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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: ficedula on 2001-03-22 03:41:00

Title: Tech issues
Post by: ficedula on 2001-03-22 03:41:00
OK. I know we're keeping most tech discussion in the open forum, but there are a few things we need to discuss related specifically to the remake. I know that most of these have probably been brought up in the public tech forum already, but I'd like to keep this discussion separate - it is, after all, 100% relevant to the remake only.

The first - main - problem we face is: game engine. For the sake of completeness (been said already, but...) we have 2 options:

1) Use the existing FF7 engine.

Pros:
-Less likely to attract adverse attention from Square - it makes our remake a patch to the existing FF7 game.
-Reuse all the existing graphics, spells, models, just adding the new ones we need as well.
-Everybody likes it!

Cons:
-We NEED to figure out *at least* the "script" part of the level files. As anyone following Cosmo will know, we currently have about 90% of the text and backgrounds decoded but nothing whatsoever from the rest of the file - and since the rest could be in absolutely ANY format, it's gonna be hell to decode. I'm not sure if it'll ever be done.

2) Use another engine.

Pros:
-We can start work NOW. No delays waiting for people to hack file formats.
-Change anything in the engine we need to.

Cons:
-Can anyone say "Copyright violation?". Sure, any remake is a breach of copyright - but a "mod" to the game is less likely to be contested. We don't need Square pressuring our website hosts to cancel accounts.
-It's not gonna look quite the same. People might be put off.
-MAJOR downloads. Gonna have to recode lots of files.


You'll probably know, I'm somewhat dubious over whether we can decode the script format. (I think we'll never decode every format in the game unless Square release source code, which won't ever happen). Bitmaps were relatively easy - there's only so many ways to store a bitmap, and Square (understandably!) reused an existing format. Same with sound effects. Text - well, you can read some of it yourself once the file's decompressed! Scripts - it's a format invented just for FF7, totally binary (or near enough) - REAL problems.

So where does this leave us?

My preference: Those of us involved in the tech side of things should try to decode the script format. Yes, it's hard, but we should *try*. If we haven't got anywhere by, say, June? then we use our own engine. There's really no other choice.

Something to bear in mind: We can code up our own engine. Why not? That has the BIG advantage that we can program it to reuse *some* of the files from FF7 - like the music, sound effects, text, and some of the 3d data (basically everything we know how to decode!). Major advantage: requires an existing install of FF7, hence making less problems over Square getting p***ed off with us. Don't think it won't happen; IF we ever release this remake (I'm not trying to be awkward here, but it's by no means 100% it'll get finished) then Square could well get stroppy.

So: comments, anyone?

Title: Tech issues
Post by: halkun on 2001-03-22 06:24:00
You have so little faith in us. (^_^)

Seriously though, use the original. I've been kicking it about now for the last week and find it a good, stable engine to work with. I've only been working with the status module right now and have 99.999% of the data structures worked out. The only thing missing is the flags, but they are only important when I start working with fields next.

Let me give you guys some advice in decoding the field files.

1) Don't be afraid to corrupt a data file to see what it does. Just remeber to keep a backup of whay you changed. The ff engine had most of its sanity checking stripped before it went gold for space. The debug rooms are your friends, it does an integraty check on every aspect of the game.

2) Debug room is your friend. Did you know that the debug room displays every type of animation in the game. Swap an .a file with another and check all nine debug rooms to see the change you made. If you can, try swapping an .a file of simialar size but differnt data. Pull out your hex editor and make a change to *one byte* in the file, record the change or make a backup and look again. Yes, you will see that edios startup movie every single time, but it works. If the change isn't apparent, try another location. Remeber to fix your original change first. You can also access any field file from the Debug room too.

