FF7 - Part 1: Is it even possible?

  • Thread starter Thread starter Srethron Askvelhtnod
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Well, I've been using WMEUTIL 8 to encode em to 64 kpbs and I cannot tell the difference, even with headphones.  I showed them to my cousin, he couldn't tell the difference either, even playing the MP3 first and then the WMA and vice versa.So... if there's a quality difference, it isn't enough for most people to be able to tell.
 
fice: the util is exactly what the doc' ordered  :D
Uh, but i cant quite remember what i was planning to do with it :O. (duh!)
oh well itll hit me eventually, but thanks anyway  :D
 
One thing that should be added is when you gointo a battle on a scene(world map mako reactor ect) Now usely after the battle the song will just start again. How ever I just found out that on the PSX version after the battle its will go to the point before the battle. EG 1:23 minuutes into the song. Get what I mean?
 
So you mean when a tune starts, it should start where it last finished, not necessarily at the beginning?That's possible, but not as easy to do as MP3 playback.
 
Well...it's easy if we find our own MP3 decoder. Like, using WinAMPs in_mp3.dll directly instead of going through the exe. Same goes for looping.Anyway, the reason I'm replying is that this souns like so much better than the way the PC version does it...I got seriously bored of listening to that half minute intro which really aren't all that melodical over and over and over again without ever getting to the real parts of the song...
 
Oh, I see what you mean. I was thinking about that instead of MP3 playback ... not as well as.Yes, it would be easy for MP3's. Not so easy for MIDI's though, since FF7 streams the MIDI's itself.
 
Well it loads the MIDI data from disk, but I would think the MIDI parsing is done by MCI. So it's easy to change...call GetPosition in an overrided StopMidi, restore it in a PlayMidi (I haven't worked with MCI yet so I made up the names).BTW I remembered this great site again some time ago and thought some of you people would have great use of it: [url="<a]http://www.wotsit.org[/url]" TARGET=_blank>www.wotsit.org

Remember to seek out the MIDI specs there...
 
That's not what I found ... it calls functions in WinMM like midioutStreamOpen, midioutSendMessage (trying to remember names here) and dumps raw midi messages into WinMM. Did you find that its using MCI to decode them to this point?
 
No, you're probably right. I just assumed stuff because doing things the way you describe would be...insane! Looks like we can expect anything from those Squaresoft programmers in terms of idiocy.
 
What ever your doing hurry it up!
Lets see you only have to
Get MP3s to work.
Rerender the prerendered bacgrounds(I would prefer em rerendered at 800/600 so I can play it on TV-out)
Rerender the FMV
Rerender all the textures
Get rid of all the bugs
Increase res over 640/480 every where
Add more parts to the storyhmm any thing else?

On prerendered backgrounds how would they be rendered?
Would they be drawn?
I have a freind who a pretty dam good drawer
he might be able to help with pre rendered back grounds. Hes no miricle worker though.
 
some pointers:
If youre having trouble munipulating ff7 in to controlling the midi output to mci, then try munipulating the mci instead.
Like try to patch it or some work around.
 
Daggsvere :What a sense of dejavu! I just visited the site 2 days ago by accident.
 
Sir Canealot: Going a bit fast are we? Let's take this one step at a time. First, we'll let whoever decides to do it take care of the MP3s. *Then* we can start with other things, like a DirectX layer for improved graphics, re-rendering the backgrounds, etc. Don't try to cram it down our throats all at once.  :wink:
 
Not to dis courage anyone, but re-rendering the backgrounds is almost impossible. It would require the original source art from Square. I'm not sure if they are computer generated or hand drawn, but if they are hand drawn it would require a high resolution rescan of the image. If it was computer generated, then it would need to be re-rendered using whatever graphics program Square uses, and to do say, an 800x600 render at the quality they use, it would take lots of time and a fast PC. For example, some of the computer generated scenes in Toy Story 2 took 70 hours to render a single frame... How many different backgrounds are in FF7? Way more than that...
 
The backgrounds were rendered with lightwave. And the even the people who ported FF7 to PC didn't have access to the original source art. I say just recombine the backgrounds from the 8x8 blocks and then use eagle graphics to expand it. The are 256 color after all. Then it'll loog without beeing blurry or blocky-halkun
 
good idea hulkun
would save the HUGE amount of disc space needed if it was rerendered.
 
Sure, but anything would be better than what we've got.If we get it running at 800x600 all the polygons look better, and any sort of stretching on the backgrounds would do.

Of course, nobody's willing to write the DirectDraw layer yet, so not happening so far...
 
What do you mean strech it out by eagle?
I know of a eagle you can set Zsnes to you the eagle gfx engine and it make sthe graphics look crapy. It nothing liek that is it?
And about the prerendereds as I said if we were to add more parts to the games I could probley get him to draw some we might be able to scan in and use. I havent seen him draw any thing like FFVIIs backgrounds but with enough time and effort he could probley do it(He can draw very well even when not trying). Of corse both of those are in short supply with him being in a mental home(Long story)
 
While playing the game at 800x600 would make the polygons sharper, it would make the backgrouns look worse. I've found the best solution so far is to use my Voodoo5 and 4xFSAA. This makes the game look quite nice. There are far fewer jagged lines on the polygons with FSAA.
 
How could you possibly make the backgrounds look worse at 800x600?
 
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