PSX version battle backgrounds

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That too had a 16k kernel that sat on the bottom of NES memory. It purpose was to manage intrrupts, bank in modules, and keep the overall system running. Of course the original FF1 only had 16 parts that were 16k each, Only six of them were executable (Kernel, menu, battle, world map, field, and minigame.... wow, sounds familliar, huh ^_^) The rest were data resourses.
This is a very common technique, I've used it in all my embeded system projects greater than a certain size.  Modularity is a must as it saves space and creates fewer errors.

Cyb
 
A simple Makefile. It should work with minor adjustments on Linux and Cygwin. Not tested, as I don't have Linux or Windows runninig.
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Code:
all: stageviewstageview: stageview.o gcc $< -o $@ -L/usr/X11R6/lib -lGL -lGLU -lglut -lX11 -lXext -lstdc++stageview.o: stageview.cpp gcc $< -c -o $@ -I/usr/X11R6/include
Copy this into a file called "Makefile" and make sure the spaces at the beginning of the lines are converted into one tab or Make complains.
 
Not really... From what I understand this is the VRAM offset used by the PSX hardware for textures for that group of polygons. It is only me that splits it into 256x256 textures. That's mostly because using odd-sized textures is a bit of a pain - not to mention it is only available in extended OpenGL.
It think this could better be written as
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((mesh_tri_flags & 0x0E) / 2) - 3
, because the leftmost area in VRAM is used for the screen. But I'd have to reread the PSX documentation to make an exact statement.
I believe any section of the screen can be used to display an image, Square choose to use the Left side of the display for it.  What I really want to know is what the textures offsets are inside the TIM.  I noticed they used 8 bit TIMS for the background (which makes sense because it has more detail).
I noticed you check for bit 15 to be set for transparency (which I am going to make a note of myself) in the CLUT (I haven't been doing that).

What I've been doing is decoding the TIMs and 'scanning' the references (UV coordinates) to  pick the right palette for the TIM image.  This worked fine for the TIM's for battle models however the TIM for the background is completely different (bleah!)
I guess what I can do is create the OGL textures and generate the bitmap from those, it's still difficult to know what palette to apply unless you go through ALL the UV coordinates to make the texture to begin with.  There seems to be no free lunch!

Darn ;)

Cyb
 
It's true, bit 15 is the alpha bit. It's nice to see that working. Use my PSX doc for the VRAM format, it helps as I beileve the TIM format follows the same pattern
 
In the original (non-international) japanese version of FF7, all of the Test enemies were regular enemies and not triangles. Additionally, when the US/Int version was released, the Diamond/Ruby/Emerald and their parts replaced some other Test enemies.

~Sky
 
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