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Messages - fuchisasquatch

Pages: [1] 2 3
1
Hmm i think cait sith would ruin the style of ffac.. Its just that in the game it was like an sd style with pudgy characters so cait sith fit in there, but now the movies more realistic and the characters look more like real people it might be weird to have a fat white thing with a cat with a microphone on its head walking around.

2
General Discussion / Question about Aeris' Death:
« on: 2004-08-25 06:58:33 »
Quote from: Aaron
46/47!?
Dude, I was around that level when I finished the game :P

You'll be fine, I think. :P


Hmm in all final fantasy games i max out my characters and really master the game. My ff7 file kicked ass. I had everything my materia list was completely full i had 2 copies of the master materias (one from the space place and the others from emerald weapon), maxed characters and yeah.. I think its worth it to put as much effort into the game as you can even if it takes like 200 hours, especially with a game like ff7.

3
General Discussion / FF7 FMV's
« on: 2004-08-25 06:55:04 »
Man i dont get why some of you care about pirated versions of final fantasy vii or any other game. You cant honestly tell me Darkdevil that you havent an illegal copy of anything. For me.. any game from the Final Fantasy series is worth it to buy and i do so.. but yeah if other people get downloaded copies or anything why does it really care.

I bet you have pirated copies of something: Windows (if you use it), other expesive programs like 3D max, microsoft visual studio and maybe delphi and ect. Who the hell is gonna pay $2000 for crap like that and if thats not a problem..then why should a pirated copy of Final Fantasy VII be..?

4
Archive / Cosmo Canyon Crash(sorry for another post)
« on: 2004-08-24 07:56:09 »
hmm yeah there are heaps of people signed up with like 0,1 and 2 posts.. and some of them are from a few years ago.

5
General Discussion / FF IX for pc
« on: 2004-08-24 07:50:59 »
Your know soon your everyones gonna have to stop using "psx" for the abbreviation of the original playstation because i was at this site where it had some crap about them releasing a entertainment system (not for gaming) called "PSX". I bet its gonna start confusing some people.

I couldnt find the site i saw before..but this site has some info about it and also a picture.

http://ps2.ign.com/articles/421/421026p1.html?fromint=1

6
Troubleshooting / C++ Question
« on: 2004-08-21 08:13:42 »
Oh thanks ill take a look at them.

7
Troubleshooting / C++ Question
« on: 2004-08-21 05:47:32 »
Ok, im learning c++ and have completed console crap tutorials (again) cuz i forgot some stuff. So what should i learn next Win32 or MFC?

8
Oh thank god. I reackon PSP is gonna kick nintendos ass. All of nintendo's games are stupid. Like PS and X-Box they have proper games, nintendos are all about stupid kiddy squishy blobs and yeah nintendo games are all the same.

9
WHAT THE HELL?? Is that screenshot real??? Man if it is..id never touch that..how many friggen screens are there..? And..thats stupid. If you play old games then you'll have like 6 useless screens. Man that must have been designed by some retard.

10
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-20 06:52:55 »
Woah woah...

Read it again

Quote

It is not the same what are you talking about. Look at this:

(255) * (31/255) = ~31
(255) * (255/31) = ~2097


i was comparing

* (31/255) and / (255/31)

Not what you wrote there..and im not accusing you of stealing my idea i just think its pointless to write the same thing.

I already gave the conversion [ / (255 / 31)] and then you posted practically the same thing.

And yeah i agree with you and that speed thing.

Quote

Quote

Quote

Ok well to get the value of the number in the range 0 to 31 you would do

Code:
texnum = bmpnum / (255 / 31)



* (31 / 255) is the same thing as / (255 / 31) and why are you guys posting crap when he already said he got it to work..


Because he said he did not know how to convert back.


he already figured it out without using that..look here

Quote

I ended up with this code:

Code: [Select]

        texfs.Read(kolor, sizeof(kolor));
        r := (kolor and $7C00) shr 10;
        g := (kolor and $3E0) shr 5;
        b := (kolor and $1F);
        r := Round(r * (255 / 31));
        g := Round(g * (255 / 31));
        b := Round(b * (255 / 31));
        destfs.Write(r, sizeof(r));
        destfs.Write(g, sizeof(g));
        destfs.Write(b, sizeof(b));


And it seems to be working fine . Thank you guys. You can find program on my new site.

Link: MaV's Page


Ok? So you understand what im saying now..?

11
General Discussion / Nibelheim flashback Crash
« on: 2004-08-20 02:37:27 »
Hahaha that sounds funny. I wish i could see that happening.

12
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-20 02:28:30 »
man what the hell sfx1000

Quote

Well, to convert them back, you would do the colors in reverse, like this:

fiveBitR = eightBitR * (31/255)


thats exactly the same friggen thing i wrote....

