Current state.

  • Thread starter Thread starter Akari
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Hello, long time no see  :)

How is q-gears progress going. Din you manage add something new features?
B... but the whole time, I thought YOU were the developer.... :o
 
paul what version of debian are you using?
   ogre 1.8.0 is needed to build and some extra libboost stuff .they are ubuntu packages but should be named the same in debian. although versions maybe different

when you start q-gears press F8 to load up the data.

it would be very helpful to have those kinds of docs.
Jessie - seems that the repo now has 1.8.0 :)

Do you think we could get some kind of wiki or somehow add pages to the source tree to serve as docs on github? Just something that explains:

* What platforms/architectures it supports
* Dependencies
* Supported compilers/tool chains
* Some sort of basic coding style doc
* Major features that deem the engine to be "complete" and their current state
* How to start hacking once everything is built, plus anything else required, e.g do I need the PC or PSX files? Do I need any files at all? etc


Edit: Still seem to have errors on this 1.8.0 version:

[ 65%] Building CXX object QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o
/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFileSerializer.cpp: In member function ‘virtual void QGears::HRCFileSerializer::readObject(Ogre::DataStreamPtr&, QGears::HRCFileSerializer::Bone&)’:
/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFileSerializer.cpp:130:27: error: ‘parseSizeT’ is not a member of ‘Ogre::StringConverter’
         size_t rsd_count( Ogre::StringConverter::parseSizeT( rsd_list.front() ) );
                           ^
QGearsMain/CMakeFiles/QGearsMain.dir/build.make:1894: recipe for target 'QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o' failed
make[2]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/src/data/QGearsHRCFileSerializer.cpp.o] Error 1
CMakeFiles/Makefile2:201: recipe for target 'QGearsMain/CMakeFiles/QGearsMain.dir/all' failed
make[1]: *** [QGearsMain/CMakeFiles/QGearsMain.dir/all] Error 2
Makefile:123: recipe for target 'all' failed
make: *** [all] Error 2
Of course adding our parseSizeT is easy.. but seems to not be a part of Ogre 1.8

To get it building on debian I had to make the following changes:

changed 3 instances of ParseSizeT to parseUnsignedInt

/home/paul/qgears/q-gears/QGearsMain/src/data/QGearsHRCFile.cpp:32:34: fatal error: common/FF7NameLookup.h: No such file or directory
 #include "common/FF7NameLookup.h"

from
#include "common/FF7NameLookup.h"

to
#include "../../SupportedGames/FinalFantasy7/include/common/FF7NameLookup.h"

Not sure where the main binary is yet though..

Edit again:

Finally figured it out, had to copy all of /usr/lib/x86_64-linux-gnu/OGRE-1.8.0/

to the "output" directory and the QGearMain executable to "output", then it would launch, if you didn't tell me about F8 I would have figured a black screen was all it could do though ;)

25usj7d.png


Final edit:

Started to add data to the wiki:

https://github.com/zerotacg/q-gears/wiki
 
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you could check plugins.cfg and set the pluginsfolder to the ogre lib dir so you won't have to copy them over to the output directory or
on windows i let it at "." and add the ogre plugins directory to PATH so that the application finds them
 
B... but the whole time, I thought YOU were the developer.... :o
My last commit was almost year ago. Didn't do anything since that time. But I check sometimes how things going.
 
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My last commit was almost year ago. Didn't do anything since that time. But I check sometimes how things going.
Quite slow.. we need more people :) we also need the field op code reversing to be completed.
 
Quite slow.. we need more people :) we also need the field op code reversing to be completed.
I wouldn't call Akari slow, as it is right now pretty much all there is (at least this version) is written by him....
 8-)
 
Quite slow.. we need more people :) we also need the field op code reversing to be completed.
Which field opcode you need to be reversed? I thought I finished them off )
 
I wouldn't call Akari slow, as it is right now pretty much all there is (at least this version) is written by him....
 8-)
Indeed - I am saying current progress by Zero and myself is slow :)

Which field opcode you need to be reversed? I thought I finished them off )
I've been looking here for docs:

http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes

Seems the red ones are not documented? I was going to work on creating the FF7 script to lua loader.
 
I've been looking here for docs:

http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes

Seems the red ones are not documented? I was going to work on creating the FF7 script to lua loader.
Oh! Year. Most of them are not in first mission scripts and some of them are not well reversed (like movie opcodes). I thiught to add them when I will add following feature but I never did (

I can help you with reversing since I seems the only one who can understand my notes in reversing folder ))

By the way did you see my ffvii field dat dumper in utilites folder? It export native binary script to almost lua )))
 
Excellent, I'll take a look. At the moment I'm updating the code to work on Ogre 1.9 - just need to fix a linking issue with overlays/fonts.

Is there any code already to get field images too? It would be good to get native field images and scripts working, then it would be possible to explore most of the game.

Also out of interest is there anything for FF9 fields and scripts?
 
Excellent, I'll take a look. At the moment I'm updating the code to work on Ogre 1.9 - just need to fix a linking issue with overlays/fonts.

Is there any code already to get field images too? It would be good to get native field images and scripts working, then it would be possible to explore most of the game.

Also out of interest is there anything for FF9 fields and scripts?
My dumper also dumps background images and animations (including palette animations).

FFIX mostly unknown. You can look at FFIX dumpers in util ditectory. It can dump walkmesh, models with animations but no more. And even this features are not well supported.
 
I've taken to trying to get the world map working, got it rendering with PC textures so far. Code needs a refactoring though as I've just hacked it together to get it working.

I'll do this after I get world map models loaded in and some other bits.

 
Great progress, loving that FPS in world map  ;D
By the time qgears is done, the whole original engine would be totally reversed. That's crazy to think about
 
Need people to reverse:

1. Animated world map textures, its pretty static and dead at the moment
Nothing known..

2. World map scripts
Some info here: https://github.com/paulsapps/ff7tools/blob/master/ff7/world.py
This is reading script from txz which has textures, sounds and script. In PC its in .ev file which apparently is the same data as in txz script section.

3. The encounter data from the enc_w.bin
Some info here: https://www.ff7catalog.com/threads/9100/

I think that should be everything to fully implement WM
 
I am, that's just the opcodes though, I will be adding more on how the script is organized and executed and once that's done link it into the main FF7 page. There are still a large number of unknowns though and it seems like quite a bit of stuff you'd need to get the WM working is either hardcoded or contained in other files.
 
Wondering what level of playablity qgears is up to, like are battles playable yet

side note interested in getting involved no prior experience though wondering where would be a good place to start
 
Last time I checked, level of playability was "Hey, you can roam in the first screen!"
 
and its not playable in that that first screen is completely scripted in native ogre formats.  im not entirely sure how far paul has made it with native data but as far as i know field is working  menu kinda works and battles have parts done but is skipped for the demo . i hope to oneday have more time to devote to properly working on q-gears..

if you would like to help us you can start by checking out the code from git and seeing what you might want to work on .

https://github.com/q-gears/q-gears
 
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