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Messages - tulkk

Pages: [1] 2
1
ohh.. they don't? ok.. my bad  :sad:

why a viewer for gba? hmm.. something to do? a challange?

2
http://www.lik-sang.com sells them, it's a hong kong company.. it'll cost a few bucks but it's worth it.. :grin:

3
I just bought myself a gba and a flashcart.
haven't really played much with the gba coding yet.. but yesterday i got an idea.. hehe.. totaly useless but it would be kinda cool.. (in a i'm.so.god.damn.lame kinda way :wink: )

a Final Fantasy VII Field Model Viewer for the Gba.. though I doubt I would be able to code it from scratch.. (hmm.. lazy?)

fice... alhexx.. whadaya say? hehe :wink:
have you guys tried coding for the gba?

4
Scripting and Reverse Engineering / Machines
« on: 2001-11-02 08:58:00 »
My comp?

Commodore64
Cpu           : M6510 - 1 Mhz
Ram           : 64Kbytes
Sound Chipset : SID
Hd            : wha? I got a floppy and a cassette deck :grin:

ohh.. I got one of those new PC's too..  :wink: nothing fancy though..

5
Scripting and Reverse Engineering / wow!
« on: 2001-10-27 20:56:00 »
Long time no see guys :smile:
bet you don't remember me.. hehe..

anyways.. I haven't been online for quite some time and I'm freakin' impressed what fice, Alhexx and the rest of you coders been up to  :eek:
just wanted to state that I'm back and give all da coders some credits. hehe.. :smile:

Cheers

6
heh, i figured it out... i used the psyq libs.. instead of the ones to use with mipsgcc.. hehe.. hmm.. but were the 'ell did i put the mipsgcc libs?!?! heh, can't find my old psxdev cd... damn...

7
well.. actually i just used the file as an example..
the real name is libps.h and it's part of he mipsgcc for PSX

but that's shouldn't be the issue.. since every lib has a lib.h and the files "file.h" and "memory.h" is neccessery files that the psx needs to operate...

i just thought it had sumthin to do with paths or mebe compiler options...


8
Hi

I need sum help and fast, heh  :)
Maybe a bit offtopic but..

I'm programing C using a GCC..
but when i compile it states
"predefinition and predeclaration, conflicting types" etc.

i've include these files




and i'm 100% that they all should be included.. but it seem that liboga.h defines strings that then get's defined in the other includes.. but they should be there.. i'm sure! besides.. the definitions are not the same in liboga.h and the others..

hmm... kinda hard to put this to words.. but i hope u know what i mean.. *smiles*

Thnx


9
"It's probably easier for the PC to manhandle text rsd files." that sounds logical   :)

hehe.. about tmd ripping.. hehe, they maybe tought about that... that seems more logical than the speed issue (in my ears).. hmm.. mebe not... ;D anyways

[This message has been edited by tulkk (edited June 13, 2001).]


10
hmm... i think you missunderstood me..
I've dev'd for the psx for a loooong time.. I know the structure both for the hardware and the software part of the psx..
I just wondered why the .rsd files were in the pc version.. since they seem to not be in use (i can be wrong on this subject).. though the .rsd files are the EXCACT same ones as in the psx version.. but the .rsd ext files aren't the same..

The strange thing is that square didn't compress the .rsd files into .tmd files for the psx release...


11
I got a crazy idea last night, i thought about picking up my psx deving.
So I went trough my cd's and installed a couple of tools.. psyq and rsdtool and so on..
Suddenly i remembered that the char.lgp included .rsd files so i tried to check 'em out..
the Hrc file could be the .GRP file.. but the .p file seems crypted and could include more files (though it's almost to small for that).. The point is, why would square keep the .rsd files in the pc version? as far as I understand they aren't used at all.. usally they make .tmd files of the .rsd files when they make a psx game.. but when I checked out the psx version of ff7 it seemed that it used crypted .rsd files too... i just think this discovery is rather strange... that's all.. i doubt you'll get any smarter reading this,.. but i just wanted to share this...


12
hehe... ok...  :wink:

13
Alhexx: ohh... ok.  :)

halkun: i don't wanna get offtopic.. just one little question.. you sure knew alot about the psx.. ever dev'd for it?


14
 :D Man, you're releasing 'em as often as a pensioner goes to the bathroom  :wink: hehe..

The proggie is coming along great, i'm impressed.. i mean were do you get the motivation and maybe more important.. the time to dev this proggie?

I can't wait til you add support for full model exporting (viewing/editing).. hehe..  :wink:


I think it's time... *cough* there's another god in the FF7hacking heaven.. Qhimm.. Fice.. make room for Alhexx up there..
and now.. let's gather around the camp fire sacrifice a herd of cute little mammals in front of it to celebrate  :wink:


15
Alhexx: Cool  :) i'l dl right away  :D

16
yeah.. i can't d/l the latest version of ultima either... :/

ohh.. and btw.. thnx for the greet in the readme  :)


17
Yeah... i gotta punch you another "thank you" alhexx  :) ..keep working on your tool.. it owns..  :D

18
Hey Alhexx.. I tested your proggie, nice work man  :) though i have a question.. Is it possible to import the whole model into 3dmilkshape or must I import piece by piece and then put 'em together manulaly in 3dmilk? If you haven't implanted that option yet (import a whole fieldmodel), it would be ultra cool if ya would look into that before the next release if it's not to hard...  :) keep up the good work dudes!

19
yeah fice old friend... i can't dl it either :/

20
Scripting and Reverse Engineering / Cosmo.... =)
« on: 2001-04-15 23:19:00 »
douitashimashite ficesama ^^;

kewlers... dl it right away  :)


21
Scripting and Reverse Engineering / Cosmo.... =)
« on: 2001-04-14 02:55:00 »
Wow!  :) that's sounds kewl.. heh, if you implant that feature, Cosmo will move even closer to a perfect ff7 editor*^^*

...it truly are a great proggie, so you deserve the compliments.. =)

Skillster: hehe...  :wink:


22
Scripting and Reverse Engineering / Cosmo.... =)
« on: 2001-04-13 22:42:00 »
I love cosmo, and I can see that i'm not alone. I've been thinking about a feature that would be neat... hm... *correction* it would be awsome..  :wink: a FF7-3D model exporter and importer, so you could for an ex. import a model into 3DSMAX and then edit it and export it back into the game. I know it would be hard with the animations and all.. but since Qhimm already made a great plugin for 3DSMAX (discontinued?) there's a lot of source and stuff for ficedula to get his hands on  :wink:

Remember this is an idea, don't let a lameass like me ask you to do things that struck my lil mind.. heh... jus givin my opinion to an already great proggie..

Another thing that crossed my mind.. I think we should pay a great deal of respect and honour (taaada!) to Qhimm and Fice... I'm not saying we don't, just that they deserve it  :)

Thanks Fice and Qhimm
*^_^*


23
yeah... heh, i "exctracted" some psx lzs files using fice's tool awile ago.. the characters battle models are stored in separate .lzs files and they contains the mesh data and textures in a file called .dec

24
Yo... there is a Lzs decompresser... ficedula made one  :) it's pretty neat  :) dl it from his homepage...

25
I've checked the .LZS files months ago... they contain the battle models and enemys in .DEC files there are also unlicenced japanese viewers for the models (only the battle ones) but they can handle textures and everything...

But i can't seem to export or view the field characters with textures.. infact the only way i can view 'em at all is with fice's LGP viewer...


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