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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Srethron Askvelhtnod on 2001-02-02 22:18:00

Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-02 22:18:00
Ok, The Skillster asked me, so I guess I'll start the post. I won't be surprised if this is one of those that doesn't get any replies though. It really seems like a lot of work.

This is about remaking FF7 in case you didn't know. This is a good time for those who aren't interested to quit reading. Also, keep in mind that this goes against the copyright and end-user agreement, so we'd be risking the wrath of Square.

The first order of business is to figure out what we want. What do we want to do? Do you we just want to change some of the dialogue and maybe a location or two? Maybe modify some limits? Enhance the graphics?

If that's all we're doing, it probably wouldn't be near as hard, but is it worth doing? I'm going to treat this discussion as if we've decided to go for a lot more. Does this seem feasible? I'm very skeptical, but it would be fun if we could.

Let's say we're going to:
-Improve or change some or all graphics, dialogue, sounds, and music
-Add completely new parts to the story
-edit the .AVIs
-Edit existing locations and add new ones
-Other (Heck, be my guest here. I really don't want to go overboard, but with some of the stuff I've mentioned, I think I already have. Multiplayer *would* be an interesting feature...)

Ok, we know what we want to do (a lot). How the heck are we going to do it? I see three options right off the bat on how to proceed.

1. Use the existing game engine(s) and modify it where necessary to suit our purposes.
2. Create our own engine(s).
3. Use existing engine(s).

|_If we choose #1, we need to be able to edit and/or create:
-Character/NPC models, .a files, etc.
-All aspects of the level files (images, scripts, locations, text)
-Sounds and music
-.TEX files
-All aspects of the battle files (models, enemies, limits, spells, items, etc.)
-The World Map
-The menu system

Out of this currently we can do:
-Text
-Music (and probably sounds with a little more work)
We're getting there with the 3d models and a few other things, but we can't really do much at the moment.

|_ If we choose #2, we'll have to do a *ton* of programming as we're practically making a game (think about as long as Legacy). We'd need a 3D engine or five for the Field, World Map, Battles, and Minigames. We'd also have to recreate the menu system, among numerous other things. Then, we'd have to copy and/or import 3D models, sounds, create our own scripts, AI and program routines, etc., etc.

|_ If we choose #3, we'd be doing many of the same things if we were doing #2. First we'd have to find an existing engine that suited our purposes, maybe even several of them. Then, we'd have to figure out how to implement FF7's Field, Battle, World Map, and Menu Systems. Next order of business would be copying/importing the character and Battle models. Then, remaking each scene of the game. After that, Minigames and so on.

In conclusion, none of these options sounds very fun -or feasible. At least not at the moment. What do you think? I'm not trying to be discouraging, but this does seem rather unlikely. Thoughts? Opinions?

[This message has been edited by Srethron Askvelhtnod (edited February 02, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-02 23:12:00
hmm, till we can edit/extract/import/export all the info in ff7 i recommend 'testing' a remake by editing the text and dialogs...
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-03 01:36:00
Well, I can tell you remaking the thing is not as much work as Legacy. The graphics rendering will be much easier because of the pre-rendered backgrounds.

Wait...scrap that. The battles still needs to be totally 3D. Not too advanced...howevever the special effects are pretty stunning. You could of course replace the battles with old SNES style battles to make things simple ;-)

Worse is the entire script engine. You would probably need to use the story format made by Squaresoft, which should hopefully take care of most things (just cross your fingers and hope that the game doesn't do too many dirty tricks but keep things nice and tidy seperated between the game scripts and the executable code).

What I would go for in your case is probably creating a DirectX inbetween layer as I've told you before...that way you would be able to heighten the resolution of the battles. Then supply higher resolution textures, and perhaps hack all the backgrounds to 1024x768. This can be done by emulating the filesystem so that when FF7 requests a file, we give a bogus file with textures the right size, but which only really contains a handle at the beginning and the rest is zeroes. Then, we also intercept the outgoing calls, and recognizing the singature we load our texture/background instead. This way, there are no restrictions set by the Squaresoft formats, just create one set of files which translates everything into a directory structure where the backgrounds are nicely stored as BMP or JPG. In essence, create a virtual (though very fast) machine which FF7 runs to, and whenever FF7 does something you understand what it tries to do and do it better.

Just a suggestion. Why do you want to do this anyway? FF7 is a finished product, and while it's fun to hack it a little, I would think that when you are going to put all this effort into a game you're better off finding some artists and story writers and create a new (but perhaps similar) game from scratch. Wait until Legacy is released and you'll have a state-of-the-art extremely customizable engine capable of doing anything in RPG... it's a principle we have, it shouldn't be necesarry to hack *anything*, everything sits in nicely documented data files. In theory, a new game should be able to be created without even recompiling anything.

