[FF7 PC] Full source code reversing project?

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"100% remade assets/scripts/code"
Great so they resorted to plagiarism. they full duplicated every scene and behavior and required no original copy ownership for a user to play it, see the problem here?

"It's better to use original scripts because it's not possible for a program to covert them to a higher level language automatically"
Yet there are projects which do, some of the Fallout 2 reverse engineered projects actually do support converting scripts.

It's fine not wanting to take risk to be 100% sure, but the Chrono Trigger case was quite obviously outside of the gray area and inside the area of just blatantly copying it.

I am not going to argue which is better and what to do, just wanting to state that there are ways of doing things which is perfectly legal, and as I said, won't work unless a good sum of planning is done beforehand.

It's still a discussion which I enjoy.  :) ;)
 
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"It's better to use original scripts because it's not possible for a program to covert them to a higher level language automatically"

It is possible, its not just not easy to do since it means writing a decompiler that produces structured code.
 
I don't know of any decompilers that produce structured runnable code at the moment.  IDA code is not compilable.  So is Boomerang code not compileable.  However I know that paid services that decompile code and manually fix issues do work.
 
Try almost any C# decompiler, native code is another matter. And simple script byte code is certainly decompilable. And the topic here is the simple script byte code, I already said many posts ago that decompling native code is a lost cause :P
 
It is possible, its not just not easy to do since it means writing a decompiler that produces structured code.
Maybe you should get back to work on that?? :):)
 
Complexity about which part?  Needless, can we make it simpler the decompiler?
 
The whole decompiler itself is a needless complexity VS using the original file formats directly.
 
On the bright side, a lot was reversed in the process. I imagine there is still quite a bit to be discovered
 
I agree with Paul, converting the data was bad idea,  using the original would allow rapid development focussing on the mechanics and cool parts and not files and directories :)
 
OpenMW went the original data route, seems to make the most sense to me. They have support for other formats too, so that would fix issues with limitations of the old format would it not?
 
I'm thinking maybe making the github repo a compliable version of the 0.14 source might be a good idea. Probably the code will need modernizing now though. I'm making the assumption that implementing the missing field opcodes is enough to get it working.
 
First of all we need to get the game working, we shouldn't even be talking about bypassing the games limitations until it works as the original did.  In the 0.14 version most op codes are implemented, enough to run the first mission
 
Why regress all the way back to 2007 codebase? Looks like Ogre has a new version out, api docs are still wack
 
Because as discussed in this thread the old version uses the original formats and is far more progressed than then current "generic" version. Also Ogre is a massive dependency to carry, it takes 20 mins to compile latest version compared with about 3 mins of the old.
 
Exactly, paul is right, there is a lot of progress in that version on the original formats
 
compile ogre as a library or as a dll that way you do not have to recompile Ogre source every time you make changes to the things which can be handled through inheritance or components.
 
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