3) Look at what you have, then fill in the blanks. If I had a sentence "Mary ____ to the store" what's missing? "went" works "gone" does too, kind of. If you know whats where in a data file, look to see whats left. Every thing is important in a data file, that's why it's there. Qhimms FF7 save editor marks a data memeber as "random" but I don't beleieve that is true. Unless it's truely a random seed used in things like battles so you don't wind up with the same monsters every time you load the game. I'll work with status and I bet whatever is missing, will fit perfectly in that "random" spot. (like flags)

4) Don't be afraid to ask why. When I swap cloud's model with sephs model I get seph but his long hais is messed up. Why? well seph has an extra bone for his hair. Try swapping seph with tifa, she has long hair too. Hey, I wonder if the animation is compatible...

anything else?

Title: Tech issues
Post by: The SaiNt on 2001-03-22 10:00:00
 
Quote
You have so little faith in us. (^_^)
I thing the only reason fice feels so is cause the only real people who actually make progress in this tech arena are Qhimm, halkun and fice himself. Everyone else, no hard feelings, ok?

About the debug room, i would suggest you guys use a debug room guide so that you'll know what each option is for. I would recommend using Andrew Dean's guide for the debug room. It's listed on http://www.gamefaqs.com  and on my site too http://www.finalfantasyfanatics.net
But considering that my site has horrible international access speeds, i would recommend getting the guide from gamefaqs.

Honestly speaking, most of FF7PC's files are exactly the same as the PSX counterparts.
Since, the playstation has only THAT many ways of displaying stuff(i just know halkun is going to comment on me for this), I'm sure that finding out what Square decided to use SHOULDN'T pose any problems. Even for the file formats that the PC porters decided to change, I believe they've changed a minimal amount of things, becuase using a whole new system would only result in causing more problems.


 

Quote
4) Don't be afraid to ask why. When I swap cloud's model with sephs model I get seph but his long hais is messed up. Why? well seph has an extra bone for his hair. Try swapping seph with tifa, she has long hair too. Hey, I wonder if the animation is compatible...

Are you talking about switching them in the EXE or the LGP files?
Anyway, here's what I have to say. So far, switching the HRC references seems to be more likely to be possible when both the char's have the same amount of bones. Unfortunately, this isn't the only thing that has to be taken into consideration. It seems that the skeleton has different stuctures for the males and the females too. Thus when you replace seph with tifa or vice-versa, there seems to be a gap where the hips are supposed to be(IIRC).

There are two problems I've encountered while editing the HRC files.
1. If you change the RSD references within the HRC file, you will find that cloud doesn't have enough bones to attach the RSD files too, so the replaced cloud will not have Seph's hair.

2. If you decide to add the bones extra bones to the HRC file however, you will be able to display Seph's hair. Unfortunately, there are 2 complications here:-

a)If you add the reference to his hair anywhere in between two RSD file references, everthing above the reference to his hair displays correctly, but anything that precedes it will display in an akward manner. Try it, and you will see Seph floating in the air with his legs doing impossible degrees of movement.

b)There is a small solution to the problem above though. The trick is to add the additional RSD references after the ones originally listed in the HRC file. In other words, put your modifications at the bottom most of the file. This will enable the whole character to be displayed correctly and the hair polygon will be displayed as well too. The only problem is, the hair will not appear in the right orientation. It will appear at the right coordinates, but not it the right orientation. In the Sephiroth case, his hair appears like a dunce hat on his head.  :)

This has led me to believe that there is some other information that controls the orientations of each RSD file somewhere in the .A(most likely) or .P files(possible) or FF7.EXE(unlikely)

Title: Tech issues
Post by: halkun on 2001-03-22 12:54:00
I was just making up an idea, I see you guys are a bit ahead of me on that. Now that I think about it, girls have hips, it suprises me that even with the SD characters that square will include correct body proportons even though the proporton on the whole is outta whack. wierd.

You have narrowed something down however, it would seem that the .a file would *only* contain orintation data, each devided by the frame of animation. Let me theroise a little more. Why is sephs hair bouncing on his head? obvoisly it's reading data from somewhere. I bet the program does this...

