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126
General Discussion / Re: Before Crisis remake?
« on: 2010-12-28 13:29:04 »
I found the Before Crisis:FF VII OST.
The same composer as CC

127
General Discussion / Before Crisis remake?
« on: 2010-12-20 19:56:06 »
Has anyone here dumped script or data of FF7:Before Crisis?
I found only screenshots.
I thought that replicating this engine on a PC or an old console would
be not that difficult.
Of course translating first.

128

I have seen a picture of a cut battle scene,looks like Kalm.

Really interesting is the never used love points system.

The PSX reactor demo doesnt sport many big differences.

129
I thought they once  were 2 seperate projects:
NPC Reconstruction Project
and PRP

NPC RP made the NPCs
while PRP was the easier project making new field models for PCs.

I conclude that some of the mentioned needed 106 npc models are already
around.

130
For me it looks like they use a software to play PS1 games on a PS3,but the first models contained the PS2 CPU/GPU and later a MIPS64 emulator + GPU.

Your PS3 is powerful enough to emulate things like N64, a DOS PC,a Wii
a Saturn and a dreamcast but as we know Sony included a hypervisor(something BSD like that denies to access hardware from your programs).

131
Completely Unrelated / Re: gDEBugger is FREE!
« on: 2010-12-14 17:40:29 »
I know of a FOSS tool (boomerang decompiler) that takes an executable and decompiles to almost usable C sourcecode.
Four years ago a company bought the 2 australian devs and development
did make only a very small progress since.Its difficult to compile but usage can be easily learned.

Sadly it does not support the Xbox 360/PS3 CPUs.
I should have told the (one) Q-gears guy about it,perhaps we could have played  throught FFVII+IX on ARMs.

132
I got an idea for the beginning.
You could add the cut timeline texts from the PSX beta back in.
They wrote about the rise of Shinra ,the danger of the "Makoro Plants"
and that cloud was found in a bar.

133
Somewhere on the web are even concept sketches that look very different.
Perhaps they are from the Ultimania Omega?

134
but TA needs aalis driver while PRP runs on a stock system,needs just a bit more CPU power.

135
Team Avalanche / Re: *OFFICAL* Battle Scene Reconstruction
« on: 2010-11-29 21:08:46 »
Sorry for posting only and not showing own work

For the guys working on the train scenes:
There is artwork for the FF VII Midgar trains, and they are even featured in CC.
http://finalfantasy.wikia.com/wiki/Train_(Transportation)
Looks more like a steam train than I thought 11 years ago.

136
Completely Unrelated / Re: 14 Games that changed the World
« on: 2010-11-28 10:45:01 »
I wold like to add one of the first real-time strategy games,there were more than C&C or Warcraft.

Secondly something with a real 3D engine like Descent or Ultima Underworld.

For Halo,the XBox = ( GF3+Coppermine+64MB RAM+8GBHDD+nForce)
with a crippled Windows NT + DX8.Halo was developed for Mac OS until
Bungie was bought by M$ and is related to the Marathon 2.5D shooters.
He could have replaced this entry with Goldeneye for N64.

137
Completely Unrelated / Re: Thief - The Dark Project
« on: 2010-11-28 10:28:13 »
Some lucky guy bought a Dreamcast Devkit and found a prototype of Thief 2
on there on the harddisk

138
Completely Unrelated / Re: Big Mysteries of FF7 & More v2
« on: 2010-11-12 18:37:35 »
I read somewhere that the gaia cliff was mistranslated into gaeas.

139
General Discussion / Re: Music - Not using Midi
« on: 2010-10-22 15:04:14 »
The midis are supplied in 3 different forms,General MIDI,SB 32/AWE SF 2.0,and XG.
THe XG version is nice on a XG softsynth.
The soundfont depend on a AWE rom and there is a different loaded for the last battle.

Someone made a FFVII forSB LIve soundfont but he exchanged some of the instruments and
 added rearraged MIDI files that sound more like the psx version.not usable for normal midis

Would be nice to have a upgraded SF2 or DLS that could be of universal use and for ff7.
I have a aureal vortex with up to 8mb hardware synth here.

140
You could simply write your own static linked FF7config prog.It just sets a few registry keys
and is very picky if they got wiped out or if no waveout or MIDI device is found.
With a new ff7config a noob can move his ff7 directory around or start the game via a linux livecd and Wine.

141
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-10-10 21:11:28 »
There are artwork images available somewere,mostly pencil drawings,even different styled screens that were scrapped.A few are hand colored and others have Kanjis drawn on it.

I read that the developers were ordered to make the game fully 3D but realized that they could not get on with the PSX and the PsyQ libs so they used the same movie rendering workstations like in "spirits within" to create realistic looking backgrounds that somehow dont look that wierd together with polygon objects,they used even the low poly models in many video sequences.
The beginning,ending and weapon attack videos indeed look like Tokio game show demos showing of new technology, perhaps the were created at early stage.

BTW The 2 reactors are very similar constructed,,if someone renders sector 7 slums and the train then you could extend to the second bombing (mission) until Cloud falls down the bridge!

I dont know if the PS 3 tech demo opening sequence could used legally.

142
I think you are thinking too much Direct X style 8-)
The shader 3.0 you mentioned is DirectX 9.0c shader.
The shader used here is OpenGL 2.0 shader so your card and driver
 need to support openGL 2.0.

143
I personally think that a lot of new stuff will pop up if they reverse engineer the
"Square Extra Preview No. 5" and the other Demo.

144
It is possible to convert Soundfonts to DLS sets (sample packs used by the MS softsynth or some older soundcards) with Audio Compositor.
For those that have only standard MS synth,it sounds much better.


145
It sounds wierd ,but I tried the impossible:

Running in NT 4 with aalis driver on my old K6-2 notebook equipped with a ATI Rage LT pro AGP
a lot of upgrades and a DX5.0 beta kit.
in 3d part it runs but on field backgounds upper layers are drawn incorrect.

Also speed is an issue especially in videos,because my cpu has no L2 cache and floating point is much slower than a PII.

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