You're always welcome to join, too.

Title: FF7 - Part 1: Is it even possible?
Post by: halkun on 2001-02-03 01:38:00
You guys could whip me now for being negitive. But would a mac or linux port be better and easier to do. Or better yet, amke ff1 or ff6 with the engine.
Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-03 18:14:00
IF some body would edit the midis to make em sound more like psx then I will be happy. And if any one wnat to re render the backgrouds to 1024/768 and all the textures to 1024/768 and the AVIs to 640/480/1024/768 be my guest.
Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-03 20:48:00
The Skillster: Alright. We have to start somewhere. That doesn't sound so bad.

Dag Sverre: Nope. Not planning on replacing anything. Maybe a new materia system to spice things up.   :wink: (j/k)

Thanks for the info on the layer. That sounds feasible once (if) I can learn DirectX.

Heh. Thanks for the suggestion, but you can call me stubborn. As far as I'm concerned, FF7 needs fixing, and even if no one else will do it, I'll give it my best shot.  :D

Home-grown stuff like this is just kinda my thing, I guess. Although, I would be very interested in making a game with the Legacy engine someday...

As for Legacy, I've considered joining the project, but I feel I have nothing useful to add.

Halkun: Hey, if this doesn't work out, I'll think about it.

Sir Canealot: A friend is supposedly sending me his copy of the FF7 Soundtrack CD. If and when I get it, I plan to take all the .WAVs and convert them to .MID. If it works, it'll mean I can replace the current midis with the new and improved. Then I can make a patch with LGP Tools and start distributing.

[This message has been edited by Srethron Askvelhtnod (edited February 03, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-03 21:49:00
interesting points srethron. but how do u plan on converting the waves to midi? the best way is to compose them from scratch to copy the cd audio. but i suggest you make specific midis from thr 'reunion' cd, much like the 'orchestrated' ff8 cd this contains a few live orchestrated ff music, like aeris theme (!), the world mape theme and some others. i only found a few with napster, but the 1s i got where unbelievable!!
ill upload them soon.
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-04 02:15:00
You already have the source for my DirectMusic layer. It's very little editing needed in that one to make any version of FF (any game!) play MP3s instead of MIDI. Just find the right spot, and instead of loading the right MIDI-file, you load an empty MIDI-file and execute: "winamp filename".

Using WinAMP is not elegant or anything, feel free to insert your own MP3 decoder. But using WinAMP is so little work I might even consider doing it myself...I'll look into it.

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-04 03:08:00
ok, heres the music:
aeris theme 'runion': http://members.tripod.co.uk/TheSkillster/ff7/FF7aeris.wma
World Map theme: http://members.tripod.co.uk/TheSkillster/ff7/FF7main.wma
these are up there on 1 condition, u dont leech them and put them on ure site, u dont leech them and put them on napster, or u dont leech link to them or ill move em..
These are quality orchestral music, and leeching them would ruin the work done by composers and musicians alike.
these are for testing/listening purposes only. thank you
now this is how id like the ff7 music to sound like  :)
 
Title: FF7 - Part 1: Is it even possible?
Post by: halkun on 2001-02-04 11:22:00
wma=windows media file.

(Halkun does a "uname -a" on in his computer)

>uname -a
>SunOS earth 5.5.1 Generic_103640-34 sun4u sparc
>

Sun Sparc, nope can't play wma file here.
(Halkun does a "uname -a" on another computer)

>uname -a
>Linux titmouse 2.2.18 #22 SMP Mon Jan 8 15:05:17 PST 2001 i686 unknown

Nope no windows media player for that either, how about this one..

>uname -a
>Linux dhcp-0-238.wwts.corp.voyager.net 2.2.15-4mdk #1 Wed May 10 15:31:30 CEST 2000 i586 unknown

nope Looks like there will be no wma playback for me...

-Halkun

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-04 15:30:00
oops, didnt think about u  :(
ill have to make a low quality MP3 (after all it is windows media - hi quality lo size) anyone know any nomessing simple mp3 encoders?
Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-04 16:27:00
RE: Direct Music layer: That's all perfectly correct ... except FF7 doesn't use DirectMusic. Remember, DMusic only came in with DirectX 6.1 and FF7 was released with DirectX v5. So a DMusic layer wouldn't affect it at all, unless I'm missing something big here.
Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-04 16:32:00
OK Halkun i hope you got pkunzip or something on your sun workstations   :D
these are worse quality but are STILL LARGER than the WMA, just goes to show mp3's ago tho, cant wait for a REAL WMA V8 Encoder, that promises to be big in the SMALL file depo'.
aeris+main theme aip at:  http://members.tripod.co.uk/TheSkillster/ff7/ff7mp3.zip   *edit typo  :x*
its a 2.5 mb file so sit back and relax a few minutes   :D

