV's just in blocked in "lego" mode?

Why not create a mod sdk where all mods register with the manager which allocates the ranges for it? Then unless all ranges are exhausted you'd never have to worry about it :)

I still don't understand why you can't just call VirtualAlloc() and put your code in the returned buffer from that though?

Can't mods just VirtualAlloc their own memory for injected code? Why does it have to take over a "dead" code section?

Q-Gears / Re: Current state.
« on: 2014-08-04 20:49:07 »
Need people to reverse:

1. Animated world map textures, its pretty static and dead at the moment
Nothing known..

2. World map scripts
Some info here:
This is reading script from txz which has textures, sounds and script. In PC its in .ev file which apparently is the same data as in txz script section.

3. The encounter data from the enc_w.bin
Some info here:

I think that should be everything to fully implement WM

Q-Gears / Re: Current state.
« on: 2014-08-03 00:45:31 »
I've taken to trying to get the world map working, got it rendering with PC textures so far. Code needs a refactoring though as I've just hacked it together to get it working.

I'll do this after I get world map models loaded in and some other bits.


there is tons of stuff to be done in q-gears. Battle is the most unknown thing at the moment. I think there is a lot of reversing to be done there.

I think Zero seemed to be doing field related things (i.e get it using native game data).

I've been looking at the worldmap, I've got the mesh loading but need textures,models, encounter info scripts etc.

Looks like Aali has done it :) Could still do with figuring out what the other bits are and fully reversing the scripts etc.

For QGears the idea is that it will run native Ogre format and native PC/PSX format data. I only have the PSX data so that's all I can work with right now. I think the tool you pointed out only works with PC data?

Aali seems to be on to this though, seems the txz contains texture data, script data and audio data. But the texture seems to be in some sort of "raw upload to vram" format. However there may also be a table for the texture locations somewhere too.. I hope!

I'm trying to implement the world map module of Q-Gears. At the moment I have it displaying the PSX map data OK.

But how do I get the textures from the PSX data? The wiki only documents PC:

There are "txz" files in the "world" directory, but I noticed the string "AKAO" in there so I guess this is only sound data?

Edit: Some txz related tool here:

Q-Gears / Re: Current state.
« on: 2014-07-15 17:38:48 »
Excellent, I'll take a look. At the moment I'm updating the code to work on Ogre 1.9 - just need to fix a linking issue with overlays/fonts.

Is there any code already to get field images too? It would be good to get native field images and scripts working, then it would be possible to explore most of the game.

Also out of interest is there anything for FF9 fields and scripts?

Q-Gears / Re: Current state.
« on: 2014-07-15 11:08:12 »
I wouldn't call Akari slow, as it is right now pretty much all there is (at least this version) is written by him....

Indeed - I am saying current progress by Zero and myself is slow :)

Which field opcode you need to be reversed? I thought I finished them off )

I've been looking here for docs:

Seems the red ones are not documented? I was going to work on creating the FF7 script to lua loader.

Q-Gears / Re: Current state.
« on: 2014-07-14 22:16:54 »
My last commit was almost year ago. Didn't do anything since that time. But I check sometimes how things going.

Quite slow.. we need more people :) we also need the field op code reversing to be completed.

Q-Gears / Re: Current state.
« on: 2014-07-13 14:38:01 »
paul what version of debian are you using?
   ogre 1.8.0 is needed to build and some extra libboost stuff .they are ubuntu packages but should be named the same in debian. although versions maybe different

when you start q-gears press F8 to load up the data.

it would be very helpful to have those kinds of docs.

Jessie - seems that the repo now has 1.8.0 :)

Do you think we could get some kind of wiki or somehow add pages to the source tree to serve as docs on github? Just something that explains:

* What platforms/architectures it supports
* Dependencies
* Supported compilers/tool chains
* Some sort of basic coding style doc
* Major features that deem the engine to be "complete" and their current state
* How to start hacking once everything is built, plus anything else required, e.g do I need the PC or PSX files? Do I need any files at all? etc

Edit: Still seem to have errors on this 1.8.0 version:

[ 65%] Building CXX object QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o
/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFileSerializer.cpp: In member function ‘virtual void QGears::HRCFileSerializer::readObject(Ogre::DataStreamPtr&, QGears::HRCFileSerializer::Bone&)’:
/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFileSerializer.cpp:130:27: error: ‘parseSizeT’ is not a member of ‘Ogre::StringConverter’
         size_t rsd_count( Ogre::StringConverter::parseSizeT( rsd_list.front() ) );
QGearsMain/CMakeFiles/QGearsMain.dir/build.make:1894: recipe for target 'QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o' failed
make[2]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o] Error 1
CMakeFiles/Makefile2:201: recipe for target 'QGearsMain/CMakeFiles/QGearsMain.dir/all' failed
make[1]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/all] Error 2
Makefile:123: recipe for target 'all' failed
make: *** [all] Error 2

Of course adding our parseSizeT is easy.. but seems to not be a part of Ogre 1.8

To get it building on debian I had to make the following changes:

changed 3 instances of ParseSizeT to parseUnsignedInt

/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFile.cpp:32:34: fatal error: common/FF7NameLookup.h: No such file or directory
 #include "common/FF7NameLookup.h"

#include "common/FF7NameLookup.h"

#include "../../SupportedGames/FinalFantasy7/include/common/FF7NameLookup.h"

Not sure where the main binary is yet though..

Edit again:

Finally figured it out, had to copy all of /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/

to the "output" directory and the QGearMain executable to "output", then it would launch, if you didn't tell me about F8 I would have figured a black screen was all it could do though ;)

Final edit:

Started to add data to the wiki:

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-07-10 22:37:07 »
In the original image some things seem more "shiny" and the air seems more "foggy" and "bright" if this makes sense?

Will this be applied to your render via the post processing? At the moment it looks a little off compared with the original (also in comparison with your other works which are true and better than the originals :)).

Q-Gears / Re: Current state.
« on: 2014-07-10 22:14:18 »
Is there is a list of supported platforms? On Debian the Orge version is missing a couple of functions that we could easily implement ourselfs to get it building.

What about a task list of things to do for new people to start work? Or a basic doc that describes the code layout/architecture of the engine?

Its also not clear what you're supposed to do/run once everything is built to see something in action. Has the engine got support for the world map (if we had that list of things done/not done then I wouldn't need to ask ;)).

Looking good, here is my first WIP blend.

Team Avalanche / Re: Time to celebrate!
« on: 2012-12-31 20:20:20 »
Looks like Bloodshot has that converted to field in his vid:
Maybe you could ask him if there isn't a field one available yet

What tool is he talking about? If its open source I could look at making it support more anim frames, is it possible to add animation for when changing direction too rather than just "appearing"?

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-12-08 10:38:42 »
Thanks for your response it helps greatly. Already know some basics but I'll work through the book you linked and start doing that guys tutorials. It sounds like the observation is a vital point which I didn't appreciate until now :).

Interesting that you are using blender internal - I know cycles gives much more realistic lighting. But looking closely at the original field scene it has very black and sharp shadows which is not something that cycles would generate as this is not true to real life as the light is not refracting as much as it should be. I guess back when FF7 was actually created the rendering tech at the time may have been something similar to blender internal in relation to lighting, I've never really noticed until now.

If you could send me any walk mesh/field image to try I'd love to give it a go. It might be a long time and take many versions before I can come up with anything that's release quality though, I guess that will be part of the challenge :). How many hours per week do you think you spend using blender? I guess you also spend a lot of time outside of blender thinking of how things could be done when looking at real life objects?

Edit: I can't send PM's:

"You are not allowed to send personal messages." :'(

I'd like to try the reactor 5 tunnel :).

Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2012-12-07 13:47:47 »
Mayo Master your work is outstanding! I can't believe for one minute that you only have 4-5 months experience in this!

Do you think you could explain how you became so good so fast? As a newbie I have attempted to line up blender cameras to field images and to be honest it seems impossible :(. Also getting the scale to be correct seems to be extremely difficult too, do you have any tips/methods?

Finally how are you getting the textures/colours to be so close to the original? Are you using GIMP to make textures from scratch? What rendering engine are you using, internal or cycles?

Sorry for so many questions, can't wait to see the final render of the house field :D.

Hey guys, I was wondering what you guys use to reverse FF7 pc and psx versions? I've reversed some of abes oddysee (the pc version using OllyDbg) but I've no clue where to start on the playstation version...

Also do the people around here that reverse the engine just document it and then other people write qgears? Or do they tend to do both?

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