Remaking FF7

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OK, here's my take:I'm more than willing to help out with a project like this - why d'you think I make all those editing tools? I'm just trying to point out whatever you do, your programmers are going to have a large job on their hands. Personally, I'd *prefer* decoding the script files to using another engine. For a start, distributing FF7 on another engine definitely breaks copyright. Modifying an existing copy of the game is less clear cut - the person needs FF7 anyway to play the game, so you're less likely for Square to throw a wobbler.

Of course, the only problem with decoding the script is - nobody's even started it. You don't know whether it'll ever be done. At least with an existing engine you know it's *possible* to make the patch, if you can get everybody to do their part...

As for *where* it's stored ... I have guesses. Section 1 (I think it's 1) in the Level file contains text, but that's near the end of the section. Perhaps the first part contains scripting info.
 
ok, remember theres a section lose to the start of the files that points out what feild characters/sprites are allowed on that level/or appear on that level
 
Hey Everyone!Here's what I think: Go with the FF7 engine. Yes, we will have problems decoding, but we won't have to worry about Square busting our asses or copyright infringement or anything.

Graphics-wise, can we use the battle models for the normal in-game stuff, like in FF8? That way we only have to make new anims for the battle models, and not several different types. This also allows us to have something resembling hands.

Storywise: When we write the story, it will be important for us to know exactly how far we can go. IE: Do we have a 360 degree battle between Sephiroth and Cloud using battle models and a movie background, or just a standard battle. We also need to know if we can add new areas, maybe reuse old ones, ect. We can definatly reuse anything from Nibelheim, and maybe some stuff from Midgar, Northern Crater, ect.

For Sephiroth's Lvl 50 problem, I have 2 solutions: 1) we simply ignore it and don't worry, or 2) The dragon we fight just before Nimbelheim can have a special, 1-time attack that somehow lowers Sephiroth's lvl to 50. (A suicide attack that takes his lvl down or something.)

Srethron: Don't worry. I like hearing ideas for stories all the time. We may find some parts great and others terrible, but I'm definatly willing to give any ideas you have a chance.

That goes for anyone else too.

Saint: Good luck trying to get Frank into this. He seems rather absorbed writing his own stuff right now, or having to deal with the real world. But that's just an observation and an opinon right now...

I got to get to class. L8r all!

Sephiroth 3D
 
The SaiNt: I think #1 is our best option. If we can't make it work, then we can always switch over to Legacy (although Legacy isn't supposed to come out for ...was it 3 years?)I did a bit more reading up on the Seph/Vincent thing, and it looks like Seph uses Vincent's stats and everything as well. The game also *thinks* he has Vincent's limits, even though he doesn't really. The game also identifies his Masamune as a weapon of Vincent's in the item menus (even though Vincent can't use it). What I *think* we could do is just figure out how the game uses character data and create a new character (perhaps just copy the data from an existing character, add it in, and then make our changes to make the new character unique).
As for the level 50 cap, for some of the earliest scenes when Seph is still growing up, I thought we could make a Young Sephiroth character (sort of like Young Cloud). That could help take care of the problem.
Stuff we really need? Well, I think that's three things:
1. The Field files (script, dialogue, backgrounds, etc. Basically, we need to understand the *whole* of the field format and be able to create our own Field files)
2. The debug room (After reading what Halkun has said about this, it looks like once we've cracked the debug room, we can change the layout of the game (i.e. make it load new field files and/or load them in a different order-perhaps someone can clarify?)
3. The battle files (the new locations will need new enemies and stuff, right?)

Ficedula: My misunderstanding, then. I agree about the large job, though. We'll certainly need some major breakthroughs.
Thanks for the info. I'll look at the Field files again sometime, but I doubt I'll find anything useful.

Sephiroth 3D:
We *might* be able to use the battle models for the normal in game stuff. However, the battle/field seem to be two completely different formats. We pretty much know the field, but we're just starting on the battle.

re: Storywise. Most of that sounds possible. I think we can re-use old locations (i.e., it would be fun to be able to revisit Corel Prison, no?). If the stuff about the debug room is correct, we *might* be able to add new locations and re-use old ones. For your thoughts about the battle, we won't know if/until we figure out the battle engine.

As for the story ideas, thanks. A fair hearing is all I ask. Nothing more. (I mean, heck, if I write horrible stuff I want to know, and I certainly don't want it in there.)  :D

[This message has been edited by Srethron Askvelhtnod (edited March 14, 2001).]
 
FF7 probably uses some type of bytecode interpreter for its game files. It has been stated that a certain archive contains scripts, etc- this probably contains the necessary bytecode to execute the program. Additonally, the PC port was a reality because only the game kernel and basic interpreter had to be ported over and linked to win32-native libraries.The trick, then, is to decipher the bytecode, write a compiler.. people have done it with Infocom's adventure games, but those are text-based 1980s era console text games.

If you really want to write a remake, you should write your own game engine. If you're lazy like I am, I reccomend [url="<a]http://www.wildtangent.com[/url]" TARGET=_blank>http://www.wildtangent.com  - it's fast, pretty, and easy.
 
