A FFVII PC Mod

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How big can it be.   What is the limit.
Also, tell me what format you want it in, or even multiple formats.
 
How big can it be.   What is the limit.
Also, tell me what format you want it in, or even multiple formats.

You see, I've never made soundfonts before, I don't even know much about them. Go with the average size/format if you could. And could you explain to me about soundfonts, I've not learnt much about them. thanks
-Lone Lobo
 
it will be anywhere from 8mb-12mb, and in sf2 and dls format.

a soundfont is kinda like, umm, a downloadable...umm...lol
its something you can load into your system memory so when a midi file plays back, it will play the instruments in the soundfont.
 
it will be anywhere from 8mb-12mb, and in sf2 and dls format.

a soundfont is kinda like, umm, a downloadable...umm...lol
its something you can load into your system memory so when a midi file plays back, it will play the instruments in the soundfont.

I thought so (seriously) because some of the soundfonts in FFVII have different instruments.
About the soundfont, a 16 mb limit (you said 12, just to be sure 16) sounds efficant. And can both formats be read in FFVII?
 
SF2 soundfonts can only be used by cards that support that format, i.e. SoundBlaster Live!/Audigy, but can be used in any program.

DLS soundfonts can be used by cards that support them and by any card using the Microsoft Synthesizer, but it would be trickier to get these to work in FF7.
 
SF2 soundfonts can only be used by cards that support that format, i.e. SoundBlaster Live!/Audigy, but can be used in any program.

DLS soundfonts can be used by cards that support them and by any card using the Microsoft Synthesizer, but it would be trickier to get these to work in FF7.

Thanks
Mofokubik, make the soundfont a SF2 if you could.
 
cool. Because from what Aaron said, I dunno if my friends soundcard can handle it.
EDIT - SF2s I mean.
 
Cyberman: Heh, I know, but us students do have to work SOME of the time. The final year is a fairly good time to do so, I've found... ;)

Anyway, I've re-posted some of the Remake screenshots at http://www.warwickcompsoc.co.uk/~ficedula/remake/   ... no new ones right now, I'm afraid, but in case anyone missed 'em last time around.
 
Cyberman: Heh, I know, but us students do have to work SOME of the time. The final year is a fairly good time to do so, I've found... ;)

Anyway, I've re-posted some of the Remake screenshots at http://www.warwickcompsoc.co.uk/~ficedula/remake/   ... no new ones right now, I'm afraid, but in case anyone missed 'em last time around.

Hey Fice, could you help me out with my mod?
Also with your one editor, I can't use it (when I open it, it goes offscreen).
-Lone Lobo
 
Lobo:
Fice is part of the remake project, he's busy.. but I suppose no harm asking.

I've been twiddling with the data files looking at making conversion tools.


Fice:
Is that Remake's engine running FF7's data files?
I suppose it would be silly to change the backgrounds to 3d :)

Cyb
 
I'm far too busy now for, well, anything. Can't work much on the Remake project, never mind anybody else's...

Cyberman: Yep, Remake can read original data files to *some* extent. Field backgrounds are problematic, we can't decode field files fully, but it can read enough of the graphics to let designers re-use them.
 
Fice.. there are a bunch of things that field files can do I've noticed.
1: have up to 2 images in them
2: have up to 16 animated/frame images in them.
I believe the flags have something to do with the sprites that are pasted over the background.  Some of the animations have -1 frames but at most 0 - 7 frames (sometimes skiping the 1 frame).  So there is a lot to the encoding that well.. Snailrush knows and I don't (not sure what you folks know).

If you get any time have a look at Snailrush's PSX util.  He has decoded QUITE a bit of it.  I've been working on it myself, the PSX looks like it LZS compresses the field files also.  This doesn't surprise me any really. Looking at the data I have found it's NOT exactly the same as the PC version (no duh). I think Eidos did that because they were.. well LAZY. The data is encoding quite efficiently on the PSX.

Also looking at the game script a lot is mirroed in multiple backgrounds IE the DAT files are the same size for a few backgrounds and the data is almost identical.  So.. anyhow.. I think the Movies are queued from the scripts in the background images too (which would be handy huh?).

Anyhow.. I assume remake can't use the world map yet, but can grab the models of things that are in the 'scene' that is being viewed. These are in the script (which ones can be in it) I assume.  Hmm anyhow.. more to tinker with.
 
When you open a window and it goes off-screen, hit ALT, SPACE, then select MOVE.  Then, use your arrow keys to slide it back onto the screen.

I love Tech Support.  I do.
 
We know how to decode the animations and the transparencies; about the only part of the field background that isn't sorted is removing those damn black dots...

It's the field script we know nothing about.
And yeah, nothing done on world map I'm aware of, although the models are standard HRC/RSD/P, so they can be displayed easily enough.
 
why not just remake ff7 on a new engine?

Well... Call me crazy if you want, but I have a suggestion of 3D Engine : Crystal Space. It's an OpenSource, OpenGL-Based 3D engine. With some patches and additions, you could very well boost the graphics of FF7. Example : render the In-Game, out-of-battle chars like the in-battle chars. No?

Could also be used to make FF 8 Remake.

I love that 3D engine.

EDIT : http://crystal.sf.net
 
No real reason to. We *are* writing the Remake on a new engine; our own custom one. The problems we face aren't really to do with graphics and the like. The main problems are that a) we don't fully understand most of the file formats that FF7 uses, so we can't use all the existing data; and b) we need more active story developers...

TBH, a lot of the coding is so Remake-specific *anyway*, we'd have to do it regardless of whether we were using our own engine or an existing one like Crystal.
 
Ok, there are much code-specific things in your multi-platform port - remember that it's on OpenGL, and OpenGl is compatible with Linux, Windowz, MacOS (X), etc...

BUT the Crystal Space engine could be a very good start it you only use the Event Engine from FF7 and the text (i.e. if you rewrite all so that the backgrounds are generated "on-the-fly", the characters don't look like beer bottles, etc...).
 
Another idea : a swich between top-view and 45-degree-elevated-from-ground view?
 
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