The program reads in the bone defs and finds that there are, say 9 bones on the model. The .a file looks like this: (o=orentation data)

o1,o2,o3,o4,o5,o6,o7,o8,o9|o1,o2,o3,o4,o5,o6,o7,o8,o9|....

each set of orintations represents a frame of aninmation. This means all you have to use is a simple FIF0 buffer for the animation. What is happing is say that seph has 10 bones, not 9, because of his hair. When the data is coming from the o1 of the next frame (slight overrun) ooh, this might be a breakthrough.. (^_^)

-halkun (still working in status)

Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-22 18:20:00
fice, u said desode the game script, how? where? when? like where is it (most likly in the EXE) but where abouts in the EXE?
Title: Tech issues
Post by: Qhimm on 2001-03-22 22:36:00
The game script is not stored in the EXE, except for the initial reference to the starting map. The scripts are stored in the field files, and finding out which of the sub-blocks is the actual script shouldn't be that difficult, a lot of it would be text-display bytecodes.
Title: Tech issues
Post by: ficedula on 2001-03-22 22:47:00
Qhimm's exactly right.

The "script" for each location is stored in the same file as the other location-specific data, i.e. one of the files in FLEVEL.LGP. Each of those "location" files contains:

-Text (Cosmo)
-Background graphics (Cosmo, Gast)
-A "script" for how objects act, when to trigger text, etc...
-Possibly other data

SaiNt has also said pretty much what I meant; I'm not intending to slag anyone off here (including myself!) but decoding the script *is* harder than doing graphics, text or sound, plus there aren't that many of us experienced in programming & hex editing.

Like I said, we should *try* and decode the scripts. I'm just pointing out it's by no means 100% certain we'll succeed!

Title: Tech issues
Post by: Sephiroth 3D on 2001-03-22 22:48:00
I'm lost, but I want to help.

Could someone find or make me a tutorial or somethng so I could learn how to do the stuff you guys do so I can help? I probably have most the programs I need, but a list of those should also help.

Thanks!

On the scripts: Since they are all in the field, my guess is that there are triggers within the fields seperating the text which say what and what happens to activate this, and in between lines, it tells who's talking, plus what animation of theirs to play.

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
 Sephiroth 3D's Final Fantasy  
 Sephiroth's 3D Lair  
 Sephiroth 3D's Promised Land

Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-22 23:23:00
im getting abit lost, how about if we do it like this?
someone figure out where the script MIGHT start, tell me which file they have seen it in, and ill get onto it and make allsorts of hex editing experiments with it to dectate if a can CHANGE an event?
Title: Tech issues
Post by: ficedula on 2001-03-23 00:41:00
Seph3d: Unfortunately, all the text in a location file is stored in one big block with nothing between the various text items. The script has to be stored somewhere else in the same file. Obviously it'll *reference* the text, but it's not stored *in between* the different text items, if you see what I mean.

On a side note, Cosmo 0.76 uploaded. Give it a go (assuming Tripod is working...)  :)

Title: Tech issues
Post by: halkun on 2001-03-23 07:32:00
I wrote something a while back when I was poking at the ff8 file formats. I have to go to work now, so loo for it.
Title: Tech issues
Post by: The SaiNt on 2001-03-23 07:56:00
The scripts are definately in the field files.
Which section?
I'm not too sure about that.
But we could try to take a look at the PSX version of the field files first. I'm sure the PSX programmers purposely seperated the files to make it easier for them to change something and not have the chance of messing up something too easily.

Quote of what I said earlier
 

Quote
One more thing, they also defined these file extentions(i think) for flevel.lgp
.mim (map backgrounds)
.map (This is some PSX format I believe)
.ate (script files)
.bsx
.sta(status files)
.inf
.enc (encounter rate???)
.fcr (i believe the f in the following
.fda  files stand for field something)
.fpl
.fcc
.mcc
Quote of what fice said earlier
 
Quote
Block 0 (if we're starting at 0) contains the text at the end of the block, dunno about the start.
Block 3 is palette.

