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Messages - likwidoxigen

Pages: [1]
1
Q-Gears / Re: current source state? (Akari?)
« on: 2008-11-03 03:16:12 »
I don't quite need those files yet I think. I was just detailing the what/when of the crashing.

Before upgrade when i would run /field 116  and it would run through the first 2 with no issues. Now that one in particular fails.

I still only about half way through figuring out the field model. Monday i should have a couple hours to dedicate to it.

2
Q-Gears / Re: current source state? (Akari?)
« on: 2008-11-02 22:03:20 »
Well I'll keep working on things and see if I can fix anything.  I don't really understand how it could let me run other things but just not the first two opening maps...

I've got a new computer in the works for December. If worse comes to worse I'll just get back on the horse then. I would like to get cracking though.

3
Q-Gears / Re: current source state? (Akari?)
« on: 2008-11-01 14:11:42 »
Interesting note. I rolled back a few of my code changes. I had it set to auto-run "field 116" after I removed that it worked fine for "field 65" and "field 110" I'll keep playing around with it and see what happens.

Oh and i popped out a quick patch for the  md1_1.xml file. It just changes a , to a . where it should be.
http://www.tcnj.edu/~liskove2/md1_1.patch

4
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-31 18:27:16 »
Updated to Ibex. Compile works fine, run fails.

qgears_debug: ../common/dri_bufmgr_fake.c:1054: dri_fake_reloc_and_validate_buffer: Assertion `bo_fake->map_count ==0' failed.

I am damn confused. I can't find that file, and searching the project for the dri_fake_reloc doesn't pop up anything. Any advice?

5
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-20 22:38:57 »
So right now i'm trying to understand how the lua script files for the menus work. Here's what I've got so far.

Binder.cpp binds the ModuleManager functions RunField,RunMenu,RunBattle to lua. In lua to call these you would use module:run_field(116) for example. Communication runs through the boost thread g_ModuleManager.

That part seems nice and clear.

Now I'm trying to look at what happens when RunMenu gets called.

ModuleManager makes a new MenuModule and passes in the menu_id. It then goes and spits out "MenuModule created."
Some how the OnStart function gets run (i'm thinking that's an ogre thing?) and then it goes through and creates a new MenuScriptManager
That MenuScriptManager is used to MenuScriptManager.LoadFile("data/menu/simple.lua")
The Load then opens and runs the script.

The Script then runs and becuause after the script is loaded the state is set to MODULE_RUN nothing shows up. If you make it so that after the script loads the state is changed to MODULE_FINISH you can make a module:run_field(116) call and it then shows and works.

I think i just needed to type that out, and I don't know if i have an actual question, but pointers in any which direction would be helpful i think.

*edit yet again*

So it seems like binder.cpp is missing a bind for setting the state of module so you can actually get out of the script. I haven't for the life of me been able to get the script to exit and continue on execution of the game. Maybe I just don't understand the logic in the construction of how it works or how to actually get it to exit, definately toss some advice myway if you've got it.

*edit-- man this is like a stream of consciousness*

I just found the scripts for the functions and maps and i'm going to go through those and hopefully they'll solve my questions.

md1_1.xml has an error.  For encounters it should be 28.125 no 28,125.

6
After I've learned more I'll try to send over my notes on field script if that's something you'd be interested in. It's a bit more beginner-friendly than what's up now.

I can certainly add it to the page or create a lead in page, etc.

7
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-20 05:11:24 »
Ok so I've been playing around with what's around so far and it's pretty freaking awesome. I managed to figure out how the commands work and stuff. I still can't figure out if i'm doing something wrong with the battles yet though, but i'll keep poking around, that's for sure. Very very cool work guys.

8
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-19 20:00:01 »
Hey I've got it all compiled fine and it runs lets me get to console etc. No response from /field /battle etc commands don't appear to do anything, the screen just stays black. Console input does work as /quit operates as expected. Maybe an opengl issue (dell 1420 with intel integrated). On the debug compile all goes smoothly. I'm having some issues with the release compile, but I'm sure I can be figuring it out.