*****************************************
ON a new note;
this is what id like to do to spice up FF7's materia system;
Its too easy: There should be a limit to the nuber of uses on materia (like on summons and all materias) like 10 uses at meteria level 1 20 at level 2 (but the level 2 magic ie fire2, is at 5 uses) etc.
Its so simple: You find materia EVERYWHERE!!! sephiroth even gives u a important materia (destruct), i want to revert to the older FF4-5 style of having to FIGHT the summons to get them on your side. Ie fight ifrit, fight shiva etc. or just fight some boss, u find TOO much materia lying around.
New materia: possibly a new group such as Dark magic as an opposite to holy magic.
Level dependant materia: Some higher materia/summons can only be used once u pass a certain level (ie in Crono cross u have to be at level 7 above to use summons) So ultima stays locked till u reach level39 prehapes, and KOTR is locked till ure at level 70? etc,
BIGGER disadvantages of equipping materia: equipping too much materia has usually not posed too much problems, i want to see BIGGER disadvantages, like have death sentence on the player how equipts KOTR, and HP -25% for the one equiping Ultima, etc.
OK the above adds a new difficulty level to a game thats too easy 2nd time around (unless u make it difficult   :wink: ).
Suggestions on better things or on how to do any of the above are welcome   :D

[This message has been edited by The Skillster (edited February 04, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-04 22:51:00
First of all, I would like to ask "how could this possible end up in the Technical Issues" forum? The top five threads in here should have been posted in the Game Tweaking forum...

Anyway, the important stuff:

Ficedula, you are absolutely right of course. DirectMusic is not the only thing one can replace though, it's rather quickly done to replace winmm.dll instead. That's not the problem.

The problem is that the MIDI files are stored inside LGP files. My original idea would be to create a .ini file like this:

battle.mid=battle.mp3

however that is not possible. I guess, however, that it can be done another way: Use Ficedula's LGP editor to replace some of the midi data with the path of the MP3 file. I don't think it will be much work, it just requires everyone with a soundtrack to hack their own files... (perhaps some common file for everyone owning the soundtracks could be made by Skillster).

I'm not sure how much work I should put into this...Skillster would be the only one having any real use for it I guess?

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-05 00:24:00
Dag: Not quite that difficult! If FF7 passes the whole midi file data straight to WinMM (which I think it almost definitely does!) then do the following:

-Calculate checksums for each of the .MID files in the LGP's.
-When you receive MIDI data checksum it. Look the value up in your table, you then have the filename it originated from.
-Now you can match battle.mid=battle.mp3 or whatever

-Alternatively, make a custom LGP where the midis inside contain sod all midi data, but just a comment mentioning which file they are.

-Also, I've just thought: the midi files all contain the filename as a title, don't they? Try playing them in Timidity (I know you have it, Dag!) which will display a load of info on the file. Though this isn't the easiest option...

Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-05 00:55:00
The Skillster: Simple. I've got a program that claims to have the sole ability to convert .WAV to .MID. I appreciate the gesture, but I can't download the .WMA files or even your mp3s. If you could mail the .WMAs to me or something, that would be cool.

Re: Materia System. Keep in mind I was merely joking about enhancing the materia system. Maybe we could do it, but we'll have to wait and see. Well, I believe that most of what you want is technically feasible. I'm not sure if I agree on how to handicap the materia, but adding fights with the summon monsters would be cool (although in some spots it's not applicable because you get certain summons from bosses, which would mean you'd have two boss fights in a row).

Anyway, if *I* decided that I was going to enhance the system, I would add a new group like "Dark Magic". I also would greatly expand on the linkabilty that you have with the support materia. Making each type of materia link-able (except, of course, Independent) would certainly enhance the potential strategy.

And yes, I do have something planned for the second time around.    :wink:

Dag Sverre: Well, as Qhimm himself pointed out that the line between Game Tweaking and Tech-Related is very difficult to discern. I wasn't sure which forum to put it in. On the one hand, I have the remake which could be classified as a "tweak". On the other, all of this has to do with programming, file types, file structures, and the technical aspects of how things work and how we would do such and such.

Ficedula: This sounds more feasible by the minute. Of course, *if* my .WAV -> .MID plan works out, you won't even have to bother.  :D

[This message has been edited by Srethron Askvelhtnod (edited February 04, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-05 02:21:00
Ficedula, please allow me to quote myself:

 

Quote
I guess, however, that it can be done another way: Use Ficedula's LGP editor to replace some of the midi data with the path of the MP3 file.