Block 8 is background

So, the thing is that we have to guess what the shortform of the format extentions stand for. Then we can match the extentions with the files. Honestly, we should look for anything that is usually repeated in each field file to help quicken the workings.

and

halkun,
 

Quote
The program reads in the bone defs and finds that there are, say 9 bones on the model. The .a file looks like this: (o=orentation data)
o1,o2,o3,o4,o5,o6,o7,o8,o9|o1,o2,o3,o4,o5,o6,o7,o8,o9|....
I believe you are wrong!
Why?
This is because the files are named like this:-(note this is not the real files, I'm making it up)

aaaa.hrc (The first file always .hrc)
aaab.RSD (the next file will always be .RSD)
aaac.p (this file references to the RSD file)
aaad.tex (any .tex files referenced in the .RSD file will appear later)
aaae.A (the animation files will appear after .RSD files that require animation)

In other words, each .A file only has instructions for one RSD file or in other words just one polygon.


Title: Tech issues
Post by: Sephiroth 3D on 2001-03-23 11:48:00
What's in the RSD files? I know that in normal PSX games, that's the geometry, but FF7 geometery is in the .p files, so what's in the RSD files? Could it be the orientation info?

This is just a thought... The RSD files ARE around 20k each or so, thats plenty for orientation data for each anim or every part, plus referances to the .p files...

Am I wrong about this?

Also... Anything about the info so I could help guys? Right now I'm shooting in the perverbale dark here. I'd like to know what I'm talking about before I say it.

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
 Sephiroth 3D's Final Fantasy  
 Sephiroth's 3D Lair  
 Sephiroth 3D's Promised Land

Title: Tech issues
Post by: Srethron Askvelhtnod on 2001-03-23 19:13:00
Sephiroth 3D: The other's already know this, so I guess I'll fill you in. Basically, the .HRC file is the skeleton. If you load the .HRC file, it will load all of the other parts of the model and put them together for you. The .HRC lists the coordinates and .RSD files for each individual piece of the model. When you load up the .RSD file, it tells you which .P file to use. Simple as that. Also, the .RSD for the head of the model also tells you which 2 .TEX files to load for the eyes. Got it?
Title: Tech issues
Post by: The SaiNt on 2001-03-23 22:56:00
You guys might want to check out this pagehttp://www.finalfantasytactics.org/
Title: Tech issues
Post by: ficedula on 2001-03-23 23:51:00
Actually, the .A files do contain bone data for a whole model (according to Qhimm's 3dS plugin. I haven't tested it out myself, though).
Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-24 00:14:00
been there about a year ago
Title: Tech issues
Post by: The SaiNt on 2001-03-24 11:46:00
ficedula :Exactly, what I suspected  :)
Title: Tech issues
Post by: The SaiNt on 2001-03-25 10:42:00
Ok, guys I thought I'd just add to what fice said

Each field file should contain:-
-The background information (.MIM)
-encounter rates (should this be a non-zero, the enemies available should be specified)
-scripts for automated sequences
-text displayed in dialogue boxes
-areas "walkable" and "non-walkable"
-scripts to load the appropriate midis
-flag to enable to disable save
-scripts to load objects (treasure chests etc)
-scripts to define how one field is connected to another

BTW, we can really discuss everything here, cause I think I have access to move topics from this forum to the tech forum.

Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-25 13:34:00
u forgot NPCs and stuff
Title: Tech issues
Post by: halkun on 2001-03-25 15:14:00
Actully, there are several "stroy" flags in there as well, I was playing with the honeybee inn data, then there exactly 4 of those. One when Cloud comes in for the first time, and arith waits on the way left, the second one is when arith waits outside the honeybee inn door and everyone is pestering her. The 3rd is when cloud is in a dress and they crowd around him not alloing him to enter the field, and last is when the shinra solder is blocking the door and says that shinra took over. It appears that when a field is "Called" from the last field, it also passes these "story flags" as well. (You can pass these flags from a dialog choice too)

^_^

Title: Tech issues
Post by: ficedula on 2001-03-25 15:56:00
Obviously there are some flags defining how far through the story you've got ... I always assumed they were 'global' though, in the sense that any level *could*, if it wanted, modify any flag.
Title: Tech issues
Post by: The SaiNt on 2001-03-25 16:39:00
Hmmm, I too always thought that those flags were global.
Are you trying to say that those flags also define when you access a field?
You could be right though...........

