Q-Gears.0.11

  • Thread starter Thread starter Akari
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hm, with ODE being lots of things, I was wondering if it was "Open Dynamics Engine", or something else... but I suppose I will know when I try to use that one. :P
 
New release.

[ffvii] v0.09

2006/11/22
    + [ffvii] Change version number to v0.09. [Akari]
    + [ffvii] Optimize FieldModule a little. Remove unneeded pointers and manual memory allocation. [Akari]
    * [ffvii] Implement Fade on map load and unload. [Akari]
    + [ffvii_content] Change map STARTMAP.xml. Add load CHORACE choise in Yuffie dialog. [Akari]
    * [ffvii_content] Add CHORACE map by request of Synergy Blades as very hard with a lot of different background animation. [Akari]
    - [ffvii] Fix DatXmlFile when there is no XML. [Akari]

2006/11/22
    * [ffvii] Add FADEW (0x6C) field opcode support. [Akari]
    * [ffvii] Add FADE (0x6B) field opcode support. [Akari]
    * [ffvii] Add Fade effect to field module. [Akari]
    * [ffvii] Add ColorOverlay to Kernel. [Akari]
    + [ffvii_content] Change map ELEVTR1.xml. Add gateway back to NMKIN_1. [Akari]
    + [ffvii_content] Change map STARTMAP.xml. Make battle be lock by default. [Akari]
    + [ffvii_content] Change map STARTMAP.xml. Remove IDLCK opcode (we dont need it since we use our own walkmesh). [Akari]
    + [ffvii_content] Change map MD1STIN.xml. Remove timer and all text scripts. [Akari]
    + [ffvii_content] Change map NRTHMK.xml. Add Triangle lock as on real map. Remove our own gateway. [Akari]
    + [ffvii_content] Add simple sprite animation to MD1_2.xml. [Akari]
    * [ffvii_content] Add NMKIN_1 and ELEVTR1 map. [Akari]
    - [ffvii] Fix SetTriangleAccess() and SetEncounterTable() in UnitManager wrong sanity check. [Akari]
    - [ffvii] Fix sprite animation on same layer (when all sprites located on 2nd layer). [Akari]

2006/11/21
    * [ffvii] Implement showing/hide walkmesh and unit collision. [Akari]
    * [ffvii] Add BGOFF (0xE1) field opcode support. [Akari]
    * [ffvii] Add BGON (0xE0) field opcode support. [Akari]
    * [ffvii] Add BGCLR (0xE4) field opcode support. [Akari]
    * [ffvii] Implement background swich on/off (layer separately). [Akari]
    * [ffvii] Implement sprite background animation. [Akari]
    * [ffvii] Implement 2nd Layer. [Akari]
    + [ffvii] Rewrite Display blending and geometry to be more like one in psx. [Akari]

2006/11/17
    * [ffvii] Implement basic Background 1st layer loading. [Akari]
    - [ffvii] Fix Vram image aligment in Vram buffer for both tim and mim. [Akari]

2006/11/16
    * [ffvii] Add a lot of log info about initialization of different part of Kernel. [Akari]
    + [ffvii] Change tim and mim loading using Vram. [Akari]
    * [ffvii] Create Vram for tim and mim loading. Always allocate 1mb of memory for each texture loading. More efficient than previous method in some way. [Akari]

2006/11/15
    * [ffvii] Add mim file loader. [Akari]
    + [ffvii] Moved Kernel::Init() calling outside constructor, because we need constructed Kernel in Graphic initialization. [Akari]
 
Are you going to be implementing a view window soon? Even though it would be nice to run in 640x480, the actual field window is only 320x240, (or around there, I think I'm +/- a few pixels) and we really don't have the graphical data to display them full screen like that.
 
*claps* Very well done, now we have some graphics to have fun with eh? ^_^ The only thing I noticed that doesn't seem to be working correctly is the density of certain areas. Regardless, this must have not been easy ey? *huggles the 0.09 version*
 
Are you going to be implementing a view window soon? Even though it would be nice to run in 640x480, the actual field window is only 320x240, (or around there, I think I'm +/- a few pixels) and we really don't have the graphical data to display them full screen like that.
Maybe in next version where I'm going to implement real positioning, scaling and scrolling of background and walkmesh (among many others less visible changes).
By the way I update todo topic so anyone can see what am I planning to do in future.

The only thing I noticed that doesn't seem to be working correctly is the density of certain areas.
You mean that walkmesh doesn't fit background? I haven't working on that yet.
There are few troubles with background (look at CHORACE)... and we dont understand palette animations yet =(


Ow.. and I don't load changes in SVN yet. I do it tomorrow.
 
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Akari good job .. I wish I was as busy as you at this.
Busy busy busy Akari. All right I suppose I need to actually finish that ISO stuff (it's not too bad really).