However, you stated it much better. Checksums can be used to of course, in fact I guess they're a much more elegant solution, however they do add some calculation overhead. Perhaps checksumming the first 100 bytes or so, just enough to make sure it's unidentifiable.

Also remember that there are four different MIDIs, one for each soundcard type. The naming does look like a better alternative...and more work.

The worst work is in learning myself how to use the midi* functions though. Knowing Microsoft it will probably be far from the obvious solutions.

I guess it's just a question of who of me and Ficedula gets bored first ;-)

[This message has been edited by dagsverre (edited February 04, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-05 02:48:00
lets get some stuff straight...
the soundtracks names (almost identical) are in the txt file accompanying ficedulas ff7midi v1.1. Srethron; theres been a major headache with tripod for 2 days now, usually in the evening over here  :(
and the program that converts to wav to midi is naff, i spent last weekend trying out 3 different programs, and none even compare, these programs are best used on a single instrument track, turning them into mids and add them all to gether to get a midi song file.
OK, this direct midi hacking looks good, but its alot of hassle, if youre going to do a winMM layer u might as well through direct3d in too (for hi res, so we can start making new texturs and stuff).
has anyone had more progrss with the feild files? how about the backgrounds?
Title: FF7 - Part 1: Is it even possible?
Post by: J*** H******* on 2001-02-05 02:51:00
Message.
Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-05 16:06:00
ok srethron a low quality version is on the way to u via your regular email in your profile
its a zipped/rared to 1.3mb
Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-05 16:11:00
Skillster: You've missed the problem here. The problem is, because FF7 stores its midis in LGP archives, when it plays them it doesn't send a filename to WinMM - just a block of raw data that it's extracted from the LGP. Hence you don't automatically know which file is playing...

It can be sorted, of course; but that's why it's not 100% straightforward.

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-05 16:46:00
ok, lets get to it then...
Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-06 01:30:00
Dag Sverre: Heh. Thanks for the info.

The Skillster: Thanks for the mail.

Jari Huttunen: Thanks for the info. I'll still try it out just so I don't leave any stones unturned.

Ficedula: In other words, it'd be best to make the changes Dag's talking about to all four of the midi files?

[This message has been edited by Srethron Askvelhtnod (edited February 05, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-06 02:11:00
BTW: Might as well build Direct3D layer when you're at doing a WinMM layer = Might as well build Rome when you're at putting this brick on top of the other one = Might as well spend a month doing Direct3D when you're at spending three hours on WinMM.

Just noticed it in Skillster's post and couldn't resist...

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-06 02:23:00
sorry, just thought a start is better then nothing at all  :(
Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-06 15:19:00
Seriously - how many people would want a WinMM layer to play mp3's? I've got a simple version working on my PC (plays an MP3 version of the overworld theme), but it'd be a bit more work to do it for every midi, especially given the shitty way I identify which midi is playing...
Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-06 18:35:00
I dont know really :O , I would perfer to have BETTER midi quality then have buggy MP3 quality (not to say that it will be, but you still have to have the mp3s tho dont you?).
But seeing how now ones bothered to make better midis, there seems to be much better mp3 remixes/remakes of ff7 music, so i guess the volume of better media is really the deciding factor. Unless someone (maybe?) makes a new collection of FF7 music, or someone finds some great FF7 music on the internet (theres gotta be some somwhere?).
Until then i dont care if its MP3 or MIDI, i just want better music with more instruments and more like a live orchestra....
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-06 20:40:00
You do know the concept of MIDI right? MIDI is the scores, MP3 is air waves transformed in to numbers and compressed...even comparing them like the way you do is madness really...

If you want MIDI, there will have to be a composer behind them. A real, human composer, who can plot down the scores. Also you'll need a decent soundfont, which takes some work if you want it for free and in the quality you're talking about. But if you can't get a composer to write down the scores and the 'directing of the orcestra' (adding volume and pressure finesses etc.) then the best you can do is what we have done in FFSF.

The question about MP3 quality is moot however, if you own the soundtracks just compress them at 300 kbps VBR and if you still care about quality loss I'll suggest something else for you than playing video games...like getting back to listening to that $5 000 sound system you must have to be able to pick that difference up...