Anyway, I just wanted to point out some things here.

The save games files actually do save which disc you are on so I'm sure this info is important in some way. Thus, I tried to make the first field file(the railway scene at the start of the game) into 3 savefiles. Each as Disc1,Disc2 and Disc3 respectively. Then I copied my movies to my hard drive. What's odd is when I get to a movie scene, where I first see the mako reactor, the game will crash if i use the save games from disc2 or disc3 but not with disc1. So, I guess the movies in the game only run on a per-disc basis. Even with all the avi files stored locally, the game still jammed.

2nd, thing. Assume I load an edited savegame with a party of lets say Barret, Cait Sith and Aeris(Seems stupid and likely to crash right) The thing is, the game will not crash. In fact it will still run normally. One thing which is special or rather what I'm trying to point out is your main character will usually not appear in the field screen. The field character is not missing, he's only just invisible; you can still exit the screens and interact with everything. The most important part is this: Upon entering certain field files, the character will actually be displayed and you will see him appear. Doesn't this mean that the possible people to appear in a field file is also defined?

[This message has been edited by The SaiNt (edited March 25, 2001).]

Title: Tech issues
Post by: ficedula on 2001-03-25 16:52:00
Yes.

If you extract a field file from FLEVEL.LGP and decompress it, one of the sections right at the start is a list of 'names' - things like "cloud", "tifa", "reno", plus others. It's only a guess, but it seems reasonable to assume it's a list of the models required by the scene.

Title: Tech issues
Post by: halkun on 2001-03-25 19:35:00
Aha! That answers everything In the field files the movies are not refrenced by name, but by *number* so the program loads it *knows* what disk it's on and assumes that if it's on disk three, it the movie video must be movie #1 on that disk. But you can fool the program by changing the disk number. but keeping the other disk in at load. (looks like the only time the disk is checked is when you are told to change it)

Wait enlighenment!

On disk 3 there is the metero in the sky and the gun in junon has been moved...Check to see of, by switching the disks in the dave data, the world is changed. It may use the same data from the disks, but the game thinks "Hey, I'm on disk 3, put a metero in the sky" even through you have disk one actully in the drive. you follow?

Title: Tech issues
Post by: ficedula on 2001-03-25 21:00:00
If it helps, the midi files are referenced entirely by number. The field file contains a single byte specifying which midi to play by default when the location is loaded. If you look in the EXE, there's a list of all the .MID's in the game, which are (surprise surprise) in the order used to number them. (This is how I got the midi change feature in Cosmo). I suspect it's the same with the movies. Sound effects, of course, have no filename so they have to be referenced by number.
Title: Tech issues
Post by: The SaiNt on 2001-03-26 09:04:00
I could try it if you really want to.
But if the PC version is a direct port of the playstation, it should work exactly the same. Why? When you play the PSX version and use the swap disc trick during videos, you will actually see other videos and you will resume the game from that disc!
Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-26 14:22:00
naa i dont think the movies work that way on the PC version, why? cos if u use the reg hack, and place all the movies to your harddrive then it works without a hitch, or if u use the crack which produces a set of fake movie files with the same filename, in the movies dir. this prooves that thet r referenced by filename thru either a reference file (like a list ina specified order) or thru a list in the EXE
Title: Tech issues
Post by: ficedula on 2001-03-26 21:42:00
Well, obviously they have to be referenced by filename *somewhere*. What I'm saying is, it's probably by a list in the EXE, since that's what happens with midi's. The level file says essentially "Play midi #75" and the EXE has a list to look up which filename that corresponds to. Movies probably work the same.
Title: Tech issues
Post by: Sephiroth 3D on 2001-03-27 08:59:00
How did they do the movie lookups in FF8? Cause the movie loading time for FF8 is far greater and synced than FF7 is. Would it be possible to change it like that, so if we load a movie, we don't have the pause?