Are you going to be implementing a view window soon? Even though it would be nice to run in 640x480, the actual field window is only 320x240, (or around there, I think I'm +/- a few pixels) and we really don't have the graphical data to display them full screen like that.
Do you mean the 'view port' or user view port? Hmmmm.
That's a nasty complicated problem actually :(

Cyb
 
Are you going to be implementing a view window soon? Even though it would be nice to run in 640x480, the actual field window is only 320x240, (or around there, I think I'm +/- a few pixels) and we really don't have the graphical data to display them full screen like that.
Can't you just scale everything to 2x? I know the backgrounds will look pixelated (texture filtering could be used but then the pink/green/yellow areas whatever colors it uses might be a problem), but it seems better than just showing a huge black border arround :P

Anyway, this is getting really nice... :)
 
Yeah, the walkmesh is what I ment. Regardless, it's really good. The elevator for example seems PERFECT with the walkmesh. It's very nicely done. This seems to be a major step in the development of Q-Gears, and i'm all over being a fan.  :mrgreen: Yes, it's true, I like to look at pretty graphics rather then the code, but this is great none the less. Keep up the good work! I'll keep bouncing some FF7 fans to these forums, maybe a few will actualy know something and offer help.  :-o
 
Good work Akari, I like the new version very much!!
But sometimes the walkmesh doesnt match correctly with the backgrounds, as you can see in this two screenshots: Screen 1; Screen 2
 
A quick check, after seeing the screen shots on the sourceforge site.
To get the field backgrounds do I need to have Qgears extracted to the FF7 directory?
 
q-gears/ff7 needs the PS1 game files, pc data files aren't supported yet
 
Fuuff. There is no more ScriptManager and UnitManager. Now there is only one ObjectManager.
Three days of rewriting finally finished =)
Now the work with it will be much more easy.

And.. I slightly changed my to do. I think due to a lot of working it will be finished only to end of year... and it will be a new year present (almost fully workable 1st mission. all maps, correct walkmesh size and a lot more).
// [ffvii] v0.10

! [ffvii] Add all 1st mission location.
! [ffvii] Get ELEVTR1 level work correctly.
! [ffvii] Implement line opcode.

! [ffvii] Implement scrolling opcodes.
! [ffvii] Implement walkmesh and background scrolling. (SCR2D SCR2DC).
! [ffvii] Implement screen and loading of screen related data from DAT (coords).

- [ffvii] Rework input module. Make it reported only pressed buttons all the time. Not the event.

- [ffvii] Rewrite and optimize UnitManager/ScriptManager.
! [ffvii] Make Walkmesh separate class/struct like trigger that can draw itself.
! [ffvii] Try to move walkmesh moving to ODE. Is it needed?
! [ffvii] Move unit to separate class.

! [ffvii] Make whole game state saved when go to battle (script state, unit state).

- [ffvii] Do something with a lot of printf in script.
- [ffvii] Make waiting type of opcodes allowed in starting script.
If someone wants to add some visible module till the 0.10 release date it will be great.

ps: einherjar, some progress with world map? Can you finished it till the end of december?  :-P
 
ps: einherjar, some progress with world map? Can you finished it till the end of december?  :-P
World *geometry* will be viewable in the wm module by the end of the month.
For texturing, it will depends on how well/fast I understand the way it should be done.
 
Hey I have tried to build the svn source, but I'm getting lots of errors from missing members, most of them from Geometry, TotalGeometry and Display, I'm not sure if it's some wrong file in the project or what
 
Hey I have tried to build the svn source, but I'm getting lots of errors from missing members, most of them from Geometry, TotalGeometry and Display, I'm not sure if it's some wrong file in the project or what
Yes: xeno does not compile anymore  :|
I fixed some errors, but was not able to fix them all -- I don't know the code of xeno/ and cannot test it...

So I've suspent compilation of q-gears-xeno on linux, until the situation is stabilized.
Current svn version does compile, but only q-gears-ffvii; q-gears-xeno is skipped.
 
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Xeno == Akari stuff.

However I'm stuck right now (IE snowed in) so I'll be a bit busy digging the access route out of the house (IE the driveway). Not like I can GO anywhere as the roads aren't cleared enough to pass.  I think I'll get more time soonish.  Right now I deciphering an MSDOS packed format executable. Gah it's anoying!
However when done I should be able to get some useful information out of it.

Cyb
 
Not perfectly, but fits. I leave it this way for this release (0.10) And start to work on scrolling.

q-gears.0.09b_1.jpg

q-gears.0.09b_2.jpg


ps: Someone can add this things to q-gears website to show our progress. =)
pss: 2 einherjar: Show even minor changes in view. This can keep people interest =)
And don't forget to write Changelog  :-P
 
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