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Messages - nope

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1
Q-Gears / Re: Current state.
« on: 2011-04-29 19:34:10 »
.

2
Q-Gears / Re: Current state.
« on: 2011-04-29 09:29:17 »
I'd say just re-init the svn if you can with a blank folder then commit the files again

3
Q-Gears / Re: Current state.
« on: 2011-04-28 22:03:36 »
I've noticed MSE seems to be finding a lot of viruses and trojans in the repo when it's being checked out, specifically in the .svn folders, do you know any more about this akari?

4
Q-Gears / Re: Current state.
« on: 2011-04-28 08:25:52 »
Okay that makes things a lot easier, thanks :)

5
Q-Gears / Re: Current state.
« on: 2011-04-27 22:36:49 »
Well I'll build a loopable OGG player in OpenAL for the engine, it shouldn't be too difficult but from what I've read there's no standard way of storing loops in OGG files, as it's stored in the metadata which can have different formats, so I'll probably just support one and we can make the converter use that format.

6
Q-Gears / Re: Current state.
« on: 2011-04-27 09:03:18 »
Aha sorry I forgot the new aim for the project is to just convert everything to new formats, instead of creating loaders for the originals. I mean I've taken a look at OpenAL and creating an AKAO sequencer is feasible, but yeah it'd be less work to just have it loop an OGG file.

7
Q-Gears / Re: Current state.
« on: 2011-04-26 22:36:14 »
aha okay, so you're trying to base the UI off of 3D? I can see the merit for animations and stuff, but can't this all be done in 2D too? The only thing I'm wondering about for Sound is the scripting used to play the music, since it was all unique to that game

8
Q-Gears / Re: Current state.
« on: 2011-04-26 13:05:52 »
Well I guess the UI/Sound stuff would be a good start, is the code in src_new what you're working with at the moment?

9
Q-Gears / Re: Current state.
« on: 2011-04-26 09:05:09 »
I'd say start with FF7, since that has the most documentation on everything.

Do you still have a todo list of what's done, and what isn't? I'm interested in contributing but I'm not sure which part I should start on

10
Wow now that's pretty surprising, looks like they didn't even bother updating to more suitable file formats for the pc version of the game. I'm guessing all of the text and stuff is in that big DAT file, using a custom file system. You'll have to reverse engineer how files are stored in that to get anything out of it.

If you have the game for the ps1 you could try replacing the dat file from the english version over the pc version to see if it can still use it :P

11
It might just be your processor speed being too high, I'm sure there was an application posted on this board a while back that could slow your computer down, which fixed this problem, can't remember the name of it though.

12
Completely Unrelated / Re: The end of emulation?
« on: 2008-01-18 12:44:25 »
I think emulation will continue, but the rate in which it progresses depends on how fast computer hardware evolves and the complexity of the consoles themselves, for less complex systems like the gameboy advance it'd be much easier to develop an emulator for, when compared to the PS2 for example which is still an ongoing project.

13
Completely Unrelated / Re: It's a Wonderful World
« on: 2007-10-05 08:08:06 »
Thanks :-) Who should I PM about Wiki access?

14
Completely Unrelated / It's a Wonderful World
« on: 2007-10-04 12:50:48 »
I was just wondering, is the Qhimm Wiki reserved for purely Final Fantasy games, or can it stretch to be used for technical info on other Square games? I'm starting off a translation for Subarashiki Kono Sekai a.k.a It's a Wonderful World for the DS and I've got some basic information and an editor for the in-game text format that I could post up.

15
FF9 Tools / Re: FF9 Image file extractor and related tools
« on: 2007-08-27 13:41:06 »
Awesome work zidane! I'm glad to see people working on one of my favourite FF games, it's strange seeing the string 'File written by Photoshop' in some of the files :-P

I can't belive some of the battle scenes had so much detail, like the stairs in file 0 of directory 6, it adds a nice touch.

16
It sounded scottish to me.

17
General Discussion / Re: Yaz0r has shut down! :(
« on: 2007-07-14 19:49:34 »
Does anyone know why it shut down in the first place? Was there too many "fair use" models posted?

18
Q-Gears / Re: Potential Plugin?
« on: 2007-06-29 20:53:35 »
I think a plugin system was mentioned once, but I'm not sure if it's in the future plans to include that.

19
Archive / Re: Change ff7.exe Icon?
« on: 2007-06-13 20:11:00 »
Resource hacker can do it too.

20
Q-Gears / Re: Q-Gears 0.13 Windows Installer is here!
« on: 2007-05-24 08:34:04 »
the installer looks really nice, good job halkun :-)

21
Q-Gears / Re: Pulling the win32 release (temporary)
« on: 2007-05-20 19:45:58 »
I'm all for stripping out the original data, as this protects the project, I'd like to see a list of the files from the disk that are needed to run the betas, this could be put in the release notes or something, or it could be completely avoided by loading from the disk directly although I don't think this has been implemented yet has it?

22
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-12 18:39:43 »
some of the osx svn clients are a bit of a hassle to use, so my friend says, personally I've never tried svn under os x.

23
Q-Gears / Re: Q-Gears 0.12
« on: 2007-04-09 21:59:15 »
as long as you steer clear of using X11 to port Q-Gears to OS X then it should be fine, the X11 framework isn't widely supported by most OS X users.

24
Archive / Re: Yuffie successfully converted into FF7
« on: 2007-04-09 06:57:33 »
The shadows probably all use one image anyway, so if you change one, you change all of them, so the engine would require some heavy modification to create dynamic shadowing for each character.

25
Q-Gears / Re: Q-Gears 0.12
« on: 2007-03-31 05:51:13 »
You could always make an X-Code project file, not sure if SDL and stuff works with it though..

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