Sephiroth 3D

"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection

[email protected]  
 Sephiroth 3D's Final Fantasy  
 Sephiroth's 3D Lair  
 Sephiroth 3D's Promised Land

Title: Tech issues
Post by: The SaiNt on 2001-03-27 13:02:00
I believe the delay is caused by your CD Drive spinning up. In FF8, the CD probably spins up before the video is needed thus making the video appear to have no delay. Mind my comment though, I haven't played FF8 in a long time.

As for the movie files being referenced by a list in the EXE file, could flevel.siz be for that purpose too?

BTW, fice in the text dialogue section, is there a function located right after a choice?
For example, the text box

Give flower to
Tifa
Marlene

Is the function call to give the flower to tifa or marlene located right after the text choices, or is it located in a whole new block of the flevel.lgp?

If it is, do you think it's linked by order again?

Title: Tech issues
Post by: ficedula on 2001-03-27 21:13:00
I'm pretty sure it's located in a whole different block in the level file. So yes, it'd be referenced by number again. Somewhere else in the file, there'd be the equivalent of:

Display text item 11 as choice
If option 1 chosen, goto action 3
If option 2 chosen, goto action 5

...or something like that.

Title: Tech issues
Post by: The SaiNt on 2001-03-29 08:51:00
There are two unique files besides the .TUT and field files in flevel.lgp
They are :-
maplist
flevel.siz

I really wonder why they're there...........

Anyway, I think that each field file can only have one automated(scripted) scene since there are several field files that have the exact backgrounds in the flevel.lgp file.
Any opinions?

Title: Tech issues
Post by: ficedula on 2001-03-29 21:13:00
Maplist is possibly the index for location files, so that they can be referenced by number too.
Title: Tech issues
Post by: Srethron Askvelhtnod on 2001-03-31 07:42:00
The Skillster: IIRC, the crack has to edit the registry based on what disc you're on. If you're on disc 1, it has to name it disc 1, if you're on disc 2, it has to name it disc 2, etc.
Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-31 11:35:00
srethron: im afraid its a rare case that o have to correct u on this one  :D
yes it hacks the REGISTRY but it doesnt hack the cd number, it does edit THE CD DRIVE LETTER AND THE DIRECTORY FOR THE MOVIES. it places fake AVI files in to the "final fantasy VII/Movies" folder and points the registry to those if the game eva needs to use a movie...
i know i hacked the reg myself numerous times
i also once used a "virtual drive" from memory to bypass the CD reading routine. I USED to keep the movies on my hard drive, i actually converted ff7 movies from the PSX one time, but i forgot what the outcome was...
Title: Tech issues
Post by: The SaiNt on 2001-03-31 19:31:00
About playing FF7 without the CD's,
in the registry at
HKEY_LOCAL_MACHINESOFTWARESquare Soft, Inc.Final Fantasy VII
If you change the value for the key "datadrive" to
and the value of the key MoviePath to where your movies reside,
FF7 will run without the CD's and no patch is required. But before you load FF7, you will need to change your hard drive label to FF7DISC1 or DISC(whatsoever) depending on the disc you need to load. When you're required to insert a new disc, all you need to do is ALT-TAB out of the game and change your drive label.


Okay, back to the topic.
Remember when I said earlier that the if you try to replace cloud with sephiroth in the field files you might get a distorted version of sephiroth that can do impossible angles of movement? Well, at first i thought the problem occured only because of some problems with the HRC, P , A file systems.
After thinking for a while, I think those few files don't contribute to the problem at all! Why?

