THIS POST NEEDS LINKS FIXED!
While Work on this project has been slowed down a bit there is still progress being made. For some objects we are waiting for Qt 5.0 to come out so that we can use some of the newer features. For older objects there will only need to have small update to build with Qt 5.0. ( this is basicly Done already and it all works under Qt5 currently)
Some FF7Tk Related News:
Updated: CharEditor, mostly completed.needs the layout optimized before i am ready to use it in black chocobo.(its to large)
Updated: All Static Data Classes Have Been updated.
New: ChocoboEditor Widget to Edit your Chocobo Stable.
Some Data on the Objects of Use: (start of Documentation)
SEE GITHUB
WIKI FOR DOCS (still being created)
Please Note: Requirements for items only count the files from the Tk that need inclusion in your project. All objects require Assorted Items from the Qt Toolkit.
FF7Text - Convert Text To/ From FF7 Format FF7Save - The Core Object for Working with FF7 Save Games.Requirements for use:
FF7Save_Const.h - All consts placed here
FF7Save_Types.h - All Custom Types for this class here.
FF7Text.h - Text Conversion Object
Loading and Saving Functions
bool loadFile(const QString &fileName)bool saveFile(const QString &fileName)Load or Save fileName (type is auto detected)
bool exportPC(const QString &fileName)bool exportVMC(const QString &fileName)bool exportDEX(const QString &fileName)bool exportVGS(const QString &fileName)Export data as that type to fileName , all 15 slots
bool exportPSX(int s,const QString &fileName)Exports Slot s to raw PSX format file name fileName. (even if more then one data block)
bool exportCharacter(int s,int char_num,QString fileName)Exports Character from slot s in character slot char_num to fileName
bool importCharacter(int s,int char_num,QByteArray new_char)Imports new_char (raw 132 byte array) to slot s in character slot char_num.
All Above Functions Return 0 if Fails to load/save fileName
void importPSX(int s,const QString &fileName)void importPSV(int s,const QString &fileName)Imports data from fileName to slot s
void clearSlot(int s)clears data in slot s (fills with 0's)
void copySlot(int s)saves slot s into a buffer
void pasteSlot(int s)pastes save stored in buffer to slot s
void newGame(int s,QString fileName="")Puts default Save in slot s if no fileName is provided.
if a fileName is provided it MUST BE PSX Format data.
void newGamePlus(int s,QString CharFileName,QString fileName="")Creates a new Game + in slot s. exports cait/ vincent to CharFileName.
if no fileName is provided will use default save to make the new game +
if a fileName is provided it will be used to create the new game + it MUST BE PSX Format.
File Info Functions (the headers code says it all)
int lenFile(void);//Return File length.
int lenFileHeader(void);//Return File Header length
int lenFileFooter(void);//Return File Footer length
int lenCoreSave(void);//Return Slot length (data portion)
int lenSlotHeader(void);//Return slot header length
int lenSlotFooter(void);//Return slot footer length
int lenSlot(void);//Return Slot length
int numberOfSlots(void);//Return number of slots in the file_footer_dex
QString type(void);// Returns the file type loaded.
bool isFF7(int s);//valid ff7 slot?
bool isPAL(int s);//PAL SLOT?
bool isNTSC(int s);//NTSC SLOT??
bool isJPN(int s);//is a Japanese File
QString region(int s);// region string of slot s
//Set Needed Info Stuffs
void setType(QString);//allows for slot change.
void setRegion(int s ,QString region);
QByteArray slot_header(int s); //return slot header.
quint8 psxBlockType(int s);//mask of psx slot (used by index)
quint8 psxBlockNext(int s);// if using more then one block return location of next block
quint8 psxBlockSize(int s);//how many blocks save uses.
void fix_pc_bytemask(int s);// update so last slot is shown selected on load (must be public to set to currently viewed slot).
FF7Char - Info About Characters.FF7Item - Info About FF7 Items