About the Jobs you can count me in for some play testing.I dont know about much else though....
I will take with some freinds about what should be done with this remake though.
There Geneuses they should have a few ideas.
 
I'd really like to be in on this too, but all I can do is play test and help with a script because i have never programmed or even looked at any of those files  :( I'm a spare part....
 
If you released it as a patch wouldnt it be very large  :( I can only download cutting fine 25mb as my connection resets at 2hrs (BT are bastards)
 
The simple solution to that is don't use BT; they *are* bastards.Patches ... hmmm. Depends on what data you actually changed. Text data is tiny. I made a patch to test out Cosmo 0.75 that renamed Sephiroth. Now, that involved changing the text in about 1/3 of all the locations. (Not much was changed, but it did change a lot of files). The patch was <200Kb. Text compresses well.

Graphics, OTOH, aren't tiny, and the FF7 formats aren't compressed - though you could distribute them in JPG format or something, then write a program to convert em back into FF7 TEX's.

Music, if you used MIDI's, also tiny. Soundfonts would be the biggest element, but they should be optional anyway - not everyone has an AWE/Live.

Sound effects ... we wouldn't need many new ones.

Basically, a patch isn't necessarily going to be large, *especially* if you reuse data from the original game for lots of stuff. Which you should.

Incidentally, how do we get authorised for the private forum on this? I'm kinda hoping to be included in the discussion on this  :) Actually, what is going to be discussed in the private forum? Just the story line, or the technical aspects too (as you might expect, technical is more in my line, though story interests me too).
 
I didnt sign up for BT my sister did 2 years in a row and its getting worse. Also if you use jpeg's don't you lose picture quality which is one thing we want to make the game look better.
soundfonts are a good thing so they should be made optional although if I want to d/l them I'll have to do it at 4am when noones using bt
Also if you only use the same locations how are you gonna improve the quality of the pictures, also dont you limit the story a bit. I was thinking along the lines of som e sorta really cool confrontation locations. I really should remember this stuff on the first post so I dont hav e  to post 3 timesSorry about that flooding I have never seen the edit button before. Silly Me

[This message has been edited by M0T (edited March 19, 2001).]
 
well, i tried mailling qhimm himself, maybe ill get an answer some time soon (hopefully this year  :D)
 
MOT Try this download manager flash get.
When those bastards BT(I know how you feel I was on with them for ages. NowI have ADSL!)
disconnect you this lets you resume the download. Its also pretty fast.Heres the URL: [url="<a]http://www.amazesoft.com/[/url]" TARGET=_blank>http://www.amazesoft.com/

And what about me on this project? No I cant program but I would like to be a beta tester.
I could also provide some input on the project. Its up to you guys though. Im just happy its happening  :) .
 
Is BT the European equivalent of AOL?Sir Canealot: I'm not sure at this point, having not talked with the others, but what we *might* do is make a list of beta testers, and when we release a beta, we'll let you guys know. You guys wouldn't need access to the forum, but you'd be in the nextmost inner circle. I guess it's probably The SaiNt's call. Qhimm seems to have made him the leader.  :)

Edit: Oh yeah.
Mot: JPEG's are lossy. IIRC, they remove all of the colors that your eye can't see. That's one reason converting to JPEG from other formats can be such a headache, with images coming out distorted.

[This message has been edited by Srethron Askvelhtnod (edited March 19, 2001).]
 
No because BT used to be good and we have AOL too and its crap today as its ever benn. I'd like access to the forum so I could see what was going on. And the more people that help make the story the better is usually the case otherwise youd find that the story didnt suit many peoples tastes. On the other hand if you get too much input it could become confusing- you need to just balance it.
 
I'd really like to be a part too, but I only know some Delphi and a *very* little bit of C++ (definately not enough to be a great help).
But for new locations you need new music, right? I could do it, as long as it's MIDI.
 
Although we *can* alter FF7 to use any format of music (I've even written the program that does it) sticking to MIDI would be better, even if only from a download perspective. Everybody has the original game midi's and new ones are tiny.
 
Agreed thoguh mp3s should be an option.And does any one know of an easy to use Mp3 editing proggie?
The Mp3 of FFVII is missing loads of songs.
How ever they can all be fixed by choping the start off the music files. Any know a proggie for this?
 
I dont know any mp3 editing proggies, but IMO Midis would be better for live cards or equivilent (I have heard some midis on my friends pc and they sound sh*t) and mp3s should be an option but would be large wouldnt they?
 
If you need to edit mp3's, convert them to WAV's, edit them, then convert then back.If that seems a bit crap and you're thinking you could lose quality ... well, if there *was* an editor that could edit MP3's directly, that's exactly what it would do (except it'd do it automatically, of course).

MP3's are biiiig ... meg a minute, generally speaking. Though you can get some very good results out of lower bitrate VBR MP3's.
 
I think if your looking to edit mp3z you can use a program called acid music.. it kinda lets you piece your music or song together.. maybe another one like it too...
 
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