.
S
.
P
.
O
.
I
.
L
.
E
.
R
.
Just before the scene where Aeris gets killed, you will notice that Vincent seems to have the same problem as Sephiroth who replaced cloud. He's legs appear in stupid angles and he stands in stupid poses too. But the odd thing is, that it only happens at this section of forgotten city. It doesn't happen anywhere else such as forgotten capital or any other field area. This has led me to believe that the errors we get are caused by the field files themselves. I don't think this problem occurs in the PSX version, so this clearly shows a port problem and since it does not happen any where else I'm sure it's a problem with the field file.
Anyone want to confirm this for me?

Title: Tech issues
Post by: Skillster/RedSarg99 on 2001-03-31 19:47:00
i still dont understand that, xplain abit simpiler and ill get onto it
Title: Tech issues
Post by: ficedula on 2001-03-31 21:43:00
I think it is indeed a problem with the .P/.A files, but the field files are related.

Why? We know that the field files specify models to load (and they can change them too, e.g. when Cloud crossdresses in Wall Market). So if a Square programmer screwed up in that one field file and mis-specified Vincent's filenames, that'd account for the problems you mention. It *is* all to do with matching .P and .A files, just that one field file had the instructions mixed up.

That's my guess, anyway.

Title: Tech issues
Post by: The SaiNt on 2001-04-02 06:09:00
Do you guys want to move this thread to the tech forum?
After all, it seems to not exactly remake related. It would be good if the public wants to read this.
We can always start a new one in here anyway
Title: Tech issues
Post by: ficedula on 2001-04-02 22:15:00
Well, it started off remake-related  :)

I've don't particularly mind.

Title: Tech issues
Post by: The SaiNt on 2001-04-04 13:10:00
There!
Now everyone can see this topic!
Title: Tech issues
Post by: Joey on 2001-04-04 13:46:00
My questions for your FF7 remake:

1)Since Aeris died in the game, I bet that you would revieve her or let her stay on the rest of the game. How are you gonig to do that?

2)What file system are you going to use? There are tons of file systems. Also, the file system for FF7 is specially made for that game.

Title: Tech issues
Post by: The SaiNt on 2001-04-04 19:29:00
Suddenly, I'm starting to regret opening the topic to public........
Title: Tech issues
Post by: ficedula on 2001-04-04 22:15:00
Joey,

before you ask questions like this please review the earlier threads about the remake. I'm sure none of us will mind answering questions that haven't been explained before but for things that have been answered very clearly MORE than once, people are gonna get narked off. k?

Title: Tech issues
Post by: Sir Canealot on 2001-04-05 00:54:00
Hey whats going on in the FFVII remake forum?
Some body give us non programing types some news or something.
Title: Tech issues
Post by: The SaiNt on 2001-04-05 09:51:00
Let me just put it this way..........
1.Everything tech related is and will be discussed in the tech related forum

2. Only pure tech related stuff or the storyline will be discussed in the remake forum.

3. The storyline will not be revealed to the public. That's the main point of the remake forum in the first place? The real reason is that "too many cooks spoil the soup". Honestly, where's the joy if we tell you the story in advance?

4. Periodicaly, I'll try to move some of the topics from the remake forum out into the other forums but I can't guarantee anything.  :)

5. Like fice said, we are more than happy to give you guys tech info and such as long as it hasn't been explained numerous times before. Try to read the old threads first.

Title: Tech issues
Post by: Sir Canealot on 2001-04-05 18:12:00
Story line not being discussed. Me and my freind could probley give you a good hand with that. Two of them are ewriteing there own books and I can write pretty well(but am to lazy to write my book though)
Shall I give you one of thems email? He probley the best write out of the lot of us.
Infact his family has a history of publishing books so you should consider him.

Title: Tech issues
Post by: The SaiNt on 2001-04-06 08:43:00
Strethon, just when are you going to release that document of yours? I wouldn't mind if it came out in beta or alpha versions. A document with everything in it together will save me a lot of time that checking the boards everytime i forget something  :)
Title: Tech issues
Post by: Srethron Askvelhtnod on 2001-04-06 22:00:00
The SaiNt: Actually, I'm shooting (no promises yet) for the first release being sometime next week. Sort of a self-imposed deadline. Probably only the text version, though.