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-06 21:12:00
Oh god there is a difrence. I have mp3s in 128kbs 196 and 256. The 128s still sound nice(about 10 times better than that midi) but the few I have in 256 sound lovely more or less what you get on a cd. Now I dont have a $5000 sound system but I t probley wieghs in at several hundred pounds. I know a FTP with the FFVII MP3s on it but it currently only has FFIX mp3s onit(Its under reconstruction)

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-06 21:25:00
AAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGVGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :x  :oops:
! MAN, DONT TELL ME THE DIFFERENCES BETWEEN MP3 AND MIDI!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
AAA! Theres a big difference between wave quality and midi composition, I just want better midi thats all, if i can find some then thats great, it saves u guys goin to the truoble to remapping the midi calls to mp3s etc (what about making it to WMA?).
Dont think I dont know whats what in the deep end of multimedia....
 :x  :oops:

Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-07 06:59:00
Ficedula: I'm all for it.
Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-07 16:34:00
Right ... don't expect it anytime very soon, coursework has loomed its ugly head once more. Unless Dag wants to volunteer for the task?
Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-07 21:40:00
Alright. Good luck then. I'm starting to see an increase in my own coursework, so I might be forced to come less frequently as well.
Title: FF7 - Part 1: Is it even possible?
Post by: Aaron on 2001-02-08 19:41:00
Why use MP3 though?  WMA is 1/3 the size.  A 64 kbps WMA  has the same quality as a 192 kbps MP3  - I converted all mine and I'll have to say myself that it is true.
Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-08 20:25:00
Corse work?  Corse worked has been rearing its ugly head in my life for over a year. And every time its appears I kick it back down. I have about 3 peices of english corse work to hand in 2 peices of media studies. 5 peices for science and 2 for RE. Im soding the lots except for english and media studies.

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-08 22:07:00
That depends entirely on the encoder. The encoder that came with my MP3 Player encodes 96KBps Mp3's that are better quality than the 64KBps WMA's that the MS WMA encoder produces. In fact, at 64KBps VBR MP3 it still sounds just as good as the MS WMA's... the fact is that most freeware MP3 encoders aren't that good...
Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-09 02:21:00
I can't stand MP3's under 256KBps stereo. They loose several high and low level sounds. This is very apparent when you burn them to an audio CD. I prefer 320KBps stereo though.  :)
Title: FF7 - Part 1: Is it even possible?
Post by: halkun on 2001-02-09 16:33:00
as much as I would enjoy MP3s for music, loops would be difficult. And wma as just stupid. I don't trust a music format to has licence restrictions.

-Halkhun

Title: FF7 - Part 1: Is it even possible?
Post by: Aaron on 2001-02-09 19:03:00
Well, I read on Microsoft's site, that with most encoders, a 192 kbps MP3 is CD-quality audio.  Most on Napster are 128-192 kbps.  With Microsoft Media Encoder 8 you can encode 192 kbps MP3s to 64 kbps WMA without losing quality (and 128 -> 44).

Anyway, loops would be difficult if you're using an external player, but if you're using one you make you could have it when it gets to the end, jump back a cerian number of bytes and start playing some more.  This is similar to what the MIDIs do.  But to do this, you wouldn't be able to use MP3s ripped from the CD, you'd have to do some editing.  And everyone would have to use the same set of MP3s or make up there own loop thing, or the loops might be a couple of seconds off.

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-09 20:06:00
Frankly, those stats are bull. MS have obviously selected very carefully which MP3 encoders they're comparing against.

Most freeware encoders (at least that I've tried) ARE bad unless you crank the bitrate >128KBps. So what? Get a good one, and 128KBps is (to me) CD quality. 64KBps WMA is not. I've got a lot of WMA's I encoded myself at 64KBps, and believe me, they aren't as good as my MP3's.

Title: FF7 - Part 1: Is it even possible?
Post by: Aaron on 2001-02-10 00:45:00
Well, I've been using WMEUTIL 8 to encode em to 64 kpbs and I cannot tell the difference, even with headphones.  I showed them to my cousin, he couldn't tell the difference either, even playing the MP3 first and then the WMA and vice versa.

So... if there's a quality difference, it isn't enough for most people to be able to tell.

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-10 02:51:00
fice: the util is exactly what the doc' ordered  :D
Uh, but i cant quite remember what i was planning to do with it :O. (duh!)
oh well itll hit me eventually, but thanks anyway  :D
Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-11 15:47:00
One thing that should be added is when you gointo a battle on a scene(world map mako reactor ect) Now usely after the battle the song will just start again. How ever I just found out that on the PSX version after the battle its will go to the point before the battle. EG 1:23 minuutes into the song. Get what I mean?

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-11 16:31:00
So you mean when a tune starts, it should start where it last finished, not necessarily at the beginning?

That's possible, but not as easy to do as MP3 playback.

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-11 17:03:00
Well...it's easy if we find our own MP3 decoder. Like, using WinAMPs in_mp3.dll directly instead of going through the exe. Same goes for looping.

Anyway, the reason I'm replying is that this souns like so much better than the way the PC version does it...I got seriously bored of listening to that half minute intro which really aren't all that melodical over and over and over again without ever getting to the real parts of the song...