Quote

Ok well to get the value of the number in the range 0 to 31 you would do

Code:
texnum = bmpnum / (255 / 31)


* (31 / 255) is the same thing as / (255 / 31) and why are you guys posting crap when he already said he got it to work..

13
Man Aeris isnt useless...she kicks ass. I always and i mean ALWAYS had her in my party when i played FFVII. And anyway her limit break is awesome!!

14
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-19 08:46:20 »
Ok well to get the value of the number in the range 0 to 31 you would do

Code: [Select]
texnum = bmpnum / (255 / 31)

then im not sure about delphi as i havent learnt anything bout that yet but can you reverse it like e.g

Code: [Select]

  r := 10 shr (rgb and $7C00);
  g := 5 shr (rgb and $3E0);
  b := (rgb and $1F);


or something like that... Just muck around with calculations and see what you can come up with.
[/code]

15
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-19 08:07:37 »
Oh alright then yeah i guess what im downloading is not bad then. Its 135 MB..and i hope its the real thing cause you cant really trust KaZaA.

16
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-19 08:00:30 »
Oh right.

Well signed numbers range from a negative value to a positive value where unsigned numbers range from 0 to a higher postive value.

Normally you wouldnt really need to use unsigned numbers unless your involving some advanced calculation and you would use signed numbers for reading data that has no chance of being negative (e.g. file sizes, image widths, ect.)

Unsigned and signed numbers have the same number of bytes so for example:

Signed bytes range from the value -128 to 127
Unsinged bytes range from the value 0 to 255

So you see that if you add 128 to 127 you get 255..and as you can see by that they have the same range ammount.

EDIT: Can i ask what version of delphi your running. Im trying to download "Borland Delphi v7 Studio Enterprise" is that any good..?

17
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-19 07:46:03 »
Oh cool  :D

Man im downloading delphi right now.

I use VB and i can do almost whatever i want and can do with it..but it just pisses me off sometimes..

It doesnt support signed/unsigned longs..and dont even think about quads and floats.. (I needed signed longs in the texture reading program for the 32bit data)

And also the support files you need to distribute with your applications or have a VB run time pack that really annoys me..so yeah im making a switch.

Its good that delphi looks really simple and maybe just as easy as VB. Hmm i would use C/C++ and even learnt everything there is to know about console programming, but when i went into Win32 applications or tried MFC it was just so friggen complicated and at that time i didnt really see a need for C/C++ anyway.

18
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-19 07:29:36 »
hmm i was thinking and i though would this work

use delphi's round function or similar to do something like

newcolval = Round(colorval * (255 / 31))

i dunno if thats sure to work..but give it a try..

EDIT: oh woops thats kinda similar to what sfx1999 said..but i guess that the above way is more accurate even though the rounding off would give the same or very similar answer..

19
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-18 10:43:06 »
Yeah it would be. I was thinking bout this for ages and trying all this crap. Weird its confusing. I also searched around and couldnt find anything. But id suggest saving as 24bit BMP anyway since you dont require a palette. But the conversion between ARGB1555 to RGB888 still needs to be worked on.

20
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-18 08:59:50 »
oh no woops it would work

eg.

(31 + 1) * 8 = 256

and max color range for BMP is 255..so yeah

21
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-18 08:56:40 »
hmm i was think of something like

(originalcolorval + 1) * 8

that would work for white..but yeah maybe itd screw up the other colors

22
Scripting and Reverse Engineering / 16 bit textures
« on: 2004-08-18 08:47:32 »
Nuh 248 is a greyish color. To see your self go into paint and put 248 in each R,G,B box. So it would surely screw up the colors of some images.

23
Oh really, woops i didnt know that... Sorry then.

24
Hehe, that letter wasn't sent to find real info. I just did it for fun.

But yeah, just because the rom is there, doesnt mean that we can legally play if. Its just like in away pirating the game (copying it to your computer) and also by using an emulator to run it would be an illegal action too... so yeah.

25
haha...i sent this email to square a couple of days ago...

Quote

Dear Customer:

Thank you for taking the time to e-mail us.  Unfortunately, we do not have
access to the information you requested, nor do we have any information on
what other resources might have it.  We apologize for any inconvenience.

Sincerely,
Ryan Riley
Customer Support Supervisor


On Sun, 15 Aug 2004, Jamie !!!! wrote:

> Hello,
>
> Why did you use a Super Nintendo ROM in the remake of Chrono Trigger on the
> PSX. I am very intrigued and don't think that it is worth the money for a
> ROM.
>
> And you should have made it less suspicious as just the file name gave it
> away to me. Plus it also makes it easier for people to gain illegal copies
> of your games.


great customer service

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