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Messages - P3k

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1
WIP / Re: FF7 PSX HD Remake in Unity
« on: 2021-07-05 02:37:55 »
Haha! Cheers Bonkers. To be honest, the let down that was SE's FF7R was the whole reason I started this. I've been working on it for just shy of a year now and progress is good. I feel good about this! Thanks for your encouragement! :)

2
WIP / Re: FF7 PSX HD Remake in Unity
« on: 2021-07-02 13:40:04 »
### Update_0 ###
Main Menu: https://youtu.be/YmouMODe234

### Update_1 ###
New videos released on Item Menu Creation.
Here for the UI creation: https://youtu.be/v9zbcsvpgYg
Here for the code write up: https://youtu.be/EVSzc1E9Kq0

Hello!

So it's been a while since I updated this post and thought now would be a good time to share what's been done so far. So here goes....

There are ~3-4 modules to create, the main being the Battle Module Field Module & Main Menu Module.  The field one is going to be the last one to contend with.

As it stands, the Main Menu Module is ~95% complete. Behaving near identically to it's PSX counterpart. I even went into the PC source code to get the sorting algorithm for the Items Menu when I couldn't figure it out by myself. (That's how dedicated I am!!)

The Battle Module is ~15% - 30% complete, depending how you look at it. There's the Mechanics side and the Graphics side.
Mechanics are ~90% complete. I have a simulator running the code, alls that's missing is before/after damage calculations, lucky 7's, etc.

Spoiler: show




The Graphics............The Graphics are fun...
I have a method of extracting models and animations from the game and importing them into Unity. So far I have Scorpian Guard, Grunt and a few others.
Animations for Cloud, Tifa and Barret have been done for Attack, Magic and Summon moves. Oh! I also fixed Tifa!

Spoiler: show


Her clothing....nothing else :roll:


To go along with all this, I've even created Editors so that all the Player, Enemy, Materia, Attacks, Commands, etc are pretty much all completely customisable.
Spoiler: show




I'm going to be creating a series of videos of me (re-re-re-)creating the Menu Module. I've recently made changes to a fundamental script, and require to upgrade all menu windows accordingly. So while I'm doing, that, I'll be recording if you're interested.

Here's my latest video that shows the first page of the Main Menu being created https://youtu.be/YmouMODe234 as well as some footage of overall progression.

Hope you like what you see and if you have any feed back, I'd be grateful to hear it.

Peace  8)


3
I was able to decompile FF7 and find the function that arranges the Inventory.
It took me a few days (as I'm a newb at assembly) but I got there in the end and managed to perfectly replicate the sorting methods.

If anyone is interested, you can find my script here: https://github.com/p3k22/FF7-Csharp/blob/main/FF7%20Arrange%20Inventory.cs

4
Support / Re: ff7 international cd4 artwork - how to rip?
« on: 2021-03-06 10:11:43 »
xD so it is! Hahaha!
Sorry man, I just seen artwork and thought BG's.

I don't have a copy of the international cd so can't say for sure.
Have you tried opening the .bin file with PowerIso or some other iso application to see what goodies are there?

There may be files accessible by some of the tools people have created here.


-Also, I know it might not be the best quality but you could always print screen the emulator.

5
Support / Re: ff7 - how to rip?
« on: 2021-03-06 09:39:37 »
https://github.com/myst6re/makoureactor/releases

Use that, open up ff7disk1.bin with it, rip  8)

It's easy helping ppl ;)

6
I figured it out.

Quote
NFITC1: Item1 starts at 319 and item2 starts at 318

The above is incorrect. item1 always starts from 319 while item2 is the next inventory index to search.
E.G;
item1 = 319 to 0, item2 = 0
item1 = 319 to 0, item2 = 1

Once item1's inventory index is < than item2's, end the sorting function for that index.

Code: [Select]
var length = player.inventory.items.Length - 1;

/// Start at first inventory index (item2)
for (var i = 0; i <= length; i++)
{
 
  /// Cycle through inventory from end to start (item1), searching for an item that can be swapped with item2.
  for (var j = length ; j >= 0; j--)
  {
      var i1 = player.inventory.items[j];
      var i2 = player.inventory.items[i];

      var swapID = ShouldSwap(i1, i2);
     
      /// As long as the search index is greater than the index of that which is being replaced,
      /// run condition to see if a swap is required
      if(j > i)
      { 
         if (swapID == 1)
         {
   player.inventory.items[i] = i1;
     player.inventory.items[j] = i2;
         }
      }
      /// If the search index becomes less than the index of which is being replaced, end the sorting of this index
      else
      { break; }
  }
}

So essentially, starting from the top index, search for an item to replace it with by searching all inventory index's starting from the bottom. If the search index gets < than that of what it is trying to replace, end the sort for that index, then start again from the next top index.
 :P ;D :'(

7
Hey,
I didn't want to necro this post: https://forums.qhimm.com/index.php?topic=16079.msg226836#msg226836 so thought I'd make a new one.

I hope anyone can help me understand specifically what NFITC1 means about the bubble sort and field / battle condition.

If I do the bubble sort based on the field condition, I do not get the same results as the game.

Can someone please explain how NFITC1's answer would function? Do I check the condition once then BS from there or am i missing something?

Here's my code;

Code: [Select]
for (var i = player.inventory.items.Length; i > 0; i--)
{
  for (var j = player.inventory.items.Length - 1; j >= 0; j--)
  {
    if (j != 0)
    {
      var i1 = player.inventory.items[j];
      var i2 = player.inventory.items[j - 1];

      var swapID = ShouldSwap(i1, i2);

      if (swapID == 1)
      {
        player.inventory.items[j] = i2;
        player.inventory.items[j - 1] = i1;
      }
    }
  }
}

private static int ShouldSwap(
  Player.PlayerInventory.InventoryItem item1,
  Player.PlayerInventory.InventoryItem item2)
{
  if (item1.sortTag.Contains(SortingTag.Field))
  {
    return item2.sortTag.Contains(SortingTag.Field) ?0 : 1;
  }
  else
  {
    return item2.sortTag.Contains(SortingTag.Field) ?-1 : 0;
  }
}

Cheers

8
WIP / FF7 PSX HD Remake in Unity
« on: 2020-10-28 00:31:21 »
Hi peeps!,

I have been developing for funzies a remake of FF7. So far its only really consists of Materia and the Materia menu.
I'm using the mechanics guides written by Terence Fergusson.
I've used my own environment models and textures, where everything else is ripped from the PSX version.

Check out my first demo video: https://www.youtube.com/watch?v=-jXsGS_P7TM
Let me know what you guys think  8)

9
Haha. Never mind :\ I was able to use the images in the source folders in the end for what I needed.
Thank you for replying and for the awesome mod  :D

10
Hi satsuki ,

First off, nice work on this mod. It's great.
I was wondering if you could let me know on how to "de-scramble" the upscaled images so that they can be viewed normally in all their glory without using FF7.exe

Cheers.

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