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-11 21:43:00
Oh, I see what you mean. I was thinking about that instead of MP3 playback ... not as well as.

Yes, it would be easy for MP3's. Not so easy for MIDI's though, since FF7 streams the MIDI's itself.

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-11 22:50:00
Well it loads the MIDI data from disk, but I would think the MIDI parsing is done by MCI. So it's easy to change...call GetPosition in an overrided StopMidi, restore it in a PlayMidi (I haven't worked with MCI yet so I made up the names).

BTW I remembered this great site again some time ago and thought some of you people would have great use of it: www.wotsit.org

Remember to seek out the MIDI specs there...

Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-12 16:09:00
That's not what I found ... it calls functions in WinMM like midioutStreamOpen, midioutSendMessage (trying to remember names here) and dumps raw midi messages into WinMM. Did you find that its using MCI to decode them to this point?
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-12 20:47:00
No, you're probably right. I just assumed stuff because doing things the way you describe would be...insane! Looks like we can expect anything from those Squaresoft programmers in terms of idiocy.
Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-12 22:42:00
What ever your doing hurry it up!
Lets see you only have to
Get MP3s to work.
Rerender the prerendered bacgrounds(I would prefer em rerendered at 800/600 so I can play it on TV-out)
Rerender the FMV
Rerender all the textures
Get rid of all the bugs
Increase res over 640/480 every where
Add more parts to the story

hmm any thing else?

On prerendered backgrounds how would they be rendered?
Would they be drawn?
I have a freind who a pretty dam good drawer
he might be able to help with pre rendered back grounds. Hes no miricle worker though.

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-13 05:28:00
some pointers:
If youre having trouble munipulating ff7 in to controlling the midi output to mci, then try munipulating the mci instead.
Like try to patch it or some work around.
Title: FF7 - Part 1: Is it even possible?
Post by: The SaiNt on 2001-02-13 10:02:00
Daggsvere :What a sense of dejavu! I just visited the site 2 days ago by accident.
Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-15 20:47:00
Sir Canealot: Going a bit fast are we? Let's take this one step at a time. First, we'll let whoever decides to do it take care of the MP3s. *Then* we can start with other things, like a DirectX layer for improved graphics, re-rendering the backgrounds, etc. Don't try to cram it down our throats all at once.  :wink:
Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-16 07:43:00
Not to dis courage anyone, but re-rendering the backgrounds is almost impossible. It would require the original source art from Square. I'm not sure if they are computer generated or hand drawn, but if they are hand drawn it would require a high resolution rescan of the image. If it was computer generated, then it would need to be re-rendered using whatever graphics program Square uses, and to do say, an 800x600 render at the quality they use, it would take lots of time and a fast PC. For example, some of the computer generated scenes in Toy Story 2 took 70 hours to render a single frame... How many different backgrounds are in FF7? Way more than that...
Title: FF7 - Part 1: Is it even possible?
Post by: halkun on 2001-02-16 08:57:00
The backgrounds were rendered with lightwave. And the even the people who ported FF7 to PC didn't have access to the original source art. I say just recombine the backgrounds from the 8x8 blocks and then use eagle graphics to expand it. The are 256 color after all. Then it'll loog without beeing blurry or blocky

-halkun

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-16 13:45:00
good idea hulkun
would save the HUGE amount of disc space needed if it was rerendered.
Title: FF7 - Part 1: Is it even possible?
Post by: ficedula on 2001-02-16 13:54:00
Sure, but anything would be better than what we've got.

If we get it running at 800x600 all the polygons look better, and any sort of stretching on the backgrounds would do.

Of course, nobody's willing to write the DirectDraw layer yet, so not happening so far...

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-16 21:46:00
What do you mean strech it out by eagle?
I know of a eagle you can set Zsnes to you the eagle gfx engine and it make sthe graphics look crapy. It nothing liek that is it?
And about the prerendereds as I said if we were to add more parts to the games I could probley get him to draw some we might be able to scan in and use. I havent seen him draw any thing like FFVIIs backgrounds but with enough time and effort he could probley do it(He can draw very well even when not trying). Of corse both of those are in short supply with him being in a mental home(Long story)

Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-17 09:52:00
While playing the game at 800x600 would make the polygons sharper, it would make the backgrouns look worse. I've found the best solution so far is to use my Voodoo5 and 4xFSAA. This makes the game look quite nice. There are far fewer jagged lines on the polygons with FSAA.
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-17 13:58:00
How could you possibly make the backgrounds look worse at 800x600?
Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-18 05:48:00
Simple, take a 320x240 picture and try this:

View it at fullscreen with your monitor set to 320x240(this may require a program to set your monitor to that resolution)

View it at 640x480 fullscreen(you have to stretch the picture now)

View it at 800x600 fullscreen(again stretched)

Same at 1024x768, 1280x960, 1280x1024, 1600x1200, 2048x1536, 3200x2400.