9
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-19 06:25:16 »
Is there a data flow diagram of information exchanges and changes within Q-gears?
I'll have to look sometime tomorrow to see what is in the repository etc.
Take a quick read through the gears pdf. It's older but it gives you a good idea of how the modules interact. As for reading Akari's code, it's fantastically well built and definately something to be proud of. It's well thought out and super easy to read.

10
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-18 18:52:41 »
Code: [Select]
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::FillBuffer(SoundEngine::Channel&, unsigned int)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|497|undefined reference to `ov_read'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|521|undefined reference to `ov_time_seek'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|543|undefined reference to `alBufferData'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::StopChannel(SoundEngine::Channel&)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|425|undefined reference to `alSourceStop'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|429|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|435|undefined reference to `alSourceUnqueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|436|undefined reference to `alDeleteBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|440|undefined reference to `alDeleteSources'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|443|undefined reference to `ov_clear'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::RefreshBuffers(SoundEngine::Channel&)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|555|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|560|undefined reference to `alSourceUnqueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|570|undefined reference to `alSourceQueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|577|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|581|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|589|undefined reference to `alSourcePlay'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALalcError(ALCdevice_struct const*)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|395|undefined reference to `alcGetError'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|402|undefined reference to `alcGetString'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALalError()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|373|undefined reference to `alGetError'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|379|undefined reference to `alGetString'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALFree()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|361|undefined reference to `alcMakeContextCurrent'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|363|undefined reference to `alcDestroyContext'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|365|undefined reference to `alcCloseDevice'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALInit()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|331|undefined reference to `alcOpenDevice'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|339|undefined reference to `alcCreateContext'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|345|undefined reference to `alcMakeContextCurrent'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|348|undefined reference to `alListenerfv'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|349|undefined reference to `alListenerfv'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|350|undefined reference to `alListenerfv'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::PauseSound(unsigned int, bool)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|263|undefined reference to `alSourcePause'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|265|undefined reference to `alSourcePlay'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::PlaySoundA(int)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|176|undefined reference to `ov_fopen'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|180|undefined reference to `ov_info'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|189|undefined reference to `alGenSources'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|193|undefined reference to `alGenBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|196|undefined reference to `alSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|202|undefined reference to `alSourceQueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|206|undefined reference to `alSourcePlay'|
||=== Build finished: 37 errors, 0 warnings ===|
I figure the error is something dumb that i'm misssing

**Fixed**
I knew it was something stupid I forgot to restart CodeBocks after I fixed vorbisfile and installed openal which i forgot to install initially.

11
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-18 17:51:16 »
I fixed the package issue. I used a different version of vorbisfile because of another project I was working on with some friends. I redid that package and fixed a couple unrelated others but still the issue persists and pkg-config pops right list.

12
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-18 16:41:31 »
Awesome on that front.
Just a weird issue with CodeBlocks. I have all the vorbisfile includes/libs yet codeblocks isn't picking them up when linking. It's using the proper `pkg-config --libs vorbisfile` and when run in a terminal it spits out the right "-lvorbisfile". I tried adding /usr/include/vorbis to the includes for the project hoping that would help, but not so. Ubuntu Hardy CodeBlocks 8.02

Any advice?

13
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-18 15:46:32 »
Looks like some source is missing from Core.
XmlFile.h
ModuleManager.h
Module.h

Unless of course I'm doing something wrong.

14
AWESOME!!! Thank you so much dude! I'll start getting it up tonight.

I will by default credit your handle for the message board if you'd prefer a different handle or your real name feel free to specify here or in a PM.

Thank you again!

15
I have tons of info on the KERNEL.BIN due to my work on Wall Market. I pmed and emailed halkun for a wiki account to update the info but he hasn't replied. That was about two or three weeks ago.

