Author Topic: FFVII for iPod/iPhone...  (Read 8742 times)

Cloud7

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FFVII for iPod/iPhone...
« on: 2011-01-28 06:18:06 »
Hello Community,
i was thinking quite a long time about that.
Finally I decided to start the programming and I've finished the starting screen
where the sword appears with new game and load game.
WOrks quite fine and it took me some long time , but sounds work great although.
So now I want to here ur opinion about that, do you think this is a useful project ?
Maybe somebody wants to help me, because it's quite hard to program with Basic...
Especially models and events.
If somebody says this is not allowed because of copyright and things,
I dont want to sell it .
I just want to increase my knowledge in programming area and play this wonderful game on my iPOd touch.
Thanks for your opinion.

Yours faithful,
Cloud7

Furzball

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Re: FFVII for iPod/iPhone...
« Reply #1 on: 2011-01-28 07:33:25 »
Interesting idea. Not going to happen. It will take too much time and people to work on it from scratch. Even Square Enix is saying as much as they want to they would not remake the game. Would take them longer then a year. If you still want to go for it shoot. I'll give you props for your accomplishments. But I think you're like alot of us that when we first started we had a big idea in our heads then we end up doing something else.

chaingang64

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Re: FFVII for iPod/iPhone...
« Reply #2 on: 2011-01-28 11:01:08 »
Seems like a really nice idea, but I know nothing about programming, if you managed to pull this off, much props to you.

Cloud7

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Re: FFVII for iPod/iPhone...
« Reply #3 on: 2011-01-28 12:43:27 »
it's really hard , i Know ,
 but its worth a try i think and i know i wont finish it , but
i'll learn to atleast programm properly,
so if anybody wants to help ?...
I#M programming with GLBasic.

Cloud7

pyrozen

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Re: FFVII for iPod/iPhone...
« Reply #4 on: 2011-01-28 18:33:39 »
you would be better off figuring out how to emulate the PC version of the game on the iphone, rather than trying to recreate the entire thing. Emulating the PC game on the iphone would be a ton of work, but not even close to the amount required to build the game from the ground up.

Cloud7

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Re: FFVII for iPod/iPhone...
« Reply #5 on: 2011-01-29 08:38:51 »
somebody emulated it already...
psx4all , i think it was called.
but for most devices the emulation took too much of ram.
the game ran on 20 fps ?
thats very little and unplayable.

syntax error

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Re: FFVII for iPod/iPhone...
« Reply #6 on: 2011-01-29 10:48:04 »
I think it is possible,but I would have started writing the field script interpreter.
You know where to find information about data formats,damage formulas...?

Cloud7

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Re: FFVII for iPod/iPhone...
« Reply #7 on: 2011-01-29 14:40:26 »
i'll learn .
any help is apriciated ^^
I could send you the code...

hotdog963al

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Re: FFVII for iPod/iPhone...
« Reply #8 on: 2011-01-29 18:34:24 »
There's no way you'll be able to do this, even with a massive team of people helping it'd be completely crazy if you ever succeeded.

Best idea is to port the PS1 version, emulating the PlayStation will be easier than re-writing the entire game.

Bosola

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Re: FFVII for iPod/iPhone...
« Reply #9 on: 2011-01-29 20:59:32 »
You want to completely rewrite PC FF7 in GLBasic for iphone?

What?!

If this goes anywhere, it's by porting an open source PSX emulator (such as ePSXe) to the new platform, or optimizing the existing emulator. Rewriting the entirety of FF7 would take years, even if GLBasic could support what you're doing, *and* run it quickly enough.

If you're really going to pursue this, at least start out with a model viewer or field extractor, just so you don't go completely insane.

Also, a word of advice: don't organize your work, the parts of the app you build, by the order users experience things in. Start instead with the biggest problems, ones whose solutions might, if necessary, be applied elsewhere. You wouldn't write a world map renderer, then produce a field renderer. You'd do what SE did - write the field renderer, then adapt it for the world map view.
« Last Edit: 2011-01-30 14:48:01 by Bosola »

Cloud7

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Re: FFVII for iPod/iPhone...
« Reply #10 on: 2011-01-30 10:09:54 »
it's totally crazy..
the startscreen is already finished, and I've already begun to actually start the game programming with my basic knowledge by the game sucks
at almost every 3rd line -.-'
If I ever finish it , i will be 68 y.o. ...

Furzball

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Re: FFVII for iPod/iPhone...
« Reply #11 on: 2011-02-01 05:47:21 »
it's totally crazy..
the startscreen is already finished, and I've already begun to actually start the game programming with my basic knowledge by the game sucks
at almost every 3rd line -.-'
If I ever finish it , i will be 68 y.o. ...

What I'd highly would suggest is, if you can instead of programming the entire thing yourself, split it up into easy to modify modules, and make a development kit for other people to split up the works amongst themselves. It's something I've been planning out for awhile now. My whole idea stems from having something like oblivion, fallout, unreal development kits being passed around. Even starcraft II people are starting to learn to make RPG's on. If you make a development kit FF7 specific. Other people could design the animations, graphics, materias, fields, etc.