You will notice that the image looks worse the more it has to be stretched.

Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-18 06:53:00
IIRC, that was the problem with FF8PC. The original backgrounds were something like 256x256. All that was added during the conversion was some sort of filter.

[This message has been edited by Srethron Askvelhtnod (edited February 18, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-18 07:34:00
The backgrounds in FF8PC are also 320x240. They just have a bilinear filter applied to them during the drawing of the scene.
Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-18 13:24:00
i have to add that the filtering made it even worse  :(
i see your point about strecthing.
but you missed the point. you have to strecth proportionally or risk having uneven pixels in the strecthed image!.
another way around a strecthed image is to have a border (like in ff7) to keep the porportion correct.
i hope that helps.
Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-18 14:51:00
Well explain me the difference between this:

a) 320x240

b) 640x480

b) 1280x960

(notice the 2x multiplication all the way, 240x2x2=960 and so on)

These three will always give the same results. At a) you represent one pixel in the image with one pixel on screen. At b) you simply use four pixels, all pixels are now four times smaller. So four pixels with the same color on screen show exactly the same as one pixel in a).

At c) it is the same, except you now use 4x4=16 pixels on the screen for each pixel in the image.

All these modes views the exact same, impossible to tell the difference. In theory, but if you have a screen like mine it interlaces at the lower resolutions so there still is a way to tell the difference...

And of course the 3D looks a lot smoother on the higher resolutions. And you have the *optional* ability to smooth the pictures out using some filter.

I agree that 800x600 it might look a little different, but smoothing filters will usually take care of that.

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-18 17:13:00
Im not sure about this streching buisness.
I was playing FFIX on ePSXe at 800/600 useing my TV-out.
Now would you agree that the back grouds and FMV would be streched from 320/240-800/600?
But at 800/600/32 They look just like they would on the psx. So why is that?
Can anybody explain that I have been wondering about that for a while.
Same with FFVII/VIII At 640/480. Played though the TV-out they would still have to be streched to 640-480 but they look what they look like on the PSX.


Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-18 21:40:00
Because 800x600 still has the same perspective (4:3) and the TV screen blurs the image so much that no additional filtering is needed...

If you played the PC version of the game I'm willing to bet that what you saw was in fact 640x480, since there are no way to change that. Even if you set the resolution to 800x600 on TV-out, the resolution is set to 640x480 once you start the game.

If you played with emulators, that's another thing...

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-19 03:37:00
If you played the PC version of the game I'm willing to bet that what you saw was in fact 640x480, since there are no way to change that. Even if you set the resolution to 800x600 on TV-out, the resolution is set to 640x480 once you start the game.

Sadly the pc version only exists in Joeys mind. Im useing ePSXe to play it. And the image isnt blured. Its almost as sharp as my moniter(Its a little blurry on the desktop but looks great in games). See my 32inch Hitachi Widescreen tv is designed to be used as a tv- and a monter.
It has a moniter jack on the back of it so all I would have to do is get a very long cable dig up the drivers and hey presto 32inch heaven. And if it means any thing its not running in 4:3 its being streced to 16:9(And it looks great as well)

I would have to say now with a futher 4 hours of playing  :) That the back grounds looked SLIGHTLY Worse. Im not sure about the FMV. Its looks the same ro maybe even slightly better. Yea thats why. Normally the TV is interplded or some thing. It has scan lines. On Tv-out there are none so that why the FMV looks better.

Ah im just rambleing on now aint I?
Who cares why?
Though im still intrested.
Maybe one of these days I will find out how texture compression works in full.

Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-19 05:42:00
The reason it looks better on TV is because TV's are interlaced. A computer monitor is not interlaced.

As for aspect ratios, yes, 320x240,640x480, and 800x600 are all 4:3, but if you display an image at a higher resolution than what it is intended to be displayed at, it looks worse. Take Grand Turismo running on a PC through Bleem. Look at the title screen while having Bleem run the game at it's default resolution. The title screen should run at 640x480(The title screen runs at 640x480 on a real PSX) and look good on a PC monitor. Then run with Bleem forcing it to 800x600 or 1024x768. It looks noticeably worse. This is because it has to supersample the image, and you see the edges of pixels that are normally at scanlines on the TV. The same for my example of stretching a 320x240 image on a PC.

BTW, there should be an option for your TV to make 4:3 input display in a 4:3 format instead of stretching the image. I don't like altered displays. Oh, and I work for Hitachi  :)

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-19 20:19:00
Whatever. SOme of that stuff that you said makes SOME sense.