So if you have an account I'll add my info to your collaboration. I'd like my own wiki account though. :(

If you'd be willing to send it to me that'd be awesome. I do have access to the wiki, (G was awesome and loaned me his login) and have no fear I will make sure that you're properly credited.


I sure as heck won't be taking credit for the work, that's for darn sure. I just want to get it out into the open. I'll edit primary post for clarity on that.

16
So I see a fair few old posts about how there were about 4 people solidly dedicated to reversing the FF7 engine, this was in 2007. The wiki hasn't been updated since 2006 and the gears PDF hasnt' been updated since before that...

I'd love to take any documentation that was produced (in that year or just that hadn't been added) while doing all the reverse work.

It seems a big shame to have work that we all can't work from and who knows maybe with enough documentation we can pull in some more help.

I WILL BE TAKING NO CREDIT FOR THE WORK!! Whoever sends me whatever information will be properly credited in the wiki and retain all the glory for doing the actual work. I just want to be sure that it's out in the open for decent coders but less skilled reversers (like myself) to work from.

17
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-16 02:41:16 »
I didn't say 3rd alpha is finished =)
Oh you tease!!! Haha, i'll continue waiting patiently then.

18
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-16 00:28:02 »
I check sourceforge svn and didn't see the update. Is there a different source repository. that i'm missing?

19
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-15 01:02:29 »
Safe to expect source to work from after the alpha 3 release?

20
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-12 13:50:40 »
I can guarantee, that current codebase is compiling and working with gcc-4.2.3 (latest on Ubuntu Hardy) on Linux.
Sweet that sounds great to me.

Currently I am using CodeBlocks for Linux too, it speeds up development process. For now there isn't autotools scripts, so there isn't
any makefiles created. You can use my project file for CodeBlocks, or I can create autotools scripts for project
(however autoconf scripts would be separated from source tree, because Akari don't like Makefile.* in src directory :) ).
I can give CodeBlocks for linux a shot and if worse comes to worse I can just maintain my own simple makefile.

21
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-12 03:11:08 »
Project blog is here http://community.livejournal.com/q_gears/

Thanks Akari, i'll start there. And i'll echo Cyberman's question.  I was figuring on developing on linux so if there's a makefile hanging around that would be a pretty sweet deal too.

22
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-11 16:35:42 »
Ok, I'll discuss this with Akari on Monday, and we'll try to move new sources to SVN.
It would be great, if you can devote some time to the project.
So as soon as possible, it would be new sources on sourceforge.

Thanks man. I didn't mean to come off the wrong way. I'll start going over the wiki and gears doc.

23
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-11 14:46:46 »
SVN isn't updated, as project is currently being rewritten from scratch. I think, when things will settle up, there will be new source.
I guess it just confuses me to be working on it yet not releasing any versions for the public. I'd love to play with the new source, I can't imagine that I'm the only one.

You say 7 months? .
I was referring to 7 months since last svn update.

Are you willing to help? Currently there is need to reverse engeneer world map and implement it to current source. If so, we'll gladly restore SVN codebase for you.
While I've never worked on a project like this before I'm more than willing to devote some time to it.

I have no time to manage project on sourceforge, better to use my free time coding needed features for new Q-Gears source.
Even just a new svn commit every month or so just to keep the source kind of fresh? I'm certainly not asking for daily updates, news releases, blog posts, etc. that would just be unrealistic on my part.

Yes, i'd like to help, it'll take me a while to catch up to what's going on, but I Love the game so it won't be terribly hard to make time for it.

24
Q-Gears / Re: current source state? (Akari?)
« on: 2008-10-06 01:39:49 »
Can you update the SVN so that everyone can work on it and go through the current source instead of what's 7 months outdated up there...

After all, what's the point in source control if you don't use it. Just keep a track with which revision still compiles on the forum and that way we can have a build that works and a build to hack on.

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