And I dont like running any thing in 4:3 I Couldent cope with those huge blacks bard running down the screen. Any way the way the Tv streches it to 16:9 is bloody brilliant. There no loss of image quilitie what so ever.
And what do you do for Hitachi any way?
You make good tvs/ The one I have is several years old and it still runs like brand new.

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-19 21:35:00
Well at least in Norway TVs are really 4:3. Except widescreens, but on those you *can* alter the aspect ratio.

Also you can alter the aspect ratio on all modern European non-widescreen TVs as well. Like on mine.

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-20 03:38:00
What do you mean at least in Norway?
Most tvs here in england happen to be in 4:3. It just so happens that I have inherited(from the Liveing room. My dad got a new 52inch rear screen projecter. Sigh Where to we get all this money from?)
A 32inch *Wide Screen* TV. It can run in 4:3 But It has black bars at the sid eof the screen. And I think the image its self look crapy. Whoa look at the time. Time for another 4 straght hours of FFIX   :)


And dagsverre you said earlyer in this topic that your monitor interlaces at lower resalutions. Do you mean black line across the screen like a TV? My Moniter does this is there anyw ay to stop it?

[This message has been edited by Sir Canealot (edited February 19, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-20 06:17:00
I suppose it's a personal preference as to whether or not you want the image stretched to 16:9. I normally prefer widescreen(I am a DVD fanatic), but if the image is intended to be shown at 4:3 then I let it be shown that way.

The specific division of Hitachi I work for is HICAM(Hitachi Computer Products America). The area under that division I am at is Hitachi-OMD(Oklahoma Manufacturing Division). We mainly work on the Hitachi RAID-400 series of computer servers. I work in the PCB Quality Control department as an inspector. I have to check boards to make sure that they are soldered well. That involves looking at parts so small you can barely see them(tedious work).

Most TV's everywhere are 4:3 format. Only newer widescreen TV's are different. They use a 16:9 ratio.

Oh, and bout the interlacing, it's actually better to have it at low resolutions. It helps to make things look better at low res, higher resolutions need to be non-interlaced though.

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-20 16:21:00
Well when you put my TV to auto it sets its self and 16:9. So I supose FFIX Was A :Designed for 16:9 or B:Has some thing in the code to run in 16:9. Puting it in 4:3 makes every thing look way to thin.

Oh and again about the interlacing is there any way to turn it off? Its a bloddy pain when I play FFVII/VIII though the monitor.

Hmm Staring at computer boards all day musent be fun. I know that one loose solder can screw it all up. We Had a repair man in to repair the TV I have now.(It was switching its self off) And the repair man said he just had to solder some thing on the main boards. Thats it all that truble for one loose solder. sigh....

Title: FF7 - Part 1: Is it even possible?
Post by: The Skillster on 2001-02-20 16:27:00
hell, you guys sure know how to throw a topic off topic, hey?
Title: FF7 - Part 1: Is it even possible?
Post by: Reznor007 on 2001-02-21 07:54:00
FF9 is designed for 4:3 as far as I know. But I may be wrong. You might want to check Square's site to see if they mention widescreen support.

As for interlacing, I don't think there is a way to turn it off. But when playing in low res it's better to have interlacing.

Yes, small mistakes in soldering can be killer. At work once we had a board that would not pass the test system, and we couldn't figure out why. After 45 minutes of looking at it under 40x magnification we found a small crack in 1 trace on the board. Took me about 5 minutes to repair. It then worked fine. VERY frustrating.

Title: FF7 - Part 1: Is it even possible?
Post by: Sir Canealot on 2001-02-21 17:05:00
This is my 200th post! WHOHO!
And skillster comeing from the eidos FFVII Forum I have a PHD in turning things off topic.

And interlacing seem to be good. On my tv-out I got a program that turns it on for TV-out. FFIX look more normal now and the flicker on the tv is all gone. And FFIX isnt desgined for widescreen I played for a while in 4:3 and every thing looks just a bit fat in 16:9. But I dont care I dont wanna lose 5 inchs of my screen.

And Reznor after hereing that about your job. I feel sorry for you. I hope you get paid well for that.

Title: FF7 - Part 1: Is it even possible?
Post by: Srethron Askvelhtnod on 2001-02-21 21:10:00
Sir Canealot: You're a Post Hole Digger? I'm impressed.   :wink:

[This message has been edited by Srethron Askvelhtnod (edited February 21, 2001).]

Title: FF7 - Part 1: Is it even possible?
Post by: dagsverre on 2001-02-21 21:18:00
Sorry, I didn't read the posts careful enough, sounds like I brought this thread